Talk:Rust (video game)/Archive 2

Air drop image
I'd like to revive the discussion about the air drop image. I'm not sure that screenshot is as vital as it once was given how much new content has been added to the game over the last (almost) two years. Having had the disappointment of those OTRS images being deleted and after I emailed them a month or so ago with no response, I think it's safe to say we're going to have to stick with non-free content for this article, meaning we have to abide by the criteria.

3a says this: Multiple items of non-free content are not used if one item can convey equivalent significant information. To portray the gameplay, I believe the rock smashing a tree is sufficient because it adequately displays how the game works (first person survival with gathering elements). The comparison between the two versions also abides by the minimal number of items policy because it a) can't be displayed with just one pic and b) it's a great demonstration into how the game's graphics, etc changed throughout development (and I'll update it on/around Feb 8 when the game leaves Early Access).  Anarchyte ( work  &#124;  talk )  05:23, 23 January 2018 (UTC)
 * Yeah, no real argument here. In the past year or so, I've been seeing a lot of "air drop" mechanics popping up in new games, specifically a lot of PUB clones, which notably take a lot of influence from these sorts of survival games. It's not nearly as distinguishing a feature as it used to be. If you want to remove it, I won't object. ᛗᛁᛟᛚᚾᛁᚱPants   Tell me all about it.  13:56, 23 January 2018 (UTC)
 * Okay, thanks. I doubt will object, so I'll go ahead and remove it now.  Anarchyte  ( work  &#124;  talk )  14:16, 23 January 2018 (UTC)
 * 👍 czar  02:53, 24 January 2018 (UTC)

Blueprint/Experience/Components Progression
The former states of the game where experience was granted and the old blueprint system needs to be added to the article. The Rust Devblog can be used to assist in creating these sections. Jklasko (talk) 05:02, 21 June 2018 (UTC)jklasko


 * This information is already in the article.

Blueprints, one of the prevalent concepts in Rust, were removed in July 2016 and replaced with an experience system where players could level up after completing tasks, such as gathering wood.[31][32] Lead developer Maurino Berry mentioned in a Reddit post that there was a chance the experience system would no longer exist in the future. Prior to saying this, Berry wrote in one of the devblogs "the XP system had huge praise until it was released, and then lots of people hated it".[33] In early November 2016, the experience system was replaced with components.[9] Players originally had an initial list of items they could craft,[31] but it was changed to having everything immediately and needing components to craft items.[9] Upon the game's official release, blueprints were reinstated.[10]
 *  Anarchyte ( work  &#124;  talk )  05:23, 21 June 2018 (UTC)

Quote boxes
Hi, what do you think of the inclusion of two quote boxes in the development section? I think they're important (but not important enough for the prose) but I've got a feeling it might be verging on too much non-original text. Should one go, and if so, which one?  Anarchyte ( work  &#124;  talk )  10:17, 4 July 2018 (UTC)
 * Quick thoughts: Two long ones are likely overkill. You want them to bring context to the prose in the same way a good image would, especially so they're not just decorative. (Also some are against the idea of magazine-style pull quotes altogether, so pull quotes have something-to-prove.) Subjective here, but the first quote isn't doing anything for me—anything worthwhile in it appears paraphrase-able. The second quote's main emphasis is on the game's social facets, I'd whittle down to that but is the thought even covered in this section? Perhaps better to either paraphrase in prose or put in context of a section that does discuss the social element? (not watching, please )  czar  12:43, 4 July 2018 (UTC)


 * My first instinct is to move the one that starts with "Rust is not a game about identity." to the reception section, as it's more germane there. But if one needs to go, I would remove that one. The other one is short, and directly addresses the subject of the game's production. ᛗᛁᛟᛚᚾᛁᚱPants   Tell me all about it.  16:20, 4 July 2018 (UTC)
 * Thanks for the replies, . For now I've removed the one from gameplay and moved the other one back to reception, but I'll see if I can paraphrase both into the prose and get rid of them all together. I've also managed to get in touch with Garry Newman, so removing them will make space for a photograph of him, if he's able to supply one.  Anarchyte ( work  &#124;  talk )  23:55, 4 July 2018 (UTC)

Data centre fire and loss of data
Do we think the fire is notable enough for this article? Personally, I don't think it warrants more than a sentence somewhere (if that). I think the content should be in the article for OVH rather than those where data may have been lost, unless it was vital to the topic. In this case, as I understand it, the fire effectively resulted in little more than an early wipe day.  Anarchyte  ( talk •  work ) 14:34, 12 March 2021 (UTC)
 * It seems we can partition the issue into two parts.
 * Modded servers have been mentioned in the news. Not all of them use the wipe day mechanism. Unclear (to me at least, at my current level of reading on the subject) how many users are on such servers, but these users might have lost many months of advancement.
 * For users on "canonical" servers, the latest I've seen from Facepunch was "data lost in question was only player progression on 25 servers" - unclear if some of these are non-canonical, but probably safe to assume the majority are canonical.
 * I would like to avoid a sense of denial of the vulnerability this has highlighted - while the risk may not be unique to Rust, if a plane crashes because of a technical fault that could occur in other planes, we still cover the crash for that airplane and the airline that happened to be unfortunate enough to get "caught" by nature's RNG. The following is synthesis for discussion only, as I'm not currently aware of relevant coverage in RS. By Facepunch's reaction, it is clear that it wasn't immediately obvious to them that the loss wasn't more substantial. If the lottery of which particular servers were affected had turned out differently, users might have had to re-register from scratch.
 * Lastly, if the wipe day mechanism allowed Rust and its community to cope better with the server loss, this would seem to be worth mentioning as a now-proven feature. Subject to policies (esp. RS), obviously. Samsara 15:21, 12 March 2021 (UTC)
 * Apologies for the delay. I read this but then never got around to responding. It does seem like it's important enough to warrant inclusion, but it looks like only server data was lost, not developmental stuff or other important aspects. It's been five days and the news cycle has already moved on, so I think moving it to the main development section alongside a bit on the new console version so that it doesn't look lonely is the best course of action.  Anarchyte  ( talk &#8226;  work ) 15:32, 15 March 2021 (UTC)

Biological sex
predetermined skin colour and biological sex tied to players' Steam account details

Just curious, are there options available for representing sex beyond just biological sex? Bagfinder (talk) 10:06, 29 December 2023 (UTC)


 * Can you elaborate? There's only male and female. Xebec4 (talk) 15:23, 3 January 2024 (UTC)