1. Post #1

    January 2014
    83 Posts
    I think as a survival game, we need an extra bunch of adrenaline and paranoia. The concept would be a meter that decreases as you murder people, and if you stay by yourself for too long. As it decreases more and more things start to happen. say its based out of 100

    ((as you drop down the effects stack so at 50, you will have all the previous things happening to you aswell))

    100: You are perfectly healthy and happy
    90: Days alone make you crave human companionship
    80: You begin to mutter to yourself
    70: you long for human companionship, you will sometimes here footsteps that arn't there.
    60: you hear and see things that arn't there ((maybe like chickens or pigs, or a non moving human))
    50:Your paranoia sets in, you are shaky
    40: Your nightmares start to manefest into creatures that can hurt you ((bear, wolf))
    30: Something whispers messages into your ears periodically
    20: You randomly scream in a frenzied panic
    10: Day or night, everything is dark, and warps randomly
    0:You are constantly moving, pacing back and forth and running possibly from things that are not there

    Now I do know some people prefer to be lone wolves, so obviously there will need to be some item or other way to restore sanity. But I think it would definately feel more real and get that adrenaline pumping.

    Also might give incentive to not slaughter bambis
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  2. Post #2

    January 2014
    17 Posts
    hehe, I like the idea of it..
    but I would shit my pants if I was playing the game at night and I hear something whispering in my ear.

  3. Post #3

    February 2014
    316 Posts
    It's a nice idea, but it sounds more like Silent Hill.

    I sure would love things like scary moving shadows in the night. And we absolutely need more atmosphere like crows, eagles, hawks and vultures screaming. Also fog every now and then, hard rain where you can't see anything but waterdrops falling down and splashing back up. Storms where everything is flying around, etc.

    Walking in the mountains on a lovely day and hearing an eagle's scream would be amazing. As well as entering a graveyard, listening to the crows and watching the vultures feasting on digged up corpses.

    we need an extra bunch of adrenaline and paranoia.
    How about hard breathing/limited sight when battling? It would make fights harder, maybe even prevent killing on sight.

    I imagine running through the woods, when suddenly a bear stands up in front of you, roaring. You instantly get kind of a blurry/tunnel vision (not too harsh) and start breathing heavily. It would add some nice atmosphere for the moment itself. Nothing for people with a weak heart, though. Hehe.
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  4. Post #4

    January 2014
    83 Posts
    hehe, I like the idea of it..
    but I would shit my pants if I was playing the game at night and I hear something whispering in my ear.
    That's the point, you have been in the wilderness for a week, and as you trot along at midnight, that buzzing is always there....then finally, one word is muttered "Die." Much fun!

  5. Post #5
    PremiumKrap's Avatar
    January 2014
    234 Posts
    i like this, would add a good element to the game

  6. Post #6
    OppositeTalen's Avatar
    January 2014
    70 Posts
    I imagine running through the woods, when suddenly a bear stands up in front of you, roaring. You instantly get kind of a blurry/tunnel vision (not too harsh) and start breathing heavily. It would add some nice atmosphere for the moment itself. Nothing for people with a weak heart, though. Hehe.
    This ^ and OP's comments. The game needs atmosphere and a survival aspect like this!
    It would make the game perfect especially with breathing which could cause more sway on weapons etc.

  7. Post #7
    Grimrailer's Avatar
    October 2013
    36 Posts
    I think as a survival game, we need an extra bunch of adrenaline and paranoia. The concept would be a meter that decreases as you murder people, and if you stay by yourself for too long. As it decreases more and more things start to happen. say its based out of 100

    ((as you drop down the effects stack so at 50, you will have all the previous things happening to you aswell))

    100: You are perfectly healthy and happy
    90: Days alone make you crave human companionship
    80: You begin to mutter to yourself
    70: you long for human companionship, you will sometimes here footsteps that arn't there.
    60: you hear and see things that arn't there ((maybe like chickens or pigs, or a non moving human))
    50:Your paranoia sets in, you are shaky
    40: Your nightmares start to manefest into creatures that can hurt you ((bear, wolf))
    30: Something whispers messages into your ears periodically
    20: You randomly scream in a frenzied panic
    10: Day or night, everything is dark, and warps randomly
    0:You are constantly moving, pacing back and forth and running possibly from things that are not there

    Now I do know some people prefer to be lone wolves, so obviously there will need to be some item or other way to restore sanity. But I think it would definately feel more real and get that adrenaline pumping.

    Also might give incentive to not slaughter bambis
    Garry mentioned he was working on a humanity system a few months ago. I can't remember where the source is though.

  8. Post #8
    RockyTiziano's Avatar
    February 2014
    77 Posts
    Forcing people to seek "companionship" from potential psychopaths, who may or may not try to murder you while you sleep.. No thanks, I'll take my peaceful cabin in the mountains

    Funny/interesting idea, but I think your sanity meter in this game is your own. Get killed a couple times for your rock and you'll find yourself looking over your shoulder more often you should..

  9. Post #9

    February 2014
    316 Posts
    It would make the game perfect especially with breathing which could cause more sway on weapons etc.
    Maybe add a key to hold your breath so you can not be heard while hiding in a bush/improving your aim.
    Holding that key/your breath too long and you'll burst out breathing loud as hell and you'll be unable to aim efficiently that moment of catching your breath.

  10. Post #10
    RockyTiziano's Avatar
    February 2014
    77 Posts
    Garry mentioned he was working on a humanity system a few months ago. I can't remember where the source is though.
    Hoping this has more to do with the killing/unsavory things you have done to survive, and less to do with punishing the Lone Wolves.

  11. Post #11

    January 2014
    83 Posts
    Forcing people to seek "companionship" from potential psychopaths, who may or may not try to murder you while you sleep.. No thanks, I'll take my peaceful cabin in the mountains

    Funny/interesting idea, but I think your sanity meter in this game is your own. Get killed a couple times for your rock and you'll find yourself looking over your shoulder more often you should..
    Thats why i said at the end we would need someway to control it if you prefer loan wolfing it.

  12. Post #12
    RockyTiziano's Avatar
    February 2014
    77 Posts
    Touche, A.D.D. fail on my part!

    Counter could to this could be staying nice & cozy by the campfire? They already have the comfort system there. Still not sure how I feel about insanity being forced on me.. I'M NOT CRAZY

  13. Post #13

    January 2014
    118 Posts
    Half this posts sound a lot like amnesia game system.. <_<

  14. Post #14
    Nekyz's Avatar
    December 2013
    36 Posts
    You just stole the whole insanity system of Don't Starve.
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  15. Post #15
    Dionysus9's Avatar
    December 2011
    333 Posts
    I like the idea for a horror mod, but, realistically, people live by themselves in the wild for months on end without going stark raving mad. They might seem a bit weird when they return to society, but they aren't screaming randomly or hallucinating.

    I'd love to see this as part of a "horror" mod, but not for vanilla gameplay.
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  16. Post #16
    Shackledfrog's Avatar
    January 2014
    217 Posts
    Fantastic idea

  17. Post #17
    Dmx182's Avatar
    July 2013
    32 Posts
    The idea seems pretty cool and creepy at the same time to make this game a bit more scary hopefully they add more closed up environments such as moss hanging from trees, waterfalls, ponds, lakes, some natural rock formations, snakes, birds things that can pop out making noises to scare you. Also sounds a bit like Amnesia with the sanity. Games has great potential.

  18. Post #18

    January 2014
    83 Posts
    Half this posts sound a lot like amnesia game system.. <_<
    I played that game for like 5 mins, never got far enough to see anything :/

    Edited:

    You just stole the whole insanity system of Don't Starve.
    Never heard of it, but sounds like it could be fun, worth a play?

  19. Post #19

    December 2013
    69 Posts
    I like the idea, however as many people have said, you shouldn't punish lone wolves. Id be more inclined to have this increase through inactivity. Sitting in your tower all day would certainly start to take its toll, maybe things like crafting/harvesting could restore some sanity, as they say, hard work is good for the soul.

    I would also swap the muttering and whispering around, as whispering in you ear would freak you out a little but you'd get used to it. Muttering on the other hand might give away your position.
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  20. Post #20
    Detsur's Avatar
    February 2014
    59 Posts
    I like this idea. I would rent a server just for myself and go find a mt to sit on and just stare into the abyss.....

  21. Post #21
    Praxius's Avatar
    January 2014
    179 Posts
    I don't like features in a game that tell me how I should "Feel" or react to others.

    Everybody deals with situations differently. Some deal with isolation a lot better than someone else, while others deal with crowds of people differently.

    You can't assign a system to the game that slaps a generic "You would react like this" like a big messy brush all over every other player.

    Hunger is one thing.... how you tell someone how they should "Feel" is another.

    I get enough paranoia and certain frames of mind in the game without having something toss artificial effects on top.

    Don't get me wrong, in another kind of game, perhaps a single player game, I'd be all for this idea, and it's a good one... but it clashes with my views of how this game should be personally.

    There are already no real rules in the game with the exception of building rules.... this would add a sort of "Mentality / Emotions" set of rules in the game.
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  22. Post #22
    FlippyT's Avatar
    January 2014
    125 Posts
    Sort of off topic here, but I hope they up the graphical fidelity of the game a bit. I would love a semi-photrealistic sandbox survival game. Currently the game feels a tad cartoony, which is completely fine. But ya know, some areas just feel way too open and brown.

  23. Post #23
    SteakStyles's Avatar
    March 2010
    3,693 Posts
    If this is ever done, eating the same thing repeatedly should drop your sanity as well. Lord knows you'd go crazy eating nothing but tuna or chicken. Chocolate and Granola Bars could restore a small amount of sanity as well. Not due to magic or anything, just that sweet, tasty chocolate and oat and honey granola are enough of a change of pace to brighten your view of the world.
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  24. Post #24

    February 2014
    7 Posts
    I don't like features in a game that tell me how I should "Feel" or react to others.

    Everybody deals with situations differently. Some deal with isolation a lot better than someone else, while others deal with crowds of people differently.

    You can't assign a system to the game that slaps a generic "You would react like this" like a big messy brush all over every other player.

    Hunger is one thing.... how you tell someone how they should "Feel" is another.

    I get enough paranoia and certain frames of mind in the game without having something toss artificial effects on top.

    Don't get me wrong, in another kind of game, perhaps a single player game, I'd be all for this idea, and it's a good one... but it clashes with my views of how this game should be personally.

    There are already no real rules in the game with the exception of building rules.... this would add a sort of "Mentality / Emotions" set of rules in the game.
    I like the idea in OP's post, but you do make a very compelling counterargument.

    Perhaps a feature like this ought to be optional. Then again, there seem to be plenty of options splitting the player/server base as it is currently. Certainly, this would require some very subtle and elegant design to avoid compromising the gameplay. I wouldn't put it past this studio, though, if it's a road they choose to go down.

    There should definitely be many different ways to raise/lower sanity, and perhaps many different gameplay changes depending on the current sanity level and what one did to raise/lower the level. Maybe something like that should not use a single arbitrary number as its basis. Then again, the level of complexity such a system would require might not be worth the dev's time. I would, for my part, be very excited about such a system, but it's really up to the devs and the player base as a whole.

  25. Post #25
    SgtFlex's Avatar
    August 2013
    73 Posts
    I don't like features in a game that tell me how I should "Feel" or react to others.

    Everybody deals with situations differently. Some deal with isolation a lot better than someone else, while others deal with crowds of people differently.

    You can't assign a system to the game that slaps a generic "You would react like this" like a big messy brush all over every other player.

    Hunger is one thing.... how you tell someone how they should "Feel" is another.

    I get enough paranoia and certain frames of mind in the game without having something toss artificial effects on top.

    Don't get me wrong, in another kind of game, perhaps a single player game, I'd be all for this idea, and it's a good one... but it clashes with my views of how this game should be personally.

    There are already no real rules in the game with the exception of building rules.... this would add a sort of "Mentality / Emotions" set of rules in the game.
    I have to agree with this guy, when a sort of emotional state is forced upon you, but you don't react to it at all (like not being scared of horror games and just bored of how hard they try), it feels like a big "fuck you" in terms of how you feel because it just feels forced upon you and you just begin to hate when it happens.
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  26. Post #26
    HunterJup's Avatar
    February 2014
    18 Posts
    Believe it or not, i think this game isnt called "Dont Starve"

  27. Post #27
    punkonjunk's Avatar
    February 2014
    20 Posts
    You know, maybe before I'd plugged 90 hours, I'd agree, but it becomes clear, reaaaaaally fast that the greatest imaginable survival horror element is other people, in the dark.

  28. Post #28

    February 2014
    44 Posts
    It sounds nice on paper but what does it accomplish? What are you gaining? What game play does it add that's not a gimmick and becomes a chore after a few hours of playing? It seems more like a another bar you need to obsess over.

  29. Post #29
    iBane's Avatar
    January 2014
    116 Posts
    I think as a survival game, we need an extra bunch of adrenaline and paranoia. The concept would be a meter that decreases as you murder people, and if you stay by yourself for too long. As it decreases more and more things start to happen. say its based out of 100

    ((as you drop down the effects stack so at 50, you will have all the previous things happening to you aswell))

    100: You are perfectly healthy and happy
    90: Days alone make you crave human companionship
    80: You begin to mutter to yourself
    70: you long for human companionship, you will sometimes here footsteps that arn't there.
    60: you hear and see things that arn't there ((maybe like chickens or pigs, or a non moving human))
    50:Your paranoia sets in, you are shaky
    40: Your nightmares start to manefest into creatures that can hurt you ((bear, wolf))
    30: Something whispers messages into your ears periodically
    20: You randomly scream in a frenzied panic
    10: Day or night, everything is dark, and warps randomly
    0:You are constantly moving, pacing back and forth and running possibly from things that are not there

    Now I do know some people prefer to be lone wolves, so obviously there will need to be some item or other way to restore sanity. But I think it would definately feel more real and get that adrenaline pumping.

    Also might give incentive to not slaughter bambis
    I'm not sure this would work, but you deserve credit for thinking outside the box (yes I know Amnesia and other games have a sanity - or lack there of - mechanic.) An in-game mechanic like this has some real potential to add depth to the gameplay; I would not have thought of applying to a game like Rust.

  30. Post #30

    January 2014
    8 Posts
    Yes, yes, I agree, I mentioned something like this in another topic. The effects are bit too horroristic for Rust tough.

  31. Post #31
    What's brevity?
    ironman17's Avatar
    June 2006
    20,939 Posts
    In theory it could certainly work for the greater good of the community. If sanity is reduced by being alone and not cooperating with others, then the disadvantages of madness would mean that players would depend on one-another's company, which would possibly make the "lone wolf raider" kind of playstyle less viable and mean that if there are raiders in Rust, they'd work in packs.

    However, having sanity effects take control away from the player, like with the 0 sanity condition, probably wouldn't be fun since not everyone is fond of being CC'd like that. Having more of a "seeing things" form of insanity, with players seeing unnatural nightmare-creatures and the like, would be more fun than being unable to control your character.

    Also, perhaps for "lonewolf sanity maintenance", perhaps they could carry some sort of situational "talisman" that restores sanity in certain situations, like a picture of your family to reminisce over as you sit by the fire, or breaking up a repetitive routine with something as simple as having different things for dinner (some nights you eat pork, other nights you heat up a can of Mac 'n' Cheese you found in your travels, and sometimes you'd be lucky enough to steal some eggs from the dreaded chickens).

  32. Post #32
    jaberus's Avatar
    January 2014
    166 Posts
    I think as a survival game, we need an extra bunch of adrenaline and paranoia. The concept would be a meter that decreases as you murder people, and if you stay by yourself for too long. As it decreases more and more things start to happen. say its based out of 100

    ((as you drop down the effects stack so at 50, you will have all the previous things happening to you aswell))

    100: You are perfectly healthy and happy
    90: Days alone make you crave human companionship
    80: You begin to mutter to yourself
    70: you long for human companionship, you will sometimes here footsteps that arn't there.
    60: you hear and see things that arn't there ((maybe like chickens or pigs, or a non moving human))
    50:Your paranoia sets in, you are shaky
    40: Your nightmares start to manefest into creatures that can hurt you ((bear, wolf))
    30: Something whispers messages into your ears periodically
    20: You randomly scream in a frenzied panic
    10: Day or night, everything is dark, and warps randomly
    0:You are constantly moving, pacing back and forth and running possibly from things that are not there

    Now I do know some people prefer to be lone wolves, so obviously there will need to be some item or other way to restore sanity. But I think it would definately feel more real and get that adrenaline pumping.

    Also might give incentive to not slaughter bambis
    Rust is a survival game.
    not a horror game.

    You survive the wild and the other players who live on the island. You make a base, and you try to get geared before the dominant group walks to your door step ready to take over your house, and strengthening the dominance in their land. Survival of the Fittest, not Survival of the bravest.

  33. Post #33

    January 2014
    5 Posts
    i would love this :D

  34. Post #34

    January 2014
    8 Posts
    It sounds nice on paper but what does it accomplish? What are you gaining? What game play does it add that's not a gimmick and becomes a chore after a few hours of playing? It seems more like a another bar you need to obsess over.
    Less KOS?

    I don't like features in a game that tell me how I should "Feel" or react to others.

    Everybody deals with situations differently. Some deal with isolation a lot better than someone else, while others deal with crowds of people differently.

    You can't assign a system to the game that slaps a generic "You would react like this" like a big messy brush all over every other player.

    Hunger is one thing.... how you tell someone how they should "Feel" is another.

    I get enough paranoia and certain frames of mind in the game without having something toss artificial effects on top.

    Don't get me wrong, in another kind of game, perhaps a single player game, I'd be all for this idea, and it's a good one... but it clashes with my views of how this game should be personally.

    There are already no real rules in the game with the exception of building rules.... this would add a sort of "Mentality / Emotions" set of rules in the game.
    Games are about rules.

    And maybe introduce an rpg/sims like system, where you can set your characters attributes?
    Or like perks in Fallout you could customize your character with.