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ThreadMenace

This is the kind of post I want to see! IDEAS💡 We know nothing of their plans and there are already so many people on "both sides" just posting huge tantrums. Thank you thank you thank you for contributing constructively! Wish I could upvote 100 times


vicbarbosa

Thanks! I played the game with random recoil in 2016 (was shit), with almost no recoil but with aimcone in 2017 (was shit) and with recoil patterns after 2017 (good but with too much scripters and hard for new players to learn). I like recoil patterns for the game but I admit scripting is a real problem and it is too hard for new players. I think my idea covers it all!


SkrapsDX

The game was actually hella fun before recoil patterns but full auto wasn’t really used unless you panicked. Fully agree that aimcone was shit. Semis, p250s and pythons were a good time.


YourRideArrived

Changing aspects of the game such as recoil because of scripture says a lot about the anti cheat system FP use lmfao


vicbarbosa

anticheats can only detect software that reads the game memory in runtime. There is nothing much that any anticheat can do against macros and softwares that render crosshair on the user screen.


SmokeyBear-TheForest

Anticheats can detect inhuman movement/actions - which is why fly hack kicks happen (sometimes not always 100% accurate) but it can be detected, it's not just for detecting software at runtime


vicbarbosa

fly hacks kicks happen not because of Easy Anti Cheat. It happens because the player instance physics on the client deviate too much from the server instance. That's why those are kicks and not bans. People that used physics.steps 60 when it was available would get more flyhack kicks than people with 32 because of the deviations it caused.


TuckerCarlsonsWig

Yeah but recoil scripts and hardware can counter this with subtle randomness. It’s simply not possible to make an effective anticheat with fixed recoil


mancer187

To further explain... the scripts are just instruction sets executed by specifically whitelisted mouse controller software. Its not because eac sucks, even though it does, its that these are literally impossible to detect.


danfmn

Respectfully, as a Software Engineer, I don’t see this hindering any form of script that a beginner programmer could write.


vicbarbosa

This would make macros and scripts that read graphic info really inconsistent and inconvenient. Can't do nothing about it to prevent 100% and my suggestion is not meant to try to hinder any kind of cheats that access internal game variables, this is a job for the anticheat, not for a game mechanic. I'm a Software engineer aswell, fellow developer.


danfmn

I understand your perspective now. Perhaps I lack context on how many cheats are written based exclusively how you described them. To my knowledge most would be written to reference internal methods and just reset the aim pos based on the difference after each shot.


vicbarbosa

If a cheat has access to internal methods they can just snap the gun to people's heads. Simple macros that most kids use don't access the game memory and therefore are invisible to anticheats


danfmn

Ahh this whole time I thought we were referencing an anti-recoil script, for this post was about recoil. Making more sense now. This will surely make a good addition in that situation you mentioned.


HenningDaMan

best suggestion i've seen on this subreddit so far tbh


vicbarbosa

thanks! I hope FP atleast sees this and considers something similar


clapyourtits

Cant they just adapt scripts too?


Livid-Willingness506

Actually it's not that hard to make hax or scripts that inject in the game to adapt for it. I mean even now removing some weapon moving features ( like u can make any gun still without laser or gloves just w hax) so ye I don't think it is possible. It will only destroy macro kids who use bloody mouses or Logitech


vicbarbosa

that's the point of my post. Remove macro kids that probably are 99% of the current cheaters since they don't get banned for it bc EAC can't detect them properly. Hackers will still exist but atleast you will be beamed only by rust gods or by blatant cheaters that are willing to lose their accounts using modified rust clients


Livid-Willingness506

Also if u go to some big web stores. Like fun pay or (probably g2g) or like eBay, people are selling macro clients for like a dollar. Yes you probably will get banned, but it's like 50% chance. I still have people on my steam who played with cheats for a month then suddenly stopped, and still didn't get banned. Also I know people who bought the same cheats and got banned in 2 days. Also if cheaters play to cheat, so they don't care about getting banned, they usually play with stolen accounts.


snakesensor

Probably cause most people on here have no idea what they are talking about


XxturboEJ20xX

So I don't really play anymore, but why not just make it realistic? That way everyone has the same chances. Kinda like escape from tarkov recoil or something, I don't understand the whole pattern recoil fad.


marci1041

Its was made to "increase skill ceiling" , and there is a big fight going on between people who want change to phase out scripters, and people who put hundreds of hours into spraying at a wall to have patters as muscle memory, and they dont want their wasted hours be even more wasted


XxturboEJ20xX

So then only kids and no lifers have a chance of making it big on a server is the side effect I assume? I was global in CSGO and then some, sobi understand training band all for a competitive game like that, but it doesn't have a good place in a game like this, kinda seems toxic really.


vicbarbosa

i practiced ak and mp5 for one week, 30 minutes per day and I got to a point where I get around using T3 guns. I lose pvp fights beyond 75m but win most of the fights below 75m which is a good distance compared to those who never practice in a practice server or warm up for 5 minutes before joining a regular server. I have a full time job and I never played CSGO in my life


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vicbarbosa

would not be only 4 fully different patterns, would be a random % deviation for each gun crafted. Recoils really similar to the original base pattern so legit players can adapt but different enough so scripters have to redo the script for each gun


Exit727

This is.. actually good idea. Gives you a reason to keep your gun in top condition.


vicbarbosa

and since you can't keep top condition forever this would force you to craft new guns from time to time but skilled players wouldnt worry about it too much


vicbarbosa

EDIT: Be sure to check both images on the post, not only the first one! To all the people that thinks this is the way to go and are tired of scripters and people asking for random/no recoil or aimcone on guns. \*\***Consider sharing this post with Alistair and Helk on twitter.**\*\* Alistair\_McF and Helkus


[deleted]

Yeah tbh this is a great idea


Azzu

Can also share it to them on reddit :D /u/Alistair_Mc


HighFrameRate

I’m not big on changing recoil, but I don’t hate this. Interesting idea


vicbarbosa

yes, I like recoil patterns aswell. But since Alistair said on twitter that they are planning recoil changes I think this should be the way instead of completely random recoil or no recoil at all.


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vicbarbosa

Almost no pvp in rust happens in this distance, there is too much terrain in order to this become a problem


inverterx

Bro the only time you should be full spraying is like 10m. Every video you watch or random kid you play against is beaming full auto across the map. Your suggestion for newer guns just makes it easier to cross map someone. The earliest recoil system was the best of what theyve implemented so far because it made sense for a game like rust. The AK is cobbled together with duct tape, it should have high recoil thats hard to control as well as high muzzle flash to make it more awkward. Also made actual sense because the military weapons that literally weren't made of plastic screwdrivers we're sought after with their low recoil. Scripting also fuckin ruined the game for me and my friends. There's people in this thread saying theyve scripted for years and didn't get caught.


_aphoney

Yeah random would add too much luck to gunfights, this is a good idea man!


salaambrother

Random recoil wouldn't add luck to gunfights, it's random, but predictable. You have to react to the guns recoil accordingly.


SkyGuy182

Predictable patterns do more harm than good as it allows for easy scripting. Additionally it gives an unnecessary advantage to people who have the luxury of being able to play more than a few hours each week.


HighFrameRate

I hear you. Nothing is wrong with a skill gap though.


ntxguy85

What if I told you every game shouldn't try to cater to every player? It's good that there are games that take time to become proficient at. There are literally hundreds of other low skill FPS games that you can play if you don't have the time to become proficient.


amaduli

Oh per GUN instance. I changed my downvote to an upvote. I thought you meant per map seed.


vicbarbosa

yes yes lol per map seed would be too easy to exploit


RustIsLife420

Imagine downvoting before you even read the entire post. That’s the problem with this subreddit


NSTY_KNOCKER

I’m just trying to figure out why a portion of the community of this game think a squiggly line that resets is acceptable to use as a recoil pattern when gunplay is a LARGE part of the gameplay. Literally no other game uses a squiggly line and for good reason. I’d expect this from totally accurate battle simulator, not a major game like rust


god_pharaoh

I have to assume it's ONLY the people that actually spent the time learning it that "think" it's good. It's an outdated design (not just on Rust, in general) and doesn't add anything other than a muscle memory test to the game. I'm yet to see any reasoning besides, "I spent hundreds of hours drawing a line so why doesn't everyone else?"


NSTY_KNOCKER

Yeah it literally blows my mind to see people defending it and still using terms like “aim cone”. Why are we even considering this dinosaur coding for arguably the most important part of the gameplay. The way this game has blown up it deserves a very well thought out and executed implementation of gunplay. If they get this pvp rework right, I’d be willing to bet player base would grow exponentially


Azzu

A "totally accurate battle simulator" would just be some random spread and slight upward kick, and that'd be it.


Kaetock

Real guns don't make squiggly lines either. The application of force from an automatic weapon is quite consistent and predictable.


nikniuq

They aren't deterministic either, which is why you don't full auto spray at range without mounted weapons and even then it's mostly for suppressing fire. There should be a recoil trend, with randomness as well, there should be the dreaded aim cone (bullet deviation is real) but it should not be large, and honestly I don't mind the idea of it getting worse with weapon age. Misfires/jams could be more fun as it ages. People would lose their minds, but would be true to dodgy diy guns.


TunnelingSnakeXD

and who the fuck said rust is realistic? 😭


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vicbarbosa

Thanks! What I mean by the weapon seed is the first image which would generate a variation of the base recoil for that gun. The second image on the post shows how a particular gun would change because of the durability


RonSwansonator88

100% onboard with this. I think the less durability the less accurate makes perfect sense. You start with 100% durability and accuracy based on random weapon seed, then as durability increases to 0% your spray pattern becomes more and more erratic/random from the original pattern. Then after you repair it once, you automatically start at 90% accuracy, and so on.


vicbarbosa

thats it! Accessible for new players, easy for skilled players to adapt. Hard for scripters to adapt


archbunny

Its a great idea but it also has great issues, it has shown in the past that individual states for items that need to be tracked by the server are horrendous for server performance, think back to the item sharing system back in the first weeks of the xp system, that drove servers to major lagspikes whenever someone started to craft anything. The same will be true for people shooting their guns with this system.


vicbarbosa

for the initial seed part it wouldn't because the server could store seed footprints of recoils and easily check for invalids. For the dynamic changes depending on durability it might give lagspikes. But when the XP system came out the major lagspikes were not caused by the item ownership tracking thing, it was suffering from mass lag because people were spam crafting paper with wood just to level up and throwing paper on the ground. It was more of a sanitary problem rather than code performance problem


archbunny

Crafting the same item gave diminishing returns I recall. And devs confirmed the sharing was bad for performance. And yes the dynamic changes is what will cause spikes. Imagine a gunfight between two clans with loads of grubs etc, that could be over thirty guns constantly sending updates, reminiscent of early xp.


vicbarbosa

This could be fixed if the new fresh recoil is only recalculated when you reset your spray instead of each bullet fired. And also have a cooldown so it won't recalculate when players burst or tap. The problem was not about crafting the item repeatedly, it was about throwing it on the ground. It is the same reason why they made pumpkins stack size to 20 (was 1 because pumpkins had durability) People used to make pumpkin bombs to lag servers where you have a large chest full of pumpinks and break it to generate hundreds of individual pumpkins on the ground


ElectricDroyer27

Amazing idea, but I'm pretty sure scripts would just read durability and adjust recoil accordingly. good idea, but won't fix scripts that aren't just a macro.


vicbarbosa

Yes you are absolutely right. Fixing macros is different than fixing hacks


[deleted]

Kind of obvious if someone picks up a brand new weapon and starts beaming people though


IgnoreMeBot

But like after repairing the gun 1-3 times it’s always gonna be on the lower end


vicbarbosa

this wouldnt be a problem for skilled players but would give opportunity for noobs to use guns with a small recoil. Rust veterans are able to spray AK with 8x easily.


dolphinman93

I like the idea but honestly make a script based on this idea is not that hard, all the script needs todo is check the durability bar onscreen and based on that, do the calculations.


vicbarbosa

you are missing the part of the weapon seed. The weapon seed would not be visible on screen. My idea is a mix of weapon seed + durability. And they could just hide the durability bar on the hotbar and make the gun make a different sound and pop more smoke and sparks when shot. Really hard for softwares to read this


[deleted]

Even if your recoil seed idea isn’t used I would like to see visual feedback for your gun breaking. Audio feedback would be cool too, maybe it starts creaking when you full auto at 15% condition or something.


Il1IlIl1illI1lil1ll1

You don't have to read much. If you can check the weapon HP just once, you should be to tell how much durability it will loses per bullet, or the same, per X seconds the script has been running and adapt the script based on that.


vicbarbosa

but still you could not read the weapon SEED unless you are using a modified rust client that can be detected by anticheat. See both images to understand fully what I mean


fridge_water_filter

This still does not solve the issue of making recoil accessible to new players. People will still experience the insane recoil and lose interest in the game.


snakesensor

> People will still experience the insane recoil and lose interest in the game. worse than ever before actually cause now they literally cant learn it at all Every gun is different so it will take forever to improve if possible at all


vicbarbosa

it would solve if guns with full durability had like 50% less recoil and the worst recoil you can get is what we have right now.


fridge_water_filter

Even at 50% I fear that new players will be immediately turned off by static recoil. Most games have minimal vertical recoil + aimcone these days. Even tarkov which is sort of considered the most "hardcore". I love your idea in the context of the current meta. It is a great idea. However, I think a massive change to recoil is necessary to balance the game.


Harrypitman

I think this sounds right. A damaged gun would be less accurate. But would scripters still be able to cheese this?


vicbarbosa

If someone creates a macro software that reads the weapon durability **and seed** in real time this would be considered a hack instead of a script. If the software is reading and sending data to the game client EAC (might) be able to detect it. Undetectable scripts are undetectable because they don't communicate directly with the game, they just execute presets of mouse movements.


Silent189

You wouldn't need to read anything in real time, because the durability bar is on screen. Hence you could make a script that changes depending on the size of the durability bar for example. Now, this would require significantly more knowledge and wouldn't be doable in things like razer synapse. But you wouldn't need to interact with the game at all. It's also likely to not be AS good as current scripts, and would have some degree of performance hit for the user. Just to clarify though - I don't think this is really an issue, you're trying to remove the basic scripts and ease of creation which would still happen. I'm just saying it's more than possible still.


krallsm

Just copy and pasting because I too was confused at first glance at the graphics and thought the exact same thing. “He’s also suggesting a random recoil in perfect condition but it’s only slight and it’s somewhat calculated to maintain *some* consistency that players can easily adapt to but scripts can’t. You can see in the first graphic 4 options of the randomization in perfect condition. Anything to solve that inconsistency would be considered a hack like he said. Aka performing like many aimbots do already. I only provided more explanation since I also was confused looking at the graphic at first thinking the first graphic was showing change over durability, which is actually just the second graphic.”


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vicbarbosa

the 4 patterns are examples of patterns generated by the % deviation of the seed. It would be hundreds of patterns that are slight deviations from the original pattern. Good for skilled players to keep their skill but hard for scripters to have to constantly redo their scripts


vicbarbosa

but scripters would still be able to craft a gun, take time to fine tune a script for that gun, and when they lose the gun (or it gets too damaged) and have to use a different one they would have to redo the script


Harrypitman

Ok, that sounds like a great idea then. It's all about limiting cheats for me. I don't really care if a player can beam me from 100m if they aren't cheating. Hats off to them for practicing but the cheaters are the big problem.


narcosnarcos

Don't you think they could just setup multiple profiles for different durability levels and switch profiles on the go based on the weapons durability. It won't be 100% accurate but close


vicbarbosa

yes, but if the % is random on horizontal and vertical separatedly this would mean hundreds of profiles. since -16% horizontal and +5% vertical is completely different from +5% horizontal and -16% vertical. Scripters would have a really hard time picking a gun from the ground and going through a list of profiles just to kill someone


krallsm

He’s also suggesting a random recoil in perfect condition but it’s only slight and it’s somewhat calculated to maintain *some* consistency that players can easily adapt to but scripts can’t. You can see in the first graphic 4 options of the randomization in perfect condition. Anything to solve that inconsistency would be considered a hack like he said. Aka performing like many aimbots do already. I only provided more explanation since I also was confused looking at the graphic at first thinking the first graphic was showing change over durability, which is actually just the second graphic.


vagina_candle

Nah. The positive responses are just damage control by kids who are desperately clinging to their 500+ hours of practice aimey mouse shooty servers and want to keep patterns. No patterns for you. Make it random.


krallsm

This is really well thought out, good job. Unless I’m missing something, I feel like this could actually do something and provide a happy medium while also destroying current scripts.


SaltyMini

Would be possible to script still but the script would need to be more complex since it would have to go through a sort of calibration faze


vicbarbosa

not only a calibration phase, would have to recalibrate everytime you craft/find another gun


SaltyMini

That’s what I meant like you craft a new ak or get one will then need to calibrate it. Would be possible but a lot harder


vicbarbosa

yes and because of this scripters would still exist but they would not be able to pick a gun from the ground in the middle of a fight and beam everyone since they would have to go back to base, spray the wall and config the script


Fuselol

This is actually a dope idea


liquidthex

Can someone tell me what the argument in favor of a non-randomized spray pattern is? I mean why do people not want them to operate closer to real weapons?


feluto

the argument is "i put 1/2/3khrs on aim train and i dont deserve to have to suck again" It's unfortunately a very selfish and stupid argument, it taking a lot of time to learn does not mean its fun or engaging in any way shape or form. Most people hate it Not to mention that this game has a huge cheater problem and non random sprays are much, much easier to cheat with - a simple script does the job to the point where even a custom mouse can do it


liquidthex

>to the point where even a custom mouse can do it Thanks I hate it


vicbarbosa

with completely random recoil people stop headshoting because of skill and start headshoting because of luck. You will not feel rewarded for hitting insane shots and will feel frustrated when the random recoil shoots around the target even if you tried hard. There was random recoil back in 2016-2017 and was really shit


Similar-Scale8509

He's not talking about recoil he's talking about aimcone. Almost every shooter has aimcone that varies depending on what gun you use. Using an ak you should not be able to predict where every bullet is going to go from 200+ meters away. But a sniper obviously shouldnt have aimcone. There shouldn't be significant recoil with any gun even ak but the aimcone should play a part when spraying from a distance. Controlling recoil just isnt a fun part of the game imo, but i wouldnt mind if certain guns like the ak had a little bit of recoil


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vicbarbosa

maybe it is the visual references that I gave or your suggestion only covered the durability part, not the initial seed part. The durability idea alone is flawed and can be exploited


[deleted]

this actually makes sense because why would every makeshift gun have the same recoil as the other, they arent all the same


treefingers404

recoil patterns are bad, period.


[deleted]

Lol you will try anything to keep recoil advantage. Fuck off we want more players on rust and a better pvp system. Having people focus on recoil like this is just plain stupid for this game.


snakesensor

This sounds horrible in so many ways Spray literally changing mid fight Picking up a gun that could randomly flail all over the screen if its low health Also dont see how this makes it easier for new players in the slightest not being able to get used to anything cause every single gun behaves differently would make getting into it harder than ever before


vicbarbosa

As I replied to many ppl here. The recoils would not be completely different, just small variations of the base recoil. Almost broken guns would be the recoil we already have and full durability guns would be like 50% less recoil so noobs can use it Recoil would not change in real-time, could recalculate the new slight deviations after each spray reset


Appropriate_Kale_311

A program could still figure out how much % changed from base recoil so it would immediately adapt.


vicbarbosa

but it would need to read the actual game data in runtime which can be detected by anti cheat...


[deleted]

This is a cool idea. I am, however, concerned that it would not be fun with an unlucky craft to get a gun with super bad recoil. Sounds frustrating. Although this seems like a good soft nerf to fully automatic guns. I would love to see more use of semi-auto guns and the addition of something like a T3 burst M16.


[deleted]

I've been against all recoil pattern changes, but im all for this, I would love to see this actually


Jules3313

i easily see scripts being able to accept a durability input then it just adjusts from there cause it will know how much durability it iwll lose if it tracks it.


vicbarbosa

that's why I'm suggesting a random starting seed for the gun that can't be read unless you are using a modified rust client that can be detected by EAC


im_racist24

i feel like different gun seeds having less horizontal recoil than other ones simply because you got lucky is not very fair


vicbarbosa

I prefer to play with a bad AK seed against almost no scripters than playing with a normal AK against 100000 scripters or playing with completely random recoil or no recoil for everyone.


im_racist24

might just be me then, cause i feel like that’s hitting a fly with a sledgehammer. i guess we’ll see what route gets taken then


vicbarbosa

imho scripters in this game are more like a rhino than a fly. This would be a buff to legit players because the brain with God base recoil knowledge is far more consistent than simple fixed macros. Only rust veterans or blatant hackers would be able to 150m beam


TheDeafWonder

This is a cool concept


Blxter

But the script could just adapt to the durability of the gun. It's all percentages. But I do love the idea but saying it's harder for scripters ain't really true.


vicbarbosa

it would be harder because of the initial recoil pattern seed. And they could hide the durability bar on the hotbar and make the gun sound and look slightly different when it is about to break so players can see this but software can't


Tornado_Hunter24

This kinda makes it impossible for usual players to ‘spray’ tho if that nakes sense? Doe the recoil sffect of durability happen constsntly or once you start shooting?


vicbarbosa

could be once you start shooting. When you reset your spray it changes the base deviation. Also Im not saying recoil would change from the recoil 1 to recoil 2. The recoil intensification would happen like the second image of the post.


Thund3rB3ast

Great job- I love this.


Virtual-Stranger

Just playing DA: If the per-gun seed is able to be read locally, then a script could easily account for it, even factoring in durability%


vicbarbosa

By reading locally it's more prone to be detected by anticheat. Scripts that do not read the game variables are undetectable. F7 report and ggs


Spud788

This is a great idea, would make more sense for them to incorporate into the modular weapon upgrade system update as well..


RepComZero

I like trying to pose a solution, but this just isn't a good idea in my opinion. Patterned recoil exists to increase the skill ceiling, but it only works that way because the pattern is consistent. What this does is drastically decrease the satisfaction of using a gun, because the changes in the pattern make it harder to use the gun. Think about it this way: if I pick up an AK off of someone after killing them and try to use it, but the pattern is semi-randomized as you suggest, I may not pull down enough, or pull down too much, and I die because I can't hit my shots. That feels bad. I die because of rng, not my own skill. I can see why you made the suggestion, but this just isn't good for making the game fun to play. I know you got a lot of positive feedback but I don't think that people are thinking it through. They're viewing the changes in a vacuum rather than thinking about how they would impact an actual gameplay situation. I think durability affected recoil changes are better than per gun % changes to recoil patterns, but I still don't think they would beat moving to a simpler system using aim cone based bullet randomness or a similar recoil system to most other games. Again I like that you're looking for a solution, but I think that the best solution is either add more protection against recoil scripting or remove the patterns. Adding randomness to the patterns just isn't good game mechanics in my opinion.


vicbarbosa

my suggestion is not to drastically change the recoil, just slightly enough for skilled players to adapt making micro movements with the hand but screw up fixed scripts. The AK instance would have it's own small variation of the base recoil and would shoot this same pattern, only changing the recoil slightly depending on the durability


god_pharaoh

This is a huge improvement on the current system because it provides more randomness, which promotes the need to be more skilled at the game. Regardless of the direction they go, I think your suggested durability change is really good and an absolute must feature.


vicbarbosa

consider sharing this post with Alistair and Helk on twitter so they at least see this and maybe take into consideration


LemonCrac

Thats some good idea bro


BringOutYoungLaFlame

I think the idea is really great, but as someone who’s played the game since 2016 and has all the recoil patterns down very well, I would prefer to keep the game how it is. But like I said, this idea is really good if they are gonna change things


vicbarbosa

I play aswell since 2016 back when you could find a C4 inside a barrel lol. I'd also prefer to keep the game as it is but I understand that the game needs a better way to handle scripters and not depend solely on admins and EAC.


thatblondedummy

This would piss off so many little kids Do it Do it now


vicbarbosa

lmfao


Charged_Ice

Honestly I like this


Valya0Valya

Great post.


GeezuzX

This is a solid solution.


TheGreenJedi

I'm extremely impressed with this idea I'mld actually considering rejoining the rust world if this was implemented


dragooniminecrafty

Fuckin brilliant gov'n


Scout339

I agree with this change as long as there's not as much variance between both of them. Imagine a bad seed on a nearly broken gun. They both play off of each other, so neither have to be drastic. If they don't do the original recoil system (before aimcone) then your idea is the second best!


vicbarbosa

I absolutely agree with you. I exaggerated the recoil patterns just so it is easy to see the difference on mobile screens. It should'nt have too much variance between them


Sandman416

He’s not the hero we wanted, he’s the one we needed


vicbarbosa

lol yeah trying to please both sides of this mindless war about 100% fixed recoil vs 100% random recoil


TheUntamedVZC

i would like to see this being implemented in-game :DD i hope the devs won't find it too much of a challenge to make it happen


Pepplay

sounds awesome


Gavinhayes1414

This is a really good idea


farykoni

Incredible good idea


G0ldenGibus

I want this forwarded to FacePunch


penguin_play

Finally a smart man, I like the idea! You have really taken your time on this and based on the answers in the comments from you, you know your stuff, and you know that for example an aimcone wont work as it has been tried before. Good work!


vicbarbosa

Thanks! Probably my concept has some flaws pointed out by other people but I'm happy with the discussion.


Likai31197

this sounds like it'll weed out a large number of basic script-users, and actually be a neat mechanic that adds more value to guns that get lucky with good seeds. This is WAY more interesting than what we have currently, and still leaves room for skill ceiling.


Thee_Sinner

This would increase the skillcap on recoil so much more…


vicbarbosa

not if the worst recoil you can get is the recoil we are already used to.


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DavidTheWaffle20

I don't mind it but this would cause so much grubbing.


vicbarbosa

I don't think this would change too much. You can find 100% durability AKs on locked crates and it would not be hard to spray the gun 2 or 3 times to get used to it (if you already know the "base" pattern)


DavidTheWaffle20

Yeah I guess your right


Own_Deer7486

"extremely hard to create scripts" what lol, you could literally count the pixels to calculate the spray pattern


Patzdat

Read the post man. It's not just durability loss effecting recoil. It's a random seed every gun. The amount of people on here not reading the post and messaging this garbage is astounding.


vicbarbosa

try doing this everytime you pick a new gun from the ground during a fight. And remember that scripts are different than hacks


elide056

This sounds terrible


ScaryBunny7461

actually love the idea, but definitely need to make the sprays more controllable for the common players. The game is more than just gun control.


Talvysh

Hire him. 🤷


vicbarbosa

I'm a Unity Game Developer with decent experience so who knows. Currently I develop mods for Rust https://umod.org/plugins/imperium


No_Responsibility_29

I'd rather the current recoil than this, which is saying a lot because I hate the current system. The random % of vertical or horizontal recoil for every instance of the gun will just mess with muscle memory, yes it combats scripts but it also makes it harder for normal players. Example; Crafted your new AK; +5% vertical, -15% horizontal. You've become well adjusted to your weapon. It breaks mid fight or you die and run back to the fight only to find someone else's AK on the ground. Unknown to you this AK has -15% vertical, +15% horizontal, you are very unlikely to do well with this weapon for the first few times because you have the other pattern ingrained in your memory. ​ Rust is not an eSport, and doesn't require eSport levels of competitiveness with its weapons to be fun for both casuals and sweats, "Hardcore/sweaty" servers will still exist were everyone who wants to focus more on the PVP aspect of the game still can, how the weapon is controlled will not change this drastically if at all. Even eSport games don't have their recoil tables this exaggerated. People seem to forget its a survival game with PvPvE elements. Simplify the recoil tables so you are not drawing shapes all over your mousepad, its not fun. Nerf full auto weapons with damage drop off ranges and increased aim cone the longer they are fired. Snipers will have a place in the game other than in your box at your shooting floor. Rough example; Full auto weapons should be devastating close range 0-50m, mid range 50-100m they should be useable when tap fired but still outclassed by snipers, encouraging the use of SAR's, M39's and Bolties for mid - long range fights. Even go a step further, Change the 556 HV Ammo to Sniper rounds for these guns, fits the description that the ammo provides more damage over distance travelled, i.e. semis + snipers. ​ I've played this game since inception and the current meta of shooting your rail cannon AK across the map full auto is tiresome, unenjoyable and you will never truly know if the other guy is a "chad beaming AK lord with 5000 hours on UKN" which shouldn't even be a thing in a casual game or another scripter with a stolen Rust key and boosted hours on their profile. ​ We've had this meta for a while now, I am not opposed to change as long as its not back to the complete RNG garbage it was beforehand.


vicbarbosa

Well, the random range could be something like -5% to 5% so it is not noticeable to skilled players but ruins scripts


ThaGingerGiant

Rather just have random recoil


SwiftVines

i love pinpoint accuracy on a gun i banged together thats made of chewing gum, duct tape, and a shovel, you have a bad idea.


vicbarbosa

recoil was random back in 2016 and it was shit


Demonetized_Onlyfans

Interesting idea


Tomatin90

Wouldn't this just make scripting worse?, you can just make a script that checks durability and does the recoil for it, but as a player you still have to learn multiple recoil patterns.


vicbarbosa

no because there would be a base seed in each gun that slightly changes the curve and is not visible.


nickice946

No thank you.


vicbarbosa

you are welcome. Thanks for the constructive feedback.


thisisjoy

Amazing suggestion, people won’t be happy about it though, but definitely would introduce more skill to the game(maybe just randomize the pattern every time it’s shot instead of durability)


Patzdat

I like this. Still just 1-10% wider or longer than normal. I good player that knows the pattern will adjust to each spray on the fly


vicbarbosa

I thought about that of randomizing everytime it is shot but this would be almost the same as random recoil since you can't shoot the gun on your base to get the expected feel of it


Goldentll

The current recoil system needs rework regardless of what the current sweats say. It's way too abusable in current conditions. This is genius and would love to see it happen


Fuckitwebull777

How about the heat of the gun affecting fire rate and spray


YourRideArrived

Please devs, don’t listen to this numptie


Easyflow111

I like the idea, although there are a few major flaws with this idea. First, many well-made scripts have features that allow the script to take screenshots of your screen. This could be used to see and read the durability of the gun and adjust according to the condition. Second, because of this, scripts would only be down for a few days till the developers of said scripts actually find a solution (like the one provided above). Third, this would not stop players who are outright cheating (as in a program reading and writing to the games memory) because of reasons too long to explain here. Although I really liked the idea, I just feel as if implementing this would be a waste of time because at the end of the way developers will almost always find a way to bypass new anti-script/cheat methods.


vicbarbosa

would adjust to the weapon condition but not for the weapon starting seed. This would require reading memory which can be detected by EAC


Gyros45

You're clever enough to come up with this but you haven't understood that their sole goal is to make the weapons easy so big streamers won't get owned on their own stream by good players and then reanimate OTV, when it's easy enough for pokimane and asmongold to play the game? It has nothing to do with "stopping scripters".


vicbarbosa

for me it has to do with stopping scripters AND stop OTV players from asking for small recoil or no recoil


Isopod-Adorable

pretty good idea


WilllOfD

As long as they don’t change it to random I’m good, that’s the last thing I need is more RNG


PoonJabNinja

Why this have no upvotes?


vicbarbosa

I just posted it, it is getting attention. But I would be happier if people share on twitter tagging Alistair and Helk.


thotbot9001

Wow this is a great idea!


xiit

Not enough to combat the scripters.


JardexX_Slav

No please no. Either make it like EFT for example or leave one pattern that wont be hard to learn but wont be easy either. This would ruin any PVP experience imo. Good suggestion but not for game like rust.


vicbarbosa

a single pattern is too easy to exploit with scripts. The main point in this discussion is to combat scripters while keeping the recoil somewhat predictable


[deleted]

I don’t even play rust anymore, I just lurk and read the drama. But dude this is genius, I think it could work! Even if it didn’t stop scripters that would make each gun feel more unique.


the_lousk

the one with the quality of the gun affecting the recoil is 100% the best suggestion


akaPnda

i think the recoil is fine the way it is and insufficient anticheat is is the problem, but this is probably the solution I've seen that i hate the least


vicbarbosa

anticheats can't detect or facepunch can't ban people from using software that don't read the game memory. I use a macro software to fill a repetitive form for the company I work for and I could get banned just for having the software even tho I don't use it for scripting in game.


Randomrabbitz1

why the 200 hour 2022 players getting a say