Specifically with the forge example, maybe, but the idea as a whole that being around other players and not killing them increases your comfort and prevents depression does encouraging not killing, and doesn't discouraging playing alone.
The fact of the matter is that being around other people in a survival situation will lift your spirits, and depression can have real physical effects.
You're still missing the point entirely. You're encouraging not killing one person that may be a benefit to you, in a game already dominated by teams of KoSers. They go on like nothing happens and solo players, whether KoSers or not, face the detriments of depression. When a toilet gets clogged you don't plunge the sink because it's nearby. If you want to add depression for realism fine, but it doesn't do anywhere near as much for anti KoS as it does for anti solo play. If you just added depression for everyone who had an odd numbered Steam ID you gets some KoSers as well.
That's not really what I said... or is in the video. Had you watched the video you would know that wasn't the point.
Get real, that video is 40 minutes long. I wouldn't expect you to watch a Dwarf Fortress tutorial playlist that's ten hours long just so you can hear from the horses mouth that a player takes the path of least resistance. =P
oXYnary's OP also talked about the COD play style and was part of the basis for why KOS is such a big thing.
He did not blame it on CoD if that's what you're trying to say. He talked about the CoD playstyle as a reference for what happens when the players find the path of least resistance in Rust. It's an after effect example, not a cause. There's no other viable option in CoD, killing is how you're supposed to play and failing to do so will punish you with less rewards after the match.
So when you look at the way people play games, like they did for Journey, and realize that the same play style emerges even if there is no reward for killing the other player, then you need to look beyond the in game systems for the answer.
From the video, talking about adding physics so players could push each other to help them up over obstacles and such:
Yeah, it's called griefing in online games. I've been griefed by a buddy in Rust. It doesn't make him evil, but he was being mean in that moment. Lots of people have that type of relationship with friends, it's fun because someone suffers. You don't just classify these friends as mean and move on for the same reason nobody wants to ban KoSers, they're more fun to have around than not. If they're trying to trip you every step you take for a month though, then you might start rethinking that friendship.
I did watch the video. You seem to be hung up on the forge example, but that wasn't really the point of my OP. If you read it again, It was way more about creating a positive effect from being near other players and turning them into a resource. In fact that is one of the things Frankie touch on when he brought up I am legend.
I didn't care much for Frankie's point of view either, but it's like he hit a line drive to right field and a lot of people are excited he hit first base... on his way to third. =P
Your comfort example has the same problem unless you make it scale server wide, and then everyone gets depressed if one person decides to kill anyway or everyone sits in a love huddle until the end of time. Just because someone values one or two people doesn't make them value everyone, and having a couple teammates has never been detrimental in Rust and doesn't need to be encouraged.
I think if you drop the work skills and replace it with blueprints, you change they way people will react to the idea.
RPG style "skills" have no place in rust. But if each player starts with a random set of blueprints and server blueprint drops are rare enough, it will make more sense to find people with the blueprints you need. And if every time you die your blueprints reset, it puts value on your life.
This is encouraging KoS. If you lose more when you die, then you are less likely to be willing to die. There are players already that KoS simply because they don't want to risk dieing, and these are probably the only players we should be trying to convert. Those who enjoy battle just end up liking the game less if they have to do so at a disadvantage, but they currently have an advantage in that they can make a decision from any distance whether they want to shoot you or not (hint: they do want to shoot you =P ).