Gonna skip the preamble and get to it. This is my point of view. It will probably not go down smooth with everyone but this is what I'm hoping the devs decide to do with this game:
1. Drop the zombies. Replace them with wild dog(s), snakes, cats, birds of prey, spiders, etc. The snakes alone should provide enough variation from non venoumous to lethal to make up for what the zombies do. The zombie genre is all but played out, minus whomever can do a proper World War Z style zombie survival game. This is not that game. Lose the zombies. Keep this a real world survival sim in that respect.
2. Turn all of the elements into "skill trees": first you master wood, then you learn stone. once you master stone, you learn metal. these should be LONG levels even at the start. Later, if people are whining about how long it is in the forums, then you know you did it right. And by later i mean, if you think level 1 to level 5 was long... lol, you should see level 15 to 20. there should be fishing, trapping, small game hunting, large game hunting. medical should be skill specific, breaks, cuts, poison, etc. use the environment for medical issues as well, plants being medical specific. We need fishing. We need boatbuilding and bridge building. Include masonry. You get the idea.
3. Allow us to terraform the world via "mining" as well as wood and stone structures. Allow us to dig bunkers into the mountains or under the map. Make use of the "negative" areas of the terrain mesh. Let us carve out structures in the faces of those awesome hoodoos you guys created. let us build tunnels from point a to b. let us build tunnels right under the enemy palace, if they weren't smart enough to line the bottom with metal to keep us out, that's their fault.
4. Include everything: Start with a rock. Move up to a slingshot. Then a bow. Etc. Ad infinitum. Create blueprints and crafting for every weapon that has existed throughout history. This is important for the endgame. We start with a rock. We master this world. We move to another one and start again. trebuchets, catapults, you name it. maybe if we get enough metal and a bradley blueprint...? we should be able to wage all out war, but we should have to work to do it. and we should be aware of the cost of every round we fire, because we harvest for em and we make em.
5. Allow us to build larger and larger structures. Do not cap their size. This one of the first of the "World Building" genre games. 2 years from now the game world should be a faint trace of what it was on day 1.
6. "Co-op" bonus: when you harvest wood solo, you get the usual amount. If 2 people team up together, everything they do should be a 2X bonus: twice as much wood, twice as fast on builds, etc. This would need a reasonable cap, but it would be the push needed to bring about amazing things in the end game. the more people you have in your group, the bigger your co-op bonus. another deterrent for being a KOS player.
7. Map size needs to scale to almost epic proportions. A lean estimate would be 20X20 miles per player spawn. It should be a battle at the beginning of the game to survive alone and get a foothold and to raise skills enough to make valuable contributions to a group. Once you aren't a liability, you can work on figuring out how to find each other. From there, everything should move a lot faster. But the map itself needs to be an actor in the game, working AGAINST the player or group because of it's size. Distance should always be a factor.
8. "Sovereignty" : once players have found each other and established a base of operations or maybe have pushed into the realm of empire building, allow them to declare an area of the map "sovereign"; allow them to claim ownership of that area and until the last of them is killed, it's theirs. There should be bonuses that come with possession of a sovereign area. The key to this is the in number 5 above: give us the tools to reshape the entire world as we see it. then fight to maintain ownership. or expand.
9. This is just the first planet. If you do this correctly, you will be able to stay ahead of the speed of advancement of the best of the best at this game. You will know before any group reaches space travel. You will have time to create other, empty planets for players to counquer. Do not mistake this for "soft sci fi". At it's most child like, it would still resemble the Nostromo more then Avatar. This is gritty, industrial, possibly political world building and empire management. Think minecraft + command and conquer + dayz with a battlefield chaser. Everything should be very "practical and legit". No crystals, no magic. Just hard and fast numbers: if you goofed on your fuel estimate, that's your ass, you're ships floating and now you have to either get someone to come drop you off fuel... or respawn at 0. And once we get to the new planet... because we have the weight of all the work from the first planet, you can only imagine the carnage and chaos that will follow. This mentality should feed the KOS players forever; now they know that anyone else they see on the planet is the enemy... nobody is going to complain if you kill em and loot em. They knew that when they set foot on this rock.
10. Do not write lore. Allow the players to BE the lore. When a new player starts a year from now and sees the castle on the top of the rocks and asks who owns that, it should be a long story starting with the players that built it, who fought hard for 5 months to hold it but were eventually driven out by another group, who was betrayed and replaced by the group who you see up there now. THAT'S lore. Don't try to explain anything about the environment. Don't justify it. The players will do that for themselves. It will become "meme'd". You guys may as well print up the "got wood?" tshirts now.
11. Political: This one is a stretch, but... just follow the template for our current world. Allow us to divide up based on nation. Or let us go rogue. Allow for international real world clanning/factioning. BUILD it into the game. Trust me on this. If we ever get to a point where the chinese players and the us players are going tooth for tooth in some sancitoned simulation of what the possible global future holds... it'll make news. Not just the gaming scene. I can hear the sunday pundits now "You know it's a game... but it brings up a good point, Bob: are we going to see these kinds of battles in the future for resources on this planet?". The stuff writes itself.
Don't laugh. They still use madden to predict the super bowl.
12. Gonna need all the tools you can think of and ones you haven't: rope, ziplines, claymores, antipersonel traps, pungi sticks, etc. etc. and more. Just keep it low tech and salvaged, that's all. No drones, no shiney bots. This is banged up, beat up reliable gear. We need catapults, because they are cheap and portable. We need crossbows because we already have hunting bows. We need to be able to drop flares and leave them burning on the ground ( aka "bug lite"). We need duct tape. We need flags. I wanna upload my jpeg and put it on my silly lil flag outside my silly lil shack in the middle of nowhere. Jolly roger, don't tread on me, got wood?... endless. Not a deal breaker, but coolish.
13. Gear should degrade, unless it's made with metal. Gear should degrade. Ok, now that the screaming and crying has died down... again, gear should degrade. Yet one more leash on the KOS short bussers.
14. map and compass should be craftable. do not include it in the starter kit. do not. bad. bad devs. no.
15. Here's the big one:
For every X number of levels the player goes up (say 1 for the sake of discussion) the player gains an NPC, a simple AI that can be either "task specific" as in "this is my mining ai, this is my fishing ai," or general. If you level up to level 5 wood skill, in that moment you gain an AI that STARTS at the same level as you for that skill tree; you could choose a "generalist" NPC that does a lil bit of everything slowly or you could choose a skill specific NPC that starts at level 5 woodworking, the same level you just gained in the same skill with the same crafting bonuses. Give us a simple menu to control NPC and the tasks they are doing "Quickest first" "Skill specific" "All for one" and let us set up builds and let the NPCs complete them. Or assist us. Or go and do their own tasks.
Once you have enough workers you will eventually start training fighters, if you choose. But, you must be able to food and house them, so you need to still keep your resources managed or at this point be working with a faction that has a mafia mentality.
4 level 50 players would be a total of 200 NPCs, all doing their chores and going about their business. And when faction A goes at faction B the cinematic nature of X hundred fighter class NPCs all going into battle alongside the clan itself should be enough to take at least a moderate swipe at a GOTY. This will free up time for the player to play while actually having an impact in the world and it goes a long way toward rewarding the players who are loyal to the game from day 1. At some point in time, a good player should be able to sit back and look over her empire and smile.
Those are my basic wishes for this game. RUST appears to be a game that I've been looking for for close to 10 years now and have never found.
if you guys can push this game in away from the zombie genre and into the "World Building and survival simulation MMO" then i think you guys will have achieved what no other company has done yet.
Peace
B
Wtf did I just read? You want to go into space in rockets?? No. Just no..