u/Jerranto

10 months after the BP Fragments update and, as an old-school player, I feel disrespected

Yes, I know Facepunch is an amazing company that has been incredibly providing us with monthly updates since 2014. I am genuinely grateful for that.

However, this time, the stubbornness is going too far. In October of last year, the "Meta Shift" update introduced BP frags. According to the devs, these changes were supposed to be experimental. Now look: pay close attention to what the goals of that update actually were. Straight from the October 2025 Devblog:

"We’re introducing a new layer of progression to the Workbench system. The aim is simple: get players back out of their bases, contesting monuments, slow down progression and clashing over territory."

They also stated:

"These fragments are found at key monuments, creating a soft progression gate that pushes players into early fights and slows down clan snowballing."

Let's be honest here, ok? It didn't work at all. Monuments are busy on the first day or two, sure, but after that, they become empty again. Also, it never really slowed down progression as intended. We still hear AKs and rockets being fired within the first hours of the wipe.

Another thing they said:

"Larger groups will naturally eventually accumulate more fragments than they need, creating an economy where fragments and workbenches are traded. Smaller groups and solos will be forced to scrap harder for their progression, making monuments hotly contested again."

Well, they were right on this one. A new economy was created where fragments and workbenches are traded, and it completely ruined server longevity. Clans now get even more sulfur than they did before.

"We'll be watching and reading all feedback, and we'll adjust and balance as needed over the coming days and weeks."

Basically, they watched it for a day or two, cuz I remember the loot tables were immediately adjusted to fix how poor the initial implementation of BP frags was. They applied a quick band-aid fix, and that band-aid somehow became PERMANENT.

Since then, we've been playing on a meta that was supposed to be a temporary band-aid, which is why I feel disrespected after all these years invested in this game.

Please, Facepunch, can you FIX progression? Can you try something else? Can you at least TALK to us about it? We used to get great communication in the past from Garry, Helk, and the team.

The game is not in a good state right now. I know there are LOTS of trolls on this subreddit, and because of that, it feels like you stopped caring about our opinions over the years. But honestly, just look around this time. Almost the entire community dislikes this system. Let's face it: it didn't work at all.

Can you please focus on slowing down progression? Can we get some server longevity back? Can you at least TALK to us about the state of progression? Do you think it worked? Was it intended?

Thank you very much!

reddit.com
u/Jerranto — 21 hours ago

Base upkeep scaling for zergs

When your relatives come over for summer vacation and the house gets packed, does your house maintenance cost go up or down? Does the house get dirtier or cleaner? Is the infrastructure worn down more or less?

We all know the answer, right? Rust shouldn't be any different.

Right now, massive clans enjoy a massive advantage without any scaling penalty to their base maintenance. I am proposing a modest adjustment to at least >>MITIGATE<< the massive farming machine of large zergs.

I am fully aware that it won't completely fix the gap between huge clans and small groups, ok? I know that. However, I guess it would at least bring some much needed balance.

Once a TC hits 11 authorized players, the upkeep costs will scale up significantly, capping at a hard limit. Here we go:

Authorized Players Upkeep Penalty
1 - 10 0% (No penalty)
11 +10% upkeep
12 +20% upkeep
13 +30% upkeep
14 +40% upkeep
15 +50% upkeep
16 +100% upkeep
17 +200% upkeep
18 +300% upkeep
19 +400% upkeep
20 +500% upkeep
21+ HARD CAP (No more auths allowed)

To prevent clans from abusing the system by constantly clearing the TC list (giving auth only when building/repairing and clearing it immediately after), the player count must be permanent for that TC.

Basically, the TC will track the total number of unique players that have ever authorized on it. For example: if 11 unique players authorize on a TC, that TC is permanently flagged at 11 players (+10% upkeep). Even if you hit "Clear Auth", the internal counter stays at 11.

The only way to reset this counter would be to completely destroy the TC and place a new one, which obviously would be a pain in the ass, especially with all the external TC mechanics.

Also, to prevent other kind of abuse, turrets must function exactly like Shotgun Traps.

If a player is not actively authorized on the main TC, the turret will shoot them. This completely stops zergs from running "unauthed" inside their own compounds to dodge the scaling tax.

PS: Obviously, these specific numbers are subject to change. I started the scaling at 11 players just to keep the initial proposal reasonable and conservative. However, maybe, the upkeep penalty could easily start kicking in at the 7th, 8th, or 9th player instead.

What do you guys think?

reddit.com
u/Jerranto — 1 day ago

GARRY, HELK AND ALISTAIR, PLZ! We need to talk about the upcoming update regarding recyclers, Powerplant and other monuments

The monument update sounds interesting. To be honest, I'm not sure what the exact consequences will be, but I'm optimistic, cuz forcing recyclers to rely on power from the powerplant could create some very compelling gameplay, imo. That being said, my biggest frustration with Facepunch is that they often come up with 9 great ideas and 1 bad one, but that single bad idea is so terrible that it completely ruins the other 9.

This time, the bad idea is making every single monument recycler dependent on the powerplant’s electricity, EXCEPT for the ones at Outpost. This will obviously have disastrous consequences for the game.

First of all, recyclers inside safe zones shouldn't ever have existed. I am sure that you guys remember that In the past, the recyclers inside safe zones shared the same efficiency as every other recycler in the game. As a result, barely anyone recycled outside of safe zones, which drastically reduced player interactions. There was absolutely no reason to take risks at a monument recycler when you could just hop in a car, drive to Outpost, and recycle everything with zero risk. I remember I played wipes and wipes doing that without ever losing a single scrap.

Months or years later, they finally addressed this distortion by nerfing the Outpost recycler's efficiency. While I still believe safe zone recyclers shouldn't exist at all, at least they became less efficient than the ones in competitive areas, giving us a good reason again to take risks and recycle outside outpost.

Yet, here we are again. It took them years to fix the safe zone meta, and now they are seriously considering a system where the only recyclers that don't require power from the powerplant will be the ones inside safe zones!!!!!!!!!!!!!!

Once again, this will kill player interaction in a game that already gives players fewer and fewer reasons to leave their bases.

Except for the massive clans dominating the powerplant, absolutely NO ONE will recycle outside of Outpost, especially if the efficiency of safe zone recyclers remains anywhere near the standard ones.

Please, remove recyclers from safe zones entirely. Right, I know you won't do it, fine. But at least force them to be connected to the powerplant grid as well, and significantly lower their efficiency. Otherwise, 90% of the player base will just recycle at Outpost with zero risk, leaving the rest of the map more dead than it already is.

PS: Yes, I know it is a work in progress, but I am crying already because I am scared, ok? I am scared.

reddit.com
u/Jerranto — 24 days ago

TLDR: Suggestion of delaying military and elite crate spawns to slow early-wipe progression without breaking the game’s freedom-focused spirit. Military crates spawn between 3.33%-5% of wipe duration, elite crates/events between 7.5%-10%, with random chances each Rust morning in those windows. Aimed at balancing pacing, these tweaks add variability while keeping Rust’s core intact. It's all about adding component bottlenecks. Also, delay advanced weapon sales on outpost or simply get rid of it. Decrease the amount of sulfur at least a little and add a specific sulfur tea with a smaller yield bonus. Additionally, add a 'rocket launcher body' component.

As a player since late 2013, I always believed that Rust was all about freedom. Over the years, however, I’ve come to accept that some regulation is necessary. Total anarchy simply doesn’t work.

A great example is the turret limit: “Above 12 turrets, they short-circuit.” That's an incredibly arbitrary rule, right? Ok, but it effectively curbed large clans’ excessive turret spam. Yes, it’s an arbitrary rule, but ignoring the issue would be naive. As long as regulation stays minimal and preserves Rust’s core freedom, I am ok with that.

With that in mind, I’d like to propose additional changes which may seem arbitrary at first, but like the turret limit, they serve a greater good: balancing progression.

Wipe after wipe, rockets fire earlier, whether from my own group or the nearest zerg. We reached the point where wipe is only fun for 2 or 3 days. I think that's still ok for weekly wipes, but it is a disaster for bi-weekly and mainly for monthly servers. Servers are dying too fast. The insanely good Deep Sea loot has helped, true, but there are many other problems to solve. Players only get better, so arbitrary adjustments are the only way to slow the incredible fast pace without breaking the game.

1. Delay Initial Military Crate Spawns and Heavy Scientists

When:

Spawns can begin between 3.33% and 5% of the wipe duration. Before 3.33%, only brown/normal crates (non-military, non-elite) appear. Also only common scientists appear.

Mechanics: Starting at 3.33% of the wipe, each Rust morning has a 25% chance for green military crates to spawn for the first time. Once they spawn for the first time (any morning between 3.33% and 5%), they continue spawning normally (with current loot tables and locations) for the rest of the wipe. Same applies for Heavy Scientists (e.g., in Airfield, Military Tunnels, Launcher Site) and Underwater Lab Scientists. If they haven’t spawned by 5%, the next morning after 5% has a 100% chance to trigger their first spawn, after which they spawn normally.

Notification: “Worried about the growing number of guns on the island, scientists are planning to arm themselves to a greater degree. Military crates and heavy scientists have been spotted.” - Look, our arbitrary rule is pretty much pretty justified.

Timings:
Monthly wipes (30 days): 1 to 1.5 days post-wipe.
Biweekly wipes (15 days): 0.5 to 0.75 days post-wipe.
Weekly wipes (7 days): 0.23 to 0.35 days (5.52 to 8.4 hours) post-wipe.

Variability: Each wipe could differ, because crates might spawn as early as the first morning after 3.33% or as late as the morning after 5%, depending on random chance.

2. Further Delay Elite Crates and Related Events

When:

Spawns and events (Bradley, Cargo Ship, Airdrops as we know it*, Attack helicopter, Chinook with locked crates, Oil Rig events, Traveling Vendor, Deep Sea etc) can begin between 7.5% and 10% of the wipe duration. Before 7.5%, only green crates and below spawn; no listed events occur.

*There could be a weaker version of airdrops before 7.5%, such as small planes whose loot would be only tier 1 stuff.

Mechanics: Starting at 7.5% of the wipe, each Rust morning has a 25% chance for elite crates or any listed event to occur for the first time. Once either elite crates or one of these events occurs for the first time (any morning between 7.5% and 10%), it triggers everything: elite crates begin spawning normally (with current loot tables and locations), and all listed events are unlocked to start occurring at their own random timing for the rest of the wipe. Same applies for the spawn of CH-47 Scientists and Oil Rig Scientists. If neither has occurred by 10%, the next morning after 10% has a 100% chance to trigger their first spawn/event, after which everything proceeds normally.

Notification: “Worried about the growing number of sophisticated guns on the island, scientists are planning to arm themselves heavily. Elite crates and heavily armed scientists have been spotted.” (Triggered when elite crates first spawn or an event occurs.) - Once again, our arbitrary rule is pretty much justified.

Timings:
Monthly wipes (30 days): 2.25 to 3 days post-wipe.
Biweekly wipes (15 days): 1.125 to 1.5 days post-wipe.
Weekly wipes (7 days): 0.525 to 0.7 days (12.6 to 16.8 hours) post-wipe.

Variability: Each wipe could differ, because elite crates or events might appear as early as the first morning after 7.5% or as late as the morning after 10%, depending on random chance.

3. Additional Notes

It is important to note that crafting thompsons or AKs, as example, will not be possible until 3.33%-5%. SMG bodies and rifle bodies which cannot be looted from barrels or brown crates. They’re exclusive to military crates (delayed to 3.33%-5%) and elite crates (7.5%-10%). People could rush Tier 3 and unlock all blueprints, but without the components, they would be stuck. In other words, there would be component bottlenecks.

What will happen is that people would probably lean on SARs, but SARs aren’t thompsons or AKs. I believe it could even give solos and small groups a breather before zergs get the real heavy hitters. Anyway, just to clarify: I know it would not be a zerg stopper; it’s just a pacing tweak. I'm aware that these changes would not be a total game-changer, but they would, at least, slow the absurdly fast early-wipe progression at least a bit. Other stuff like the clan table that is in the roadmap would also be very welcome.

Bonus Suggestions:

  1. Apply the same 3.33%-5% and 7.5%-10% delays to advanced weapon sales at Water Well and Outpost.
  2. Add a “rocket launcher body” component, which would be rarer than rifle bodies in military/elite crates. This keeps rocket raiding off the table until at least 3.33%-5%. Again, another component bottleneck addition.
  3. Decrease the amount of sulfur nodes at least a bit. Add a specific sulfur tea with a smaller yield bonus.
  4. Please, make a late-wipe event. We really need reasons to keep playing until the end of the wipe.

These tweaks may feel artificial, but they’re a small price for better pacing and balance, and I believe it would preserve Rust’s spirit while adding a bit of unpredictability to each wipe’s progression. It is also important to note that everything here is subject to change/tweaking, as long as the spirit of slowing early progression while keeping Rust’s freedom is intact.

What do you guys think about it? And mainly: what do you think about it, Alistair? ^^

u/Jerranto — 4 months ago