Miscreated Patch 1.2.0 has been released on our "Miscreated: Experimental Server" game on Steam.
This is a different app on the Steam store, so verify you are checking the correct game.
The is a major change with MANY updates.
Don’t waste your time. Meta attachments locked behind arena that you can’t buy on the flea market in the main game. @bstategames@nikgeneburn stop screwing over the main game to get people to play and spend money in arena
If anyones looking for a TRUE Hardcore experience check out [Downbad] SCUM Hardcore Survival.
Completey overhauled survival mechanics/Loot tables/Quests and more. For more info join the discord!
https://t.co/B8nzfWJ8q1
@ScumGame#scumgame#scum
Rust: We’re continuing to strengthen our anti-cheat efforts. From March, server owners will be able to opt in and only allow connections to players who have Secure Boot and TPM 2.0 enabled.
We know not everyone is on hardware that supports Secure Boot or TPM 2.0, which is why we’re taking this middle-ground approach to start with.
This will launch as an optional setting for server owners, but over time we’ll be reviewing the metrics and expect to move towards making this mandatory across all servers.
Adoption rates for Secure Boot and TPM 2.0 are now significantly higher and continue to rise, they’re increasingly standard across competitive multiplayer games.
Been playing a LOT of @ARCRaidersGame and an important missing component right now imo is RISK. The game needs a high stakes map with desirable loot with entry cost (key, loadout value, etc). I’m never “stressed” when playing and that’s a problem. Also loot hierarchy needs help
This is by far my magnum opus of ratting in @ARCRaidersGame
For context, nearly the entire solo server joined up at the new hidden bunker POI on Space Port during a Hidden Bunker major event. While they were attempting to solve the puzzle, I ran off to the last expiring extract at about 25 minutes remaining, trapped it up, and returned to the hidden bunker as if I never left. The group never solved the hidden bunker, and at about six minutes remaining, everyone decided to roll out to the final extract...
@NoiceGuy_ The 3p doesnt work with the ttk honestly. Games like division had the ttk and utility to justify 3p pvp. Arc for me has been nothing but people holding an angle and waiting for you to be in a kill spot while I cant physically see them at all.
ALRIGHT let’s address this new update. I like it, but there are a few thing that need to be talked about 🤓☝️
1️⃣ - As a quad, it took us 6 hours to get a T2 workbench. This is due to us not getting the first green card spawn on the way to base location, and so the first 2-3 hours were spent trying to find a simple green card. Puzzle rooms respawn very slowly too. Once we had a green card, we were running back and forth between multiple monuments to check the puzzle, but it was always looted.
2️⃣ - If you are not the very first group to start running puzzles, you are at a major disadvantage and the group who did run the puzzle are at a major advantage. They can gate keep progression since puzzles refuse to respawn, but when they finally do, they just run it themselves to stop people from getting 1 blueprint fragment.
3️⃣ - Now this may sound awful. 6 hours stuck on T1 workbench? It was actually more fun than it sounds though. There was genuine IDENTITY to the primitive stage. EVERYBODY (save for 1 or 2 groups) was struggling and this was EXACTLY how a force wipe should feel. Airdrops and chinook crates were heavily contested. I actually researched and used revolver for a while instead of saying to myself “ah we’ll have T2 soon, what’s the point?” When we found a good gun from an airdrop, we INSTANTLY brought it out. And it paid off. Eventually we were able to fight our way through the big groups who had the advantage originally, and eventually had AKs with a tier 1 in base 😂 So although we had a T1 in base, we weren’t primlocked. We had to fight hard to earn the ability to craft guns in mass and start using meds. Was refreshing.
4️⃣- Progression was slowed, but it felt like Rust again. We had so much purpose for all of wipe day. The objective was clear, get T2, hit these monuments, go to this airdrop. Rust has had such easy, quick, linear progression for so long. I can understand why people are upset that they can’t hop on force wipe and have guns within 2 hours anymore. But snowballing isn’t dead. I can guarantee you that if you play rust strictly for PvP, people will still be selling guns, workbenches, and fragments in shops later in the wipe. Just not as abundant in the first day or two. Which is a HEALTHY thing for the longevity of wipes.
5️⃣ - Quick side note Missile Silo being red card is a major W
6️⃣ - If you haven’t seen @Willjum1’s opinions, you should read them. Bros solo and was able to make it happen. I think with some fine tuning this system can work out great. Like Will said, the monotonous scrap grind was definitely lessened and didn’t require nearly as much thought. Looking forward to what’s next.
@playrust
@nikgeneburn I feel like for the start of a wipe even 70% boss spawn is too high. 30% in my head seems balanced. Farming tagilla t6 plates on factory is far too easy. So either keep the spawn % high but increase boss difficulty or lower the % and keep them what they are now.