Video Game / Rust

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Rust is a first-person, multiplayer-only, persistent-world, Survival Sandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a DayZ clone, complete with zombies. It's developed into its own thing, though. (Without zombies.) Rather, maybe one should say it is developing into its own thing; even though Steam "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an early alpha stage.

In Rust, you start alone and bare-ass naked in a vast wilderness. Depending on the server, you might not get anything. You do whatever it takes to survive. Aside from killer bears and wolves wanting to eat you, cold, starvation, and radiation will all kill you. You need to gather materials, craft them into tools, and hopefully scavenge some weapons; then you can make fire to keep warm and cook the game that you kill.

Then you will probably get murdered, because everyone else in the game world is on the knife edge of survival too, and they all want your stuff.

Provides Examples Of:

  • The Alcatraz: It's quite possible to build what is supposed to be an impregnable fortress with enough time and resources, only for a particularly determined group with their own resources to utterly demolish the place. There is nothing you can do to make your building/base outright invincible to raiders and griefers, who can destroy everything with enough C4 and rockets, but you can try to construct your base in a way that all but the most determined simply give up out of frustration, or decide that raiding your place isn't worth the time and resources.
  • Artificial Stupidity: Animals, before the big navmesh update, were... Bugged, to say the least. If idle, they were generally simply walking around in circles, ignored each other (even when wolves and bears are near potential prey), and not only did they easily scale slopes and rocks effortlessly when players couldn't, they also went through player-created structures like they weren't even there. It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tended to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately became unstuck if a player moved into melee range), and pigs, deer and horses could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear. Fortunately, this is now mostly in the past.
  • Awesome, but Impractical: Armored structures are, at the moment, only 50% stronger than sheet metal, which means warding off an additional timed explosive, but actually upgrading to it per-structure is prohibitively expensive, especially for solo players. On top of that, it doesn't stop griefers/raiders from using doors as weak links to get into a building, since even armored doors are weaker than armored structures and yet simultaneously essential for obvious reasons.
    • An extension of this to a lesser degree is sheet metal, which is much more affordable but isn't much stronger than stone (and doesn't hold up any better against C4), which you get from mining ore anyway, and stone also becomes increasingly less important for making items as you progress, making it an ideal building material. It's best to make sure your entire building is at least stone and have all your doorways have armored doors, which actually hold up slightly better than stone structures do and about as well as sheet metal, and thus become much less of a weakpoint in the overall building.
  • Bamboo Technology: Bashing animals, rocks and piles of wood using a hatchet for supplies can ultimately lead to players decked out in Kevlar body armor and carrying military-grade weapons with laser sights.
  • Boring, but Practical: There are certain tactics that aren't generally glamorous but will do wonders for base security and are commonly used by players:
    • Creating "airlocks" with two locked doorways in a row and closing each one behind you before opening the next one as you leave and enter basically greatly reduces the chance of accidentally letting someone into your building (for reasons such as if you end up getting killed as you open the exterior "airlock" door by an opportunist trying to get in), and will force raiders/greifers into wasting explosives if they choose to blow up your doors in order to get inside.
    • Not having a second floor used to be this until the devs decided to allow twig building and ladder placement even in building blocked areas, rendering the threat of "boosting" mostly moot anyway.
  • Boss Battle: An NPC-controlled attack helicopter has recently been added to the game. The helicopter will periodically fly over the game world and will lay waste to any player it spots with machine gun fire, rockets, and napalm. It's also heavily armored and requires concentrated fire from many heavily-armed players to bring down. It's essentially a raid boss. To make things fair, the helicopter ignores players who are naked and not equipped with firearms, so it's only a threat to established players.
    • The rocket factory has a Bradley APC patrolling the place, forcing players to either sneak around it or kill it with rockets (and thus also risk losing a rocket launcher and rockets to other players as well).
  • Breakable Weapons: All your tools will eventually break the more you use then. They deteriorate slower if you use them for their intended purpose.
  • From Clones to Genre: One of the first DayZ clones that would eventually become the Survival Sandbox genre.
  • Final Death: Watch out! When you die, all your stuff drops right where you are and you have to somehow navigate back to it if you wanna get it back. And that's if someone else hasn't already picked it up. So far the only thing you get to keep whenever you die is every blueprint you've studied. Even then, you don't keep those if you switch servers.
  • Full-Frontal Assault: You can go around killing people and animals (and zombies before they were removed) with absolutely no clothes on and suffer nonetheless.
  • Griefer - Like most other games in the genre, the primary appeal for most players seems to be dicking with other players.
    • There have been a lot of angry accusations made against Chinese players (possibly from the SEA servers) who are said to be "going around and having fun with killing anyone who is NOT Chinese".
  • I'm a Humanitarian: You if you decide to kill humans and eat their meat. You can also use their bones to craft stuff.
  • Improvised Armour: Many armor pieces fall into this category. Such as an helmet made out of coffee cans, burlap clothing and bucket helmet, which is a bucket that has been turned into a helmet
  • Improvised Weapon: Quite a few weapons player can craft fall into this. For example, satchel chages are actually four improvised bean can grenades strapped together in a package.
  • Infinite Flashlight: The craftable tactical light that you can place on a firearm needs no batteries. This, coupled with the fact that you're already holding a weapon while using the light and don't need to switch out if you're attacked, completely outclasses the torch.
  • MacGyvering: With just wood, rocks and animal carcasses, the player characters can make houses, clothes, furniture, various guns and explosives.
  • Male Frontal Nudity: You start out the game butt-naked with nothing in your inventory. Pants can be collected to cover your junk, however.
    • And of course, with the addition of female character models to the game, the ladies can streak about as well.
  • Mouth Flaps: Whenever players speak through their microphones.
  • No Plot? No Problem!: Rust stands out among the many DayZ-like games on Steam in that it feels no need to explain the game world or why it is the way it is, without even the usual perfunctory "Zombie apocalypse, go out there and kill stuff". You're simply dropped into the wilderness naked and are expected to progress at your own pace from caveman to hunter-gatherer to modern survivalist/U.S. Marine.
  • Percussive Maintenance: Need to repair your walls? Just smack them with your hammer.
  • Reality Ensues: You will eventually die in the cold environment if you don't wear any clothes or stay near any places of warmth.
  • Scavenged Punk: Lots of equipment player crafts are based on items they need to scavenge, leading to situations where assault rifle is an AK-47 knock-off that uses slightly modified bolt-action cycler.
  • Scavenger World: Quite a few items can not be crafted. These include rope, metal blades and certain weapon parts. Players need scavenge the world for these parts.
  • Schizo Tech: Weapons attachements are quite high tech compared to weapons they are arrached to. Much in the same way, there are automated turrets avaible for players.
  • Survival Sandbox
  • Stupid Evil: Often players will outright kill other players on sight, using up all the time, effort and materials it took to make the ammo in the first place, even if the dead players had absolutely nothing of value worth killing them over.
  • Throwing Your Sword Always Works: You can throw many tools and weapons that arent't otherwise ranged, with varied results. Both varieties of spear, of course, can be used for this purpose, especially for hunting, though prey animals that don't die immediately from the hit will just run away with the spear in their bodies, and it's generally a stupid idea against wolves and bears.
  • Ten-Second Torch: The torch you start out with and can later craft lasts less than a night. Later on, you get better lighting options.
  • Video Game Caring Potential: If there was ever a game where you could honestly help people out, this is definitely one. From simple things as killing a zombie chasing you or handing a newbie some clothes or a hatchet. Any measure of help can be provided. That being said however...
  • Video Game Cruelty Potential: ... you can also be an absolute asshole to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed. But on the plus side, nothing's stopping you from going back up to the top, getting better items and coming back to settle the score.
  • Video Game Perversity Potential: Thanks to the option of being butt naked and the alpha stage of the game, players have become quite creative with their bodies. An example is reenacting The Human Centipede.
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Rust