🎫 Rust server guide

How to set up a ticket system for your Rust server

Sooner or later every Rust server gets the same messages: β€œsomeone's cheating”, β€œI lost my stuff”, β€œmy door got walled in”. A good ticket system turns that noise into a queue your staff can work through β€” and gives you a record when someone disputes a decision.

7 min read Β· Updated October 2026 Β· Free guide for Rust server owners
# ticket-1041

Hank got one-tapped through a rock 😑

Randum I see it in your capture β€” on it

β—‰ In-game

[#1041] Hank: got one-tapped…

[#1041] Randum: on it

🎫 New ticket #1041
β–¦ Dashboard

πŸ“Ž 30-min capture attached

βœ“ Answered in 2 min

1. Decide where tickets come in

Players reach you from three places: your Discord, the game itself, and sometimes your website. The more doors you have, the fewer reports get lost in general chat β€” but only if every door leads to the same place where staff can see it.

  • Discord is where most communities already talk. A button or command that opens a private channel per ticket works well.
  • In-game matters for things happening *right now* β€” a player being raided offline-style, a bug, someone camping a spawn. Asking them to alt-tab and open Discord loses a lot of reports.
  • Your dashboard or website is where staff can see everything together, including closed tickets.

2. Keep tickets private

A cheating report or ban appeal must only be visible to the player who opened it and your staff. When you create a channel per ticket in Discord, set the permissions on the channel itself β€” don't rely on the category, because a category that's open to a β€œmember” role will leak every ticket inside it.

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3. Collect the right information up front

  1. A category β€” cheating, griefing, bug, lost items, other β€” so the right staff pick it up.
  2. Who and when β€” the player's name or Steam ID, and roughly when it happened.
  3. Where β€” the grid square or monument.
  4. What happened, in their words, plus any screenshots or clips.
Tip: The question that wastes the most staff time is β€œwhat time was this?”. Anything that captures context automatically when the ticket opens saves hours.

4. Answer quickly β€” from wherever your staff are

Staff are spread across Discord, the game and their phones. The best setups let a moderator reply from Discord and have the player see it in-game, and alert admins in-game the moment a new ticket arrives. A reply within a few minutes does more for your reputation than any rule post.

5. Close the loop and keep records

  • Tell the player what you did β€” even β€œwe looked and couldn't confirm it” keeps them reporting.
  • Save a transcript of every closed ticket. Discord's image links expire, so screenshots posted in a ticket should be saved somewhere permanent.
  • Delete old ticket channels after closing so your Discord doesn't fill up with hundreds of dead ones β€” the transcript is your record.

How PlayerAnalytics does this for you

PlayerAnalytics tickets open from Discord, in-game or the dashboard and stay one conversation across all three β€” type in the Discord channel and the player sees it in-game, and admins get an in-game toast when a ticket lands. The moment a ticket opens, the player's last 30 minutes are frozen into it: where they were, who they fought, how they died and what they built. Channels are created private, screenshots are saved permanently, every closed ticket becomes a transcript, and closed channels delete themselves after a delay you choose.

Questions

Should Rust tickets be in Discord or in-game?

Both, ideally, as long as they lead to the same thread. Discord suits most reports; in-game catches things while they're happening.

How do I stop ticket channels from being visible to everyone?

Set permissions on each ticket channel so only the reporter and staff roles can view it β€” don't rely on the category's permissions.

How long should I keep ticket records?

Keep transcripts of closed tickets for as long as you might face an appeal β€” for most servers that means indefinitely.

Your server, without the guesswork.

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