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  1. Yesterday
  2. To be honest, it would probably be a good idea to set up in a grocery store. Outside of the usual food products, there's plenty of room on the roof for farming and such. Plus, you already have the gardening supplies in the store to get started. as for weapons, some stores sell various kinds, such as arrows or guns, so you might be golden. all of this applies if you're the first one there of course...
  3. Last week
  4. Baroo

    Joji- Test Drive

    All she wanted was a test drive 😔😔💔💔 in all seriousness, ive been listening to this song just bc its so good.
  5. New cargo mission as in there is a paid plugin that allows you to sink the cargo ship for some juicy loots
  6. I defiantly want to look into doing scavenger hunts. Loot asteroids sounds fun lol. Hmm and new cargo missions what to you mean by that?
  7. Hey guys some new talks have been taking place about possibly releasing another Ventrix Rust Server or even more than one. Please take the time to Answer this quick poll about what servers you would be interested in seeing and/or playing on! Feel free to choose multiple options as long as they apply! If the above options don't interest you, please drop a reply below about what Server you'd like to see us release!
  8. If you guys are interested in viewing the new website that @TriL and I are working on, you may find it by the following: Scrolling to bottom of website to the "Theme" dropdown menu. Select "Vulpes" Done! We are currently working on this new design to try and re-brand Ventrix. Currently we are looking for graphic designers so any help is welcomed. A new logo is in the works along with new server banners. Please note that anything added to the website from here on out will be designed around the new theme. Some dimensions may be off for things like the Discord viewer and such on the old Dreadnought theme. Keep an eye out! Current Projects for Website: Award Icons - See Ven. Header image Logo Finalizing the theme
  9. Scavenger hunts, loot asteroids and maybe new cargo missions?
  10. I need some input from the community on some ideas for some events. That i can hold on the server. EX: Death-match. Scav Hunts. I need your all's input.
  11. What would you guys like to see new on the discord or rust? New plugins, new bots or any other community events that you would like attending to. If you guys have any suggestions go ahead reply to this topic or dm me on discord! Thanks for the feedback!
  12. Definetly keep a distance from everything and live off the land!
  13. Welcome back buddy. Returning member from the old days, so automatic Elder. Remember to stay active on Discord and the forum. We do require a minimum of 3 posts a week now on the forum to maintain membership.
  14. In-Game Name AssAssIn Discord Name AssAssIn Real Name (Optional) Aleks Age 32 Gender Male Link to introduction thread https://ventrixunited.com/forums/topic/95-assassin/ Steam Profile https://steamcommunity.com/profiles/76561198029593681/ What games are you applying for? League of Legends Minecraft Other Games How did you find Ventrix United? little venny Have you followed/liked any of our social media? Yes Referrer little venny Have you ever been banned from a game? Yes If yes, please explain in detail VAC ban on codMW3. not sure y Have you read our rules and policies? Yes Do you understand that you will be 'claimed' by a Recruiter, who will guide you through our Initiate Process? Yes
  15. AssAssOut. its that simple. i come in, kill you, and leave ;) jk. im a pretty easy going guy. love hanging with y'all!
  16. Welcome to and thank you for applying for Ventrix United! I will be managing your Initiate Probation period. We will guide you through the needed stages to become a full member of the community! Good luck!
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  18. Earlier
  19. Champions Aatrox Health regen increased. Aatrox no longer heals off damage to non-champions. E no longer stores charges but cools down faster than it previously charged. Where last patch focused on dropping Aatrox's raw power, this patch focuses on exposing more weaknesses for the Darkin Blade. We're trading his ability to sustain off minions for higher baseline regen so he can't fall back as effectively on passive farming to recover from enemy aggression. Removing Umbral Dash's second charge makes Aatrox's skill check for landing all three Q hits steeper and means if enemies can bait his dash, he won't have a second one to use as an escape. Base Stats HEALTH REGEN 5 ⇒ 8 HEALTH REGEN GROWTH 0.25 ⇒ 0.75 E - Umbral Dash REMOVED HEALING VS NON-CHAMPIONS Aatrox no longer heals for 3/3.34/3.75/4.13/4.5% of the damage he deals to non-champions REMOVED CHARGES Aatrox no longer stores a charge of Umbral Dash every 26/22/18/14/10 seconds COOLDOWN 3/2.5/2/1.5/1 seconds ⇒ 9/8/7/6/5 seconds, now reduced by cooldown reduction (CDR previously affected charge rate rather than cooldown) Akali Health regen increased. Q no longer heals. Turrets reveal Akali through Shroud. W cooldown increased late. First thing's first: We're removing Akali's ability to hide from turrets, which has been the most contentious part of her update. Many of you are asking why it took us half a year to get here, and the answer is that Akali depended on turret stealth to dive as effectively as other assassins. Ultimately, though, Akali has so many strengths (the ability to switch targets mid-fight without giving up kill pressure, and four forms of mobility, among others) that she doesn't need to also be a reliable turret diver. Given Akali finds better success in longer fights than other assassins, the short duration of turret dives make sense as a weakness, which they now are. The cooldown nerf is simpler: We're reducing Akali's late-game access to Shroud's defenses. With that out of the way... Five Point Strike nerf. Akali's become blind-pickable in higher echelons of play and Q's heal is a huge part of that: PvE sustain lets Akali survive matchups where she should be getting shoved out of lane if not outright dying to aggression. We're giving her more health regen to soften the blow, but are well aware it's a power-down overall. We'll be keeping a close eye on how Akali lands in both pro and regular play (did the W change reduce frustration? Did the Q change open up meaningful counters?) then decide on how to bring her back up. In the meantime, you can probably stop permabanning her. Base Stats HEALTH REGEN 3.5 ⇒ 6 Q - Five Point Strike REMOVED HEAL Akali no longer heals for 5/10/15/20/25 (+0.2/0.25/0.3/0.35/0.4 total attack damage) (+0.2/0.25/0.3/0.35/0.4 ability power) if Five Point Strike hits at least one enemy when cast at 180 or more energy W - Twilight Shroud REMOVED STEALTH FROM TURRETS Twilight Shroud no longer prevents turrets from revealing Akali COOLDOWN 21/18.5/16/13.5/11 seconds ⇒ 21/19/17/15/13 seconds Camille E no longer stuns minions or monsters. Camille's S-tier jungle status has gotten to the point where we can't easily balance her there without causing her top lane to suffer. We're making the call to prioritize Camille top going forward, though this likely makes Camille jungle a niche pick at best. E - Hookshot REMOVED NON-CHAMPION STUN Hookshot no longer stuns minions and monsters Cassiopeia Q base damage decreased late; ratio increased. W damage reduced late, cost increased late. Next verse, same as the first (well, we've actually been here twice in recent history). Cassiopeia is still too strong when fighting from extremely safe distances. Q - Noxious Blast BASE DAMAGE 75/120/165/210/255 ⇒ 75/110/145/180/215 RATIO 0.8 ability power ⇒ 0.9 ability power W - Miasma COST 70 mana at all ranks ⇒ 70/80/90/100/110 mana DAMAGE PER SECOND 20/30/40/50/60 ⇒ 20/25/30/35/40 MAX DAMAGE 100/150/200/250/300 ⇒ 100/125/150/175/200 Irelia Health growth and armor increased. Passive stack cap increased; stacks grant attack speed instead of damage; max stack bonus grants damage instead of attack speed. Q bonus minion damage increased. W reduces more physical damage but no longer reduces magic damage. This is a companion patch to 9.2 which removed extraneous mechanics from Irelia's kit and reduced her late-game waveclear. Our goal was to give her more pronounced weaknesses and make her less broadly powerful, which we're carrying forward to 9.3. Between the two patches, enemies should feel like they have better ways to deal with Irelia, from champ select to lane to teamfights. So what are we doing this patch? We're swapping Ionian Fervor's bonuses—now attack speed per stack, on-hit damage when fully stacked—to reduce the burstiness of her initiation combos and give enemies a wider window before her damage is fully online. (Bladesurge's minion damage is going up to offset the impact on her already-nerfed waveclear.) We're also changing Defiant Dance to a stronger anti-physical defense with no protection against magic damage to open a weakness to mages and AP assassins while strengthening her ability to counter AD threats. Base Stats HEALTH GROWTH 85 ⇒ 95 ARMOR 34 ⇒ 36 Passive - Ionian Fervor PER-STACK 4-17 (levels 1-18) (+0.04 bonus attack damage) on-hit damage⇒ 8/10/12% (levels 1/7/13) attack speed STACK CAP 4 ⇒ 5 MAX STACKS 16-68 (levels 1-18) (+0.16 bonus attack damage) on-hit damage ⇒ 40%/50/60% (levels 1/7/13) attack speed MAX STACK BONUS 30/40/50% (levels 1/7/13) attack speed ⇒ 15-66 (levels 1-18) (+0.25 bonus attack damage) on-hit damage Q - Bladesurge BONUS DAMAGE TO MINIONS 45/60/75/90/105 ⇒ 55/75/95/115/135 W - Defiant Dance DAMAGE REDUCTION 40% reduced physical and magic damage ⇒ 50% reduced physical damage, 0% reduced magic damage E - Flawless Duet VISUALS Hitbox visuals are easier to see Lissandra Q cost increased late. E damage decreased late. Much of Lissandra's status as a dominant midlaner comes from her ability to push into the enemy turret quickly and at relatively low cost, letting her consistently roam with plenty of mana to fight with. A higher cost on Ice Shard and lower damage on Glacial Path mean she'll have to invest more time and resources in mid before she can pressure other lanes. Separate from the waveclear changes, Glacial Path's endpoint indicator is now always visible if you're close to it. This is mainly targeted at cases where Liss players could hide their endpoint inside terrain, but we're addressing the brush and line-of-sight cases as well. Q - Ice Shard COST 60/63/66/69/72 mana ⇒ 60/65/70/75/80 mana E - Glacial Path DAMAGE 70/115/160/205/250 ⇒ 70/105/140/175/210 CLARITY Glacial Path's endpoint now shows through terrain, fog of war, and brush to enemies within 600 range of it Sion Q damage decreased. W cooldown increased early. Weakening Sion's early lane to make bad matchups more punshing for him. Q - Decimating Smash MINIMUM DAMAGE 30/50/70/90/110 ⇒ 20/40/60/80/100 FULL-CHARGE DAMAGE 90/150/210/270/330 ⇒ 60/120/180/240/300 W - Soul Furnace Zyra Plant damage decreased. We took a light touch with last patch's mana regen nerf which asked Zyra to be a little more careful with her cooldowns. This patch swings harder by targeting her harass from plants which lets her keep opponents at bay even when she misses her abilities. General PLANT DAMAGE 24-109 (levels 1-18) ⇒ 20-100 (levels 1-18) COOLDOWN 11 seconds at all ranks ⇒ 15/14/13/12/11 seconds Minion and Monster Gold Bounties Dying while behind in farm delays how quickly you accrue a minion and monster gold bounty after respawning. One of the unintended side effects of preseason's minion and monster gold bounties is that farming back up from an early deficit puts a target on your back. We're making that not happen anymore. FARMING SUBSIDIES If you die with less minion and monster gold than the enemy team's average, you'll respawn with a buffer equal to the difference. You won't start accruing a minion and monster gold bounty until you've used up the buffer. WHAT?Say you die with 200 less minion and monster gold than the enemy team's average, then go back to lane and power farm 700 gold while the enemy team only averages 300 gold. Previously, you'd have a 100 gold bounty for having 400 more minion and monster gold than the enemy team's average. Now you won't have a bounty at all because your first 200 gold was erased by the buffer. REMINDER The enemy team's average is their total minion and monster gold divided by four, not five (top, mid, and bot lane, plus the jungle) Marksman Items Update A Quick Preamble We've got per-item discussion in the sections below, but want to share some broader thoughts for those interested. Last midseason, we made a bunch of marksman item changes to broaden the range of champions and playstyles that could succeed in bot lane beyond late-game crit spam. While non-marksman carries do occasionally show up in bot lane now, crit marksmen were left frustrated by their builds due to things like crit overcapping, anti-synergy between Infinity Edge and Last Whisper, and higher damage tradeoffs than ever for defensive items due to a weaker two-item spike. This patch, we're revisiting marksman items with the following goals: Crit users are excited about their core build again Crit builds are generally more satisfying in normal play (fix the problems mentioned above) without becoming problematic in pro play Crit users can fit defense into their core builds if they need it Once the initial learning curve shakes out, crit users shouldn't be left remarkably stronger or weaker than before, though they'll once again spike at two items (Infinity Edge + Zeal item, with Phantom Dancer updated to be an appealing defensive Zeal upgrade) instead of three so their games will feel better. From here, we'll be following up on significant power shifts on a champ-by-champ basis rather than continuing to adjust the item system (barring any items that end up way out of line). Cloak of Agility - NEW This is only first because it'd be weird to see it in Infinity Edge and Essence Reaver otherwise. Welcome back, crit cloak. COST 800 gold CRITICAL STRIKE CHANCE 20% Infinity Edge - UPDATED Increases critical strike damage instead of partially converting crits to true damage. Grants critical strike chance instead of doubling crit chance from other sources. We're restoring Infinity Edge's synergy with itself to make it a more immediately gratifying pickup. Removing its true damage conversion means it no longer anti-synergizes with Last Whisper, while setting its crit damage bonus to 25% rather than the historic 50% lets us maintain our original goal of mitigating the late-game squishy melting marksmen used to achieve. TOTAL COST 3400 gold (unchanged) BUILD PATH B.F. Sword + Pickaxe + 1225 gold ⇒ B.F. Sword + Pickaxe + Cloak of Agility + 425 gold ATTACK DAMAGE 70 ⇒ 80 NEW CRITICAL STRIKE CHANCE 25% REMOVED CRIT CHANCE DOUBLER No longer doubles critical strike chance NEW CRIT DAMAGE INCREASE Now increases critical strike damage by 25% REMOVED TRUE DAMAGE CONVERSION No longer converts 10% of critical strike damage to true damage Molten Edge (Ornn's Masterwork upgrade) ATTACK DAMAGE 100 ⇒ 110 EVERYTHING ELSE Molten Edge inherits the rest of Infinity Edge's changes above with no differences Essence Reaver - UPDATED Now grants critical strike chance. No longer grants mana or Essence Flare. While the Essence Flare version of Essence Reaver unlocked a few new marksman playstyles (mainly looking at you Lucian), it disenfranchised a bunch of others like Ashe and Xayah and ultimately ended up being a better fit for fighters like Renekton and Riven. Essence Reaver is going back to being a crit+CDR item. TOTAL COST 3000 gold ⇒ 3200 gold BUILD PATH B.F. Sword + Caulfield's Warhammer + Sapphire Crystal + 250 gold ⇒ Pickaxe + Caulfield's Warhammer + Cloak of Agility + 425 gold ATTACK DAMAGE 75 ⇒ 60 COOLDOWN REDUCTION 20% (unchanged) NEW CRITICAL STRIKE CHANCE 25% REMOVED MANA No longer grants 300 mana MANA REFUND Basic attacks refund 1% ⇒ 1.5% missing mana REMOVED ESSENCE FLARE Your next basic attack after casting your ultimate no longer grants Essence Flare for 6 seconds, granting 50% attack speed and 20% basic ability cooldown refund on basic attack Spear of Shojin - NEW Grants attack damage, health, cooldown reduction, and Awakened Dragon (renamed Essence Flare). Per the Essence Reaver context, several champions make good use of Essence Flare. It's just that they're mostly not marksmen. We made a new item for them. (To those of you who saw the previous Spear of Shojin on Nexus Blitz, it ended up overlapping enough with Sterak's Gage that we decided not to move it forward.) TOTAL COST 3400 gold BUILD PATH B.F. Sword + Kindlegem + Long Sword + 950 gold ATTACK DAMAGE 60 HEALTH 250 COOLDOWN REDUCTION 20% AWAKENED DRAGON Your next basic attack after casting your ultimate grants Awakened Dragon for 6 seconds, granting 50% attack speed and 20% basic ability cooldown refund on basic attack Stormrazor - UPDATED Now amplifies your Energized effects and causes them to slow the target. No longer grants a guaranteed critical strike after not basic attacking for a few seconds. Stormrazor was created to support marksman playstyles that focus more on kiting around a fight than attacking at full uptime, but ended up becoming the predominant first item in crit builds due to its combination of early impact and crit scaling. We're keeping the idea of "occasionally super-powerful attacks" but moving it from the crit system into the Energized system so it's not just a bumper on the front of Infinity Edge builds. TOTAL COST 2800 gold ⇒ 3100 gold BUILD PATH B.F. Sword + Long Sword + Long Sword + Dagger + 550 gold⇒ B.F. Sword + Long Sword + Kircheis Shard + 850 gold ATTACK DAMAGE 60 ⇒ 55 ATTACK SPEED 35% ⇒ 25% NEW ENERGIZED Movement and basic attacks generate Energized stacks. At 100 stacks, your next basic attack deals 65 bonus magic damage on-hit and slow the target by 40% decaying over 1 second NEW STORM Your other Energized effects are 30% more effective and also slow their targets by 40% decaying over 1 second REMOVED STORM'S EDGE No longer causes your next basic attack to critically strike for 140-200% (at 0-30% critical strike chance) and grant 20% bonus movement speed for 0.75 seconds after not basic attacking for a few seconds. Phantom Dancer - UPDATED Now grants a shield at low health but no longer decreases damage from the last champion you hit. Spectral Waltz now triggers on attack rather than proximity to an enemy champion. Existing defensive options for crit marksmen (Maw of Malmortius, Guardian Angel, Mercurial Scimitar) set users far enough behind on core damage builds that they can't contribute carry-level damage in fights even though they're living longer. We're making Phantom Dancer a defensive option that fits more smoothly into crit builds. TOTAL COST 2700 gold ⇒ 2600 gold BUILD PATH Dagger + Zeal + Dagger + 800 gold ⇒ Dagger + Brawler's Gloves + Zeal + 700 gold (Zeal's cost has decreased by 100 gold) ATTACK SPEED 45% ⇒ 30% CRITICAL STRIKE CHANCE 30% ⇒ 25% NEW LIFELINE If you would take damage that would reduce your health below 30%, gain a shield that absorbs up to 240-600 (scaling starts at level 9, ends at level 18) damage for 2 seconds (90 second cooldown) REMOVED LAMENT No longer decreases damage taken from the last champion you basic attacked by 12% SPECTRAL WALTZ Grants unit passthrough and 7% movement speed while within 550 range of a visible enemy champion ⇒ for 2 seconds after basic attacking a champion Kircheis Shard TOTAL COST 800 gold ⇒ 600 gold Zeal TOTAL COST 1300 gold ⇒ 1200 gold Rapid Firecannon TOTAL COST 2800 gold ⇒ 2600 gold CRITICAL STRIKE CHANCE 30% ⇒ 25% Runaan's Hurricane TOTAL COST 2800 gold ⇒ 2600 gold CRITICAL STRIKE CHANCE 30% ⇒ 25% Statikk Shiv Shiv needed a little extra buff to bring it up to the level of the other Zeal upgrades. TOTAL COST 2800 gold ⇒ 2600 gold ATTACK SPEED 35% ⇒ 40% CRITICAL STRIKE CHANCE 30% ⇒ 25% Last Whisper Cost increased. Attack damage and armor penetration increased. Making Last Whisper more effective as a component item while building into Lord Dominik's Regards or Mortal Reminder. COST 1300 gold ⇒ 1450 gold ATTACK DAMAGE 10 ⇒ 20 ARMOR PENETRATION 10% total armor penetration ⇒ 20% total armor penetration Lord Dominik's Regards ATTACK DAMAGE 40 ⇒ 45 Mortal Reminder ATTACK DAMAGE 40 ⇒ 45 Build Suggestions We're changing a lot of marksman items this patch, which means marksman builds may look a bit different. We're sharing a few build archetypes you can expect to see this patch, though actual builds will look different from one champion to the next (unique builds aren't covered here—how's it going, Ezreal?). The best thing to do is, as always, think critically about which items fit your champion's playstyle and strengths. That said, here are a couple common builds you'll see this patch: INFINITY EDGE Infinity Edge⇒Berserker's Greaves⇒Zeal Upgrade⇒Zeal upgrade or Last Whisper upgrade ESSENCE REAVER Essence Reaver⇒Berserker's Greaves⇒Zeal upgrade⇒Infinity Edge BLADE OF THE RUINED KING (CRIT) Blade of the Ruined King⇒Berserker's Greaves⇒Runaan's Hurricane⇒Infinity Edge BLADE OF THE RUINED KING (ON-HIT) Blade of the Ruined King⇒Berserker's Greaves⇒Guinsoo's Rageblade⇒Rapid Firecannon STORMRAZOR Stormrazor's no longer the must-rush marksman item. You'll mostly see it as a third or fourth pickup in other builds. RECOMMENDED ITEMS Marksman recommended items have been updated based on this patch's changes to provide in-game advice on a champ-by-champ basis Loading Screen Update The loading screen's getting a visual refresh this patch to bring its look and feel in line with current League aesthetics and to lay the groundwork for new features down the road. Here are a few functional changes coming with the update Ranked borders now dynamically update to reflect your current rank Load-in progress is now tracked via a single bar at the bottom of the screen Clicking a player's card in the loading screen now flips it to show additional info: Teammates: Champion mastery, honor, and ranked armor or level border depending on which they've chosen to display Opponents: Champion mastery and honor Bugfixes LeBlanc's Q - Sigil of Malice and Mimic'd Q - Sigil of Malice mark is no longer consumed when E - Ethereal Chains, Mimic'd E - Ethereal Chains, or Mimic'd Q - Sigil of Malicewould proc the mark but are blocked by a spell shield Relic Shield no longer reports twice the amount of gold generated from Spoils of War in the post-game screen Base Aatrox can once again toggle his banner wings Firecracker Vayne Prestige Edition's E - Condemn projectile color has been slightly changed to disambiguate it from her R - Final Hour basic attacks Nightbringer Yasuo's R - Last Breath voiceover has been restored Choosing a new background for your profile once again immediately updates it rather than requiring you to tab out and tab back into your profile
  20. Great to finally have you on board. Let's get this BREAD!
  21. Video credit to Rustafied.com Minicopter added A new vehicle has arrived to grace the skies of Rust! The Minicopter is a two seat helicopter which runs on low grade fuel. Similar to Hot Air Balloons, you’ll find these around the map at random intervals. A scarce commodity, it looks like around 12-18 spawn at a time on a 4k (default size) map. Steering is accomplished by moving your mouse to control direction, using ‘W’ and ‘S’ to raise and lower, and ‘A’ and ‘D’ to go side to side. They rise to a respectable altitude and move at a decent click. You can also drive the Minicopter on the ground by holding ‘duck’ and using WASD. SAM sites will target them, so watch out! Thankfully, the copter is maneuverable enough to be able to dodge some incoming missiles, however, missile speeds have been slightly increased, so it’s not totally easy. If you do get hit, it’ll drop the vehicle health by about 5% (meaning 20 direct hits will down the Minicopter). As far as decay is concerned, Minicopters will loose health over time. Like the Rowboat, this decay stops when parked inside a building. With regards to fuel consumption, it uses about 30 - 40 low grade per minute of flight. Radio Frequency Devices A whole family of new items has arrived which allow you to communicate with your electrical devices and teammates like never before! These radio frequency (or RF) devices operate on a broad band of frequencies (1 to 9,999) which can be set by the user. Make sure to keep your frequency a secret though, as anyone can broadcast on any frequency they choose! These radio transmissions travel instantly across the map, with no limit on range or number of devices. There are 4 items in total which make up the group: A RF Receiver, RF Transmitter, RF Broadcaster, and RF Pager. These devices hook up to other electric items via the wire tool, and allow for remote triggering in a way never before possible. They are all non-default blueprints and require a level 1 or 2 workbench to craft. Here are some specifics on each one of these new RF items: RF Receiver This deployable device will trigger electrical current to flow when a signal is sent on the frequency which it is set to. Crafting cost 8 high quality metal 1 tech trash Crafting time 30 seconds Workbench Level 2 Recycles for 4 high quality metal 50% chance of 1 tech trash Research cost 20 scrap RF Transmitter A handheld switch which communicates with any Receivers or Pagers on the same frequency. Hold the trigger down to activate; let go to deactivate. Crafting cost 5 high quality metal 1 tech trash Crafting time 30 seconds Workbench Level 1 Recycles for 3 high quality metal 50% chance of 1 tech trash Research cost 20 scrap RF Broadcaster Similar to the transmitter, this device sends out a radio signal on the frequency it is set to. As opposed to being handheld, however, this device is deployed and sends out a signal when an electrical current is received. Crafting cost 10 high quality metal 1 tech trash Crafting time 30 seconds Workbench Level 2 Recycles for 5 high quality metal 50% chance of 1 tech trash Research cost 20 scrap RF Pager This handy little device will make noise (or vibrate if set to silent) when it receives a signal on the frequency it is set to. Crafting cost 25 metal fragments 1 tech trash Crafting time 20 seconds Workbench Level 2 Recycles for 13 metal fragments 5 scrap 50% chance of 1 tech trash Research cost 20 scrap HBHF Sensor A new way of sensing the presence of others has arrived. The Heartbeat, Breathing, Humidity, and Footstep Sensor (or HBHF for short) is triggered when anyone in direct line of sight shows up within 20 meters of where it is placed. Configured with a hammer, it can be set to go off when authorized or unauthorized people are in range. This allows for multiple uses, from sounding the alarm when intruders are about, to automatically turning the lights on when teammates arrive back home. Crafting cost 15 high quality metal 1 tech trash Crafting time 30 seconds Workbench Level 2 Recycles for 8 high quality metal 50% chance of 1 tech trash Research cost 75 scrap RAND Switch A new type of switch has made its way into the mix this month. The RAND switch does exactly what it sounds like: when current runs through, it randomly chooses between true and false. Although the practical uses for this switch may elude you at first, it does open up some interesting possibilities for traps, contests, and games. Crafting cost 5 high quality metal 1 gear Crafting time 30 seconds Workbench Level 1 Recycles for 3 high quality metal 75% chance of 1 gear Research cost 20 scrap Audio Alarm Another fresh electrical device has arrived. The Audio Alarm sounds - you guessed it - an alarm when electricity flows to it. It currently looks like the Spooky Speaker from the last Halloween event, but that may change soon. Used in conjunction with the HBHF sensor, this could be a handy tool to be alerted when an unwanted visitor comes by. Crafting cost 5 high quality metal Crafting time 15 seconds Workbench Level 1 Recycles for 3 high quality metal Research cost 20 scrap New lights Two new lights will be available once the update hits. The Siren Light and Flasher light both hook up to electricity, and do pretty much what you would expect: light up. The Siren Light is red and spins around in 360 degrees when power is flowing. In contrast, the Flasher Light is blue and pulses very quickly 3 times every couple of seconds. They can be deployed on grounds, walls, and ceilings around your base. In conjunction with the new HBHF sensor, they could be used to alert you and your team of certain instances. They also could be part of an effective landing pad for your Rusty new Minicopter. Note: The crafting a research costs on these are still likely to change. Flasher Light Blue light which pulses quickly 3 times every couple of seconds. Crafting cost 5 high quality metal Crafting time 30 seconds Workbench Level 1 Recycles for 3 high quality metal Research cost 750 scrap Siren Light Red light which spins around in 360 degrees. Crafting cost 5 high quality metal Crafting time 30 seconds Workbench Level 1 Recycles for 3 high quality metal Research cost 750 scrap New palm trees The arid biomes of Rust have received a face-lift this month with the addition of several new types of palm trees and bushes. These large and sometimes oddly angled new variants of foliage look great! New Hemp models Palm trees aren’t the only foliage being tweaked this update. Hemp has received a new model. First teased a couple devblogs ago, these new models have finally made their way in. They do not change anything about how hemp grows or functions, but they do look pretty neat! Performance improvements The team at Facepunch has prioritized a bunch of fixes and improvements to performance this month. Focusing both on clients and servers, Helk and Co. have implemented a bunch of optimizations which should make game-play much smoother overall. From garbage collection buffering to turret triggers, a variety of approaches have been used to achieve these improvements. I’m not going to attempt to go into the 1’s and 0’s of the technicalities behind these changes, but I expect the devblog will have a bit more insight if you’re interested in the nitty gritty of what was done. The main takeaway from this: Performance should be better all the way around! As always, we can’t know the full extent of these improvements till they are launched and running on a server with several hundred people. That said, I am very optimistic to see this body of work in the wild. Unity update Complimenting the above optimization, a new version of Unity is in use with its own set of performance boosts. Alistair told me it's hard to note all the changes down, but there are definitely some gains to be had - some of which are in now, some which will come in future updates. For more details on this version of Unity, check out the changelog here. Chinese New Year items To celebrate Chinese New Year, the team has added 2 fresh items. The Dragon Mask and Dragon Door Knocker will be available on the item store after the update comes out. Generator Art Tom has been killing it with new art recently. Along with finishing up on the new RF devices, he’s posted a render of a new electrical generator. This didn’t make it into the game for this update, but we will likely see it in the near future. Other stuff Fullscreen exclusive enabled by default (to disable, add: -window-mode borderless into you start launch start options) Memory cell now has 'toggle' input Cargo ship destroys building blocks it encounters Oil Rig monument didn’t make it in, most likely with show up next month Work started on a Giant Excavator monument
  22. In-Game Name Baroo Discord Name Baroo Real Name (Optional) Age 20 Gender Male Link to introduction thread https://ventrixunited.com/index.php?/forums/topic/92-wuz-good/ Steam Profile https://steamcommunity.com/id/llolololololol/ What games are you applying for? League of Legends Minecraft How did you find Ventrix United? yes Have you followed/liked any of our social media? No Referrer everyone Have you ever been banned from a game? No If yes, please explain in detail Have you read our rules and policies? Yes Do you understand that you will be 'claimed' by a Recruiter, who will guide you through our Initiate Process? Yes
  23. REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE that is all
  24. you werent expecting me so soon, im Baroo. Thats all u gotta know besides the fact that im a Toxic Diamond 4 Midlaner™️. Uhhhhhhhhhh i like pizza, and ill play some games
  25. With the success of our servers and influx of applications, we will be reworking the community structure. Houses will be removed, possibly to come back at a later time. Divisions will be restructured entirely. Read below for more about what is changing here at Ventrix. Owner The Owner is the pinnacle of Ventrix United. He will work with the staff team and community to provide the best experience possible for players and members. Director Reports to: Owner Directors are the highest rank in Ventrix. This rank is only reserved for the few that manage Ventrix as a whole. They are the ones who decide on new additions and deductions for all of VxU. These people select the Division Leaders and Community Managers. |------------------ Server Staff ------------------| Division Leader Reports to: Director Division Leaders (DLs) are the people who manage all of the community servers within a certain division. Our DLs are the ones who train the new managers and work with issues regarding server-side administration. Server Manager Reports to: Division Leader Server Managers are the people who maintain the individual servers. They decide with their respective DLs on new ideas that could make the players’ time on the server more enjoyable. Along with developing their server, they supervise the server admins. Server Admin Reports to: Server Manager Server admins are the equivalent of a regular in-game server admin or operator. Server Mod Reports to: Server Admin Server Mods are the equivalent of a regular in-game server moderators, this rank may also be used as a specific games trial staff positions. Server Helper/Trial Mod Reports to: Server Admin Servers are a big responsibility to be staff on. A Helper/Trial Mod is the trial position that limits powers to chat only. As mentioned above, this rank may be overlooked depending on the game. |------------------ Community Staff & Ranks ------------------| Community Manager Reports to: Director Community Managers (CMs) work directly with the community members. They handle the individual teams, recruitment staff, and manage any special events. CMs are the top of the Chain of Command in regards to community member rankings. Discord Manager Reports to: Community Manager The Discord Manager (DM) role is given to a single staff member. This person will be responsible for the Discord Admins, and will report any additions or issues regarding the server to Community Managers. Discord Admin Reports to: Discord Manager Discord Admins are those individuals who are chosen to bear the responsibilities of maintaining order within the Discord server. Joining the help desk or directly messaging/poking a Discord admin are good ways to contact them should you require their assistance. Team Leader Reports to: Community Manager Our Team Leaders (TLs) are people who help push the community forward within their specific area. Teams are groups of members who band together to play on servers and games outside of the official Ventrix name. They may still run the Ventrix United tag in game, but will be operating separately from official clans, guilds, clubs or groups. Team Leaders manage their individual teams recruitment and policies alongside a Vice that they may elect from within their members. The TL rank reports directly to the Community Managers. Recruitment Manager Reports to: Community Manager The Recruitment Manager (RM) is responsible for the success of the recruitment team within Ventrix United. This role is granted access to Ventrix United's social media pages and YouTube/Twitch channels. This role is also responsible for assigning Mentors to unclaimed Initiates after 48 hours of the application being posted. The Recruitment Manager may enforce recruitment quotas on his staff team to ensure Ventrix's success. Recruiter Reports to: Recruitment Manager Recruiters are in charge of handling recruitment within Ventrix's servers, Reddit, social media, etc. If given a quota by the RM, they are expected to meet the minimum required. Mentor Reports to: Recruitment Manager & Community Manager This rank is a middle ground position between a community members' personal rank within the community and a staff position. Members within this rank are expected to 'claim' an applicant to guide them through the initiation process. Mentors are allowed to have multiple Initiates they are training, although not required. This position is available to join when promoting from Warden. This allows for 2 branches off from Warden, going to Elder (No responsibility) or Mentor. Member, Acolyte, Veteran, Warden, Elder Reports to: Community Manager These are the generic ranks within Ventrix United, and all members and staff are allowed to progress these ranks separately from their staff rankings. These positions grant no power within the community and are just recognition among other members and leadership. To progress through these ranks, the reputation system on the website will be used. Additional perks are unlocked when progressing through these ranks, most of which are open to change at any time. Initiate Reports to: Community Manager, Recruitment Team, Mentor Any applicant is automatically given the Initiate rank upon submitting their application. These users will be either 'claimed' by or assigned a Mentor. The objective for the initiation process is for applicants to prove their worth to the community. Goals for the initiation process are listed on the How to Join page.
  26. until
    Join us Friday night for drinks, games, and good vibes. For Initiates this is a great way to earn some REP to get you one step closer to becoming a full member of the community! BYOB!
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