Unforeseen events will eventually and repeateadly strike at the triad: around the corner one triggerhappy foe will gun you down and snatch your newly-crafted tools you'll go to sleep in your shiny new equipped shelter, only to it to be raided hours later, when you (and/or your character) are asleep. One important law that dictates the world of Rust: harmful circumstances will happen, and they are out of your reach. Obviously less productive in comparison, the loner must depend not on centralization, but on distribution and freewheeling adaptability to recompose from losses suffered. The loner, in stark contrast, lives in the Yin of Rust: conduct must be discreet and deliberate, your shelter(s) must be built in stealth, as must be the resource-gathering, and achievements are gained by gradual, dedicated accumulation. The group, although composed of many parts, has one central foundation, and from it can reassert itself in the case of a defeat. The disadvantage of being lonesome here is clearly detrimentous: two people produce more than one, something of which you'll have to live with.Ĭonsider groups (and clans, by extension) as the Yang of Rust: Impulsive and bold behaviors, loud and conspicuous projects, great rewards through superior, spectacular display of firepower and manpower all this is possible thanks to the capacity of the collective. Playing by oneself does not bring enourmous advantages one individual is less noticeable than a group and leaves less of a signature on the terrain, but is also less productive, and, to have a longer lifespan and access to higher tier items the gathering, management and production of resources must be effective. An arrow may attract a feisty target, and a gunshot may attract several to avoid this is to preserve the triad. Discretion is the better part of valour should dictate your everyday doctrine, every approach to situations. This does not mean however that you should attack them on sight. The first two can be either tamed or avoided, but the human element is the deadlist of them.Ī priori, maintain that all people are dangerous to your person and your craft this is a safe, if weary, behaviour. The islands of Rust offer many tastes of dangers, be it wildlife or weather, but the constant challenge will be to work the aforementioned triad with the most vicious of them: people. All actions suggested on this guide will be in the benefit of these. The mental framework of the solo player must be set on a triad of components: personal survival, enduring of personal effects, and fun.
Loner archetypes fall all along the moral spectrum, from the Good Samaritan, to the Solitary Murderer it is up to the reader to use these hints as he/she see fit. It's not in the scope of this guide to confer moral guidelines along its pointers.
The aim here is to provide theoretical advice to the solo player, who is devoid of the physical protection, manpower and social shelter grouped individuals have. Obviously, the moment a player interacts with another for an extended period of time, neither will be playing solo anymore, rendering the core of this text useless. This guide is aimed to the lone player, by choice or circumstance.