• What should replace zombies?
    1,331 replies, posted
[QUOTE=Lizzipoos;44018654]How can people be voting for dinosaurs. How the hell could anything other than mutans be living in a radation zone?[/QUOTE] If you see the post above yours you will see how. Back story for a game and environment is key to it's believability.
When is this thread gonna close?
I'd like to have dinos in the game :§3 DO IT!
[QUOTE=Per0vic;44019189]When is this thread gonna close?[/QUOTE] Soon I hope .. It's killing me lol :p
Why dinosaure !?? This is useless :(((
Dinos are ok, but I just can't see them in Rust. They just don't seem to fit in with the Nuclear apocalypse theme, apart from with time travel, which is a bit far - fetched. Being open-minded is great and all, but taking the game back to the age of the dinosaurs is not a route i'd like it to take. To be fair, I can see that compared with the other options they are pretty interesting, and some small dinosaur like creatures i could accept - but not the sort of dinosaurs that you would imagine. The system of blueprints, guns and makeshift post-apocalyptic technology works well for me, so knocking this game back in time or making the storyline a fantasy where dinosaurs trash the world seems to make rust a worse game. Human and Mutant AI would work for me, but I just cannot see dinosaurs on the map. They would shake the entire situation around a lot, and the present scenario of rust is a good one. [editline]23rd February 2014[/editline] [QUOTE=ustolemygmrta;44019026]If you see the post above yours you will see how. Back story for a game and environment is key to it's believability.[/QUOTE] Absolutely, but let's make a decent and believable back story
Dinosaur cloning is very difficult but not impossible. It's being worked on.
[QUOTE=Per0vic;44019189]When is this thread gonna close?[/QUOTE] june
Should make an original concept, everything on the list seems too cliche this isn't meant to be insulting just constructive criticism (my own opinion) So I'm just going to free ball some ideas, I can't imagine any of these being used in actuality but a little inspiration might help. a) there should definitely be more than 1 model/type of malicious (radiated) creatures b) perhaps we can start creating some kind of open lore as to whats goin on in the rust island, why we are there and what is this "radiation" and it's implications (other than dying from radiation poisoning.) ~~by open lore i don't mean actual story line or history, just some foundation... I think letting people run away with their imagination can be quite interesting in a gaming scenario. c) one of the main game mechanics is the unpredictability of human interaction, it seems that when threatened the common trend is to turn towards violence (which is a hell of a good time, lets get some action) but what if there was a relationship between the way you played and what demons you had to face in radiated zones. ~~in nether the player is given a timer after killing another player in which the "smell of blood" attracts the nether creatures... in Rust perhaps an iteration of this mechanic can be created. ~~perhaps a timer in which the number of ppl you have murdered results in a certain "tier" of stronger more terrifying radiation creatures being present should you be in the area during the cool down of said "timer" d) this could be interpreted as the npc's being a sort of the reflection of a players choices and moral standing in-game ~~this could be further expanded and have the creatures being a result of players choices in game, and in extension have the creatures sprouting from within players (dead perhaps, perhaps not) e) game is called Rust, there is a connection with the decaying of structures as of now... but what if it was more than that. Red blood cells are red because of the hemoglobin which contains iron (iron binds with oxygen turning it red) rust is reddish... see where I am goin with this? forget the list, design some crazy organic rust monsters!!! hehe any feedback on these ideas would be appreciated, and I hope that at the least this will sprout a better idea than "dinosaurs" :)
The island itself should be the biggest threat among other players, but at the same time a reason for co-operation. For me Rust's island feels like it should feel more alive itself, yet completely indifferent to players' actions. [B]Weather[/B] Weather effects would make a huge impact on the general atmosphere. Imagine rain storms sweeping the island while you're desperately gathering resources. A more advanced player could use the rain to drown his own movement sounds. [B]The island[/B] Rivers, lakes, waterfalls, different areas of the island should have different biomes. At some point, all areas of the island should have a reason to be visited. Would be cool to basically rip off the Lost's island, but I believe Facepunch can build their own lore. [B]Animals[/B] The current animals could be made more interesting and living. Like someone else noted, the animal behavior in Far Cry 3 could be one way to go. Having the animals be more social among their own, hunt and be hunted would immerse the player that much more. [B]Buildings[/B] Buildings with more personality and a purpose for existing. Every building should have its own story, own risks and, of course, loot. The abandoned buildings could house old machines, which erratically spring to life to complete whatever task they were built to do. Perhaps building robots, which have long ago ran out of materials to work with, but the old arms still swing and move. More valuable buildings are guarded by turrets with their sensors half blind. Passing the security and getting your hands on the loot would require you to work with others. [B]Electricity[/B] Machines need power, so there needs to be a power source. The island has radiation, so perhaps a small nuclear power station could make sense. I'm not sure how powerlines and such would fit in the game, but I believe Garry mentioned wanting to have electricity in some form. A low grade fuel driven generator could power a player's building, but the sound gives away your position. [B]Mental health[/B] Long term isolation or killing others should have an effect on your mental health. This is a tricky subject, so I'm not going to go into further depth with it. Not many games have incorporated sanity, and perhaps it's taking things too far. In any case, I'd be interested to see some mechanic that deter mindless killing, without being an annoying game mechanic...
I don't know why, but I have always imagined that we were all homeless people that have all been thrown onto an island and made to fight to the death for the amusement of some super rich asshole who likes to randomly fuck shit up by sending airdrops to his favourite "Champions". Sounds lame I know, but meh.
Maybe it would be a good idea to get a backstory to everything about the island? Why does it have radiation everywhere? Why are there roads? Why are there some random buildings in places?
[QUOTE=herbbug;44020458]Should make an original concept, everything on the list seems too cliche this isn't meant to be insulting just constructive criticism (my own opinion) So I'm just going to free ball some ideas, I can't imagine any of these being used in actuality but a little inspiration might help. a) there should definitely be more than 1 model/type of malicious (radiated) creatures b) perhaps we can start creating some kind of open lore as to whats goin on in the rust island, why we are there and what is this "radiation" and it's implications (other than dying from radiation poisoning.) ~~by open lore i don't mean actual story line or history, just some foundation... I think letting people run away with their imagination can be quite interesting in a gaming scenario. c) one of the main game mechanics is the unpredictability of human interaction, it seems that when threatened the common trend is to turn towards violence (which is a hell of a good time, lets get some action) but what if there was a relationship between the way you played and what demons you had to face in radiated zones. ~~in nether the player is given a timer after killing another player in which the "smell of blood" attracts the nether creatures... in Rust perhaps an iteration of this mechanic can be created. ~~perhaps a timer in which the number of ppl you have murdered results in a certain "tier" of stronger more terrifying radiation creatures being present should you be in the area during the cool down of said "timer" d) this could be interpreted as the npc's being a sort of the reflection of a players choices and moral standing in-game ~~this could be further expanded and have the creatures being a result of players choices in game, and in extension have the creatures sprouting from within players (dead perhaps, perhaps not) e) game is called Rust, there is a connection with the decaying of structures as of now... but what if it was more than that. Red blood cells are red because of the hemoglobin which contains iron (iron binds with oxygen turning it red) rust is reddish... see where I am goin with this? forget the list, design some crazy organic rust monsters!!! hehe any feedback on these ideas would be appreciated, and I hope that at the least this will sprout a better idea than "dinosaurs" :)[/QUOTE] Wow. Smell of blood and more people you kill, the worse the npcs that are attracted to you. A moral game. This is deep. This is very deep. I think you just won this thread today. Congratulations. A far better idea than dinosaurs, and this even solves the "deter people slightly from pvp" problem. [editline]23rd February 2014[/editline] [QUOTE=Candlelight;44020810]The island itself should be the biggest threat among other players, but at the same time a reason for co-operation. For me Rust's island feels like it should feel more alive itself, yet completely indifferent to players' actions. [B]Weather[/B] Weather effects would make a huge impact on the general atmosphere. Imagine rain storms sweeping the island while you're desperately gathering resources. A more advanced player could use the rain to drown his own movement sounds. [B]The island[/B] Rivers, lakes, waterfalls, different areas of the island should have different biomes. At some point, all areas of the island should have a reason to be visited. Would be cool to basically rip off the Lost's island, but I believe Facepunch can build their own lore. [B]Animals[/B] The current animals could be made more interesting and living. Like someone else noted, the animal behavior in Far Cry 3 could be one way to go. Having the animals be more social among their own, hunt and be hunted would immerse the player that much more. [B]Buildings[/B] Buildings with more personality and a purpose for existing. Every building should have its own story, own risks and, of course, loot. The abandoned buildings could house old machines, which erratically spring to life to complete whatever task they were built to do. Perhaps building robots, which have long ago ran out of materials to work with, but the old arms still swing and move. More valuable buildings are guarded by turrets with their sensors half blind. Passing the security and getting your hands on the loot would require you to work with others. [B]Electricity[/B] Machines need power, so there needs to be a power source. The island has radiation, so perhaps a small nuclear power station could make sense. I'm not sure how powerlines and such would fit in the game, but I believe Garry mentioned wanting to have electricity in some form. A low grade fuel driven generator could power a player's building, but the sound gives away your position. [B]Mental health[/B] Long term isolation or killing others should have an effect on your mental health. This is a tricky subject, so I'm not going to go into further depth with it. Not many games have incorporated sanity, and perhaps it's taking things too far. In any case, I'd be interested to see some mechanic that deter mindless killing, without being an annoying game mechanic...[/QUOTE] Wow. The good posts are finally coming to this thread. Mental Health is a great idea. Machines in buildings and robots.....well, the machines should be rusted out by the time the game is set (see what I did there) and nuclear power stations are too sophisticated. But the weather- YES. Would be awesome, and biomes sound good but would be difficult to implement (so don't expect them soon). Some great posts here. Far better than "dinos are good for the game"
[QUOTE=Candlelight;44020810]The island itself should be the biggest threat among other players, but at the same time a reason for co-operation. For me Rust's island feels like it should feel more alive itself, yet completely indifferent to players' actions. [B]Weather[/B] Weather effects would make a huge impact on the general atmosphere. Imagine rain storms sweeping the island while you're desperately gathering resources. A more advanced player could use the rain to drown his own movement sounds. [B]The island[/B] Rivers, lakes, waterfalls, different areas of the island should have different biomes. At some point, all areas of the island should have a reason to be visited. Would be cool to basically rip off the Lost's island, but I believe Facepunch can build their own lore. [B]Animals[/B] The current animals could be made more interesting and living. Like someone else noted, the animal behavior in Far Cry 3 could be one way to go. Having the animals be more social among their own, hunt and be hunted would immerse the player that much more. [B]Buildings[/B] Buildings with more personality and a purpose for existing. Every building should have its own story, own risks and, of course, loot. The abandoned buildings could house old machines, which erratically spring to life to complete whatever task they were built to do. Perhaps building robots, which have long ago ran out of materials to work with, but the old arms still swing and move. More valuable buildings are guarded by turrets with their sensors half blind. Passing the security and getting your hands on the loot would require you to work with others. [B]Electricity[/B] Machines need power, so there needs to be a power source. The island has radiation, so perhaps a small nuclear power station could make sense. I'm not sure how powerlines and such would fit in the game, but I believe Garry mentioned wanting to have electricity in some form. A low grade fuel driven generator could power a player's building, but the sound gives away your position. [B]Mental health[/B] Long term isolation or killing others should have an effect on your mental health. This is a tricky subject, so I'm not going to go into further depth with it. Not many games have incorporated sanity, and perhaps it's taking things too far. In any case, I'd be interested to see some mechanic that deter mindless killing, without being an annoying game mechanic...[/QUOTE] I like all of these ideas better than the options on the list (even if the list concerns what will replace zombies). Turrets or autonomous machines could work beautifully :D +1 agree
Dinosaurs, people want dinosaurs in a zombie survival game - the zombies + red bears/wolves. However something more sensible like Mutated Animals/Humans/Zombies would be great because then it gives a reason for radiation areas to be on the map, but DINOSAURS! What the heck would they be doing there?!?!
[QUOTE=herbbug;44021000]I like all of these ideas better than the options on the list (even if the list concerns what will replace zombies). Turrets or autonomous machines could work beautifully :D +1 agree[/QUOTE] Thanks for the feedback. My dislike for the options in the polls drove me to flesh my ideas out in this way. Perhaps it's just me, but I think the island should be the silent star of the Rust universe!
a lot of these ideas are great. and many of you have the best point: rust isand itself needs to become more dangerous. garry knew the pvp part was going to be there... happens anytime you have humans in competition to "survive" . but as it is, surviving the island is too easy. there should be a balance of a threat from humans AND nature. hopefully this poll is just a test, throw something in there thats more dangerous, and see how it changes the game for players.
[QUOTE=.44Magnum;44020904]Wow. Smell of blood and more people you kill, the worse the npcs that are attracted to you. A moral game. This is deep. This is very deep. I think you just won this thread today. Congratulations. A far better idea than dinosaurs, and this even solves the "deter people slightly from pvp" problem. [editline]23rd February 2014[/editline] Wow. The good posts are finally coming to this thread. Mental Health is a great idea. Machines in buildings and robots.....well, the machines should be rusted out by the time the game is set (see what I did there) and nuclear power stations are too sophisticated. But the weather- YES. Would be awesome, and biomes sound good but would be difficult to implement (so don't expect them soon). Some great posts here. Far better than "dinos are good for the game"[/QUOTE] The machines would be old and in a very bad shape, but still moving. Some slowly, some not at all. Think the factories as wounded animals, with their bodies shaking as the life is sucked from their concrete and steel bodies. The security cameras may not see like they once did, but don't for one second think you are safe... Instead of nuclear, how would you feel about wind turbines out in the ocean, far away from the player's reach? I'd love to hear the blades cutting the air in the distance.
[QUOTE=Candlelight;44021062]Thanks for the feedback. My dislike for the options in the polls drove me to flesh my ideas out in this way. Perhaps it's just me, but I think the island should be the silent star of the Rust universe![/QUOTE] haha I feel the same way about the poll options (couldn't even vote). I honestly adore this game, from the moment I first watched the trailer (that tune is so catchy). It has so much potential and is great already, it's been fun so far to experience it grow and change. The best part is it's not over and I hope it continues to evolve into something greater :)
[QUOTE=Shirky;44020883]Maybe it would be a good idea to get a backstory to everything about the island? Why does it have radiation everywhere? Why are there roads? Why are there some random buildings in places?[/QUOTE] I agree that the island should have a story. But I think it should be left very open to interpretation, and you'd get clues about the history while exploring the island. It's up to your perception to notice little hints here and there. Perhaps you run into a building that looks like an abandoned child care, has there been children on the island? Why? Things like that.
Well it would be nice for things to make sense you know. Aboriginals on an island that appears to be inhabited before by something, and radiation everywhere doesn't make much sense at all.
[QUOTE=Candlelight;44021199]I agree that the island should have a story. But I think it should be left very open to interpretation, and you'd get clues about the history while exploring the island. It's up to your perception to notice little hints here and there. Perhaps you run into a building that looks like an abandoned child care, has there been children on the island? Why? Things like that.[/QUOTE] Your ideas are good and all, but they have nothing to do with the thread which is discussing what should replace zombies. Many of your suggestions have already been acknowledged by Garry if you read his interviews/AMA (such as electricity being a long term goal, and different biomes are definitely coming) and also, the island is purely for testing, it has zero relevance to the final game so creating a backstory for it is fruitless. What I will agree with you on is that Far Cry 3 animals would be amazing in this game, any type of actual threatening NPC that actually makes survival difficult instead of being a loot drop to farm. I am in favor of dinosaurs, but I would love to any sort of ravaging beastly creature that tears players apart if they aren't careful. Hell, Far Cry Blood Dragon is a great example of the kind of enemy beast I would like to see.
[QUOTE=Shirky;44021229]Well it would be nice for things to make sense you know. Aboriginals on an island that appears to be inhabited before by something, and radiation everywhere doesn't make much sense at all.[/QUOTE] The island is big, and the aboriginals could live in a biome that doesn't exist now. Radiation seems to be concentrated on fairly small areas anyway, so that alone shouldn't be a problem. What I can't figure is what would be their role in the game? Just random threat in the far parts of the island? And since they are human, they would need to be intelligent, and programming a clever AI is no small task. Imagine aboriginals behaving like the bears do now, how pointless that would be.
Im gonna quote my post again to see why you guys can see Dinosaurs won't work more than Mythical Creatures. [url]http://facepunch.com/showthread.php?t=1367062&p=44016492&viewfull=1#post44016492[/url] Quick addon to that thread. Dino's will either be Small and fast, which will be annoying for new and experienced players alike. Or they will be big and slow, where they just roam the map obnoxiously waiting to die. You don't have to add all the mythical creatures, but Centaurs, Giants, and Cyclops' seem to fit into Rust perfectly with the whole cavemen bashing head in theme
[QUOTE=outlawpickle;44021261]Your ideas are good and all, but they have nothing to do with the thread which is discussing what should replace zombies. Many of your suggestions have already been acknowledged by Garry if you read his interviews/AMA (such as electricity being a long term goal, and different biomes are definitely coming) and also, the island is purely for testing, it has zero relevance to the final game so creating a backstory for it is fruitless. What I will agree with you on is that Far Cry 3 animals would be amazing in this game, any type of actual threatening NPC that actually makes survival difficult instead of being a loot drop to farm. I am in favor of dinosaurs, but I would love to any sort of ravaging beastly creature that tears players apart if they aren't careful. Hell, Far Cry Blood Dragon is a great example of the kind of enemy beast I would like to see.[/QUOTE] I feel that my ideas do have a place here, because instead of replacing zombies with something from the poll, I proposed something else. I can make a new thread with this, if you think that would make more sense. I'm new to this forum, so I may have messed up there. This current map being used for testing makes perfect sense. Perhaps the final map won't be the island we know now, but I sure hope the new area with biomes is going to be isolated somehow. Island makes sense in that regard, just doesn't have to be this very island. I read the Garry's comments on electricity, which could power security systems for player homes, which is why I incorporated it into my post. I liked the idea of electricity being harnessed by the player, but also a technology that could destroy the player.
Wolves are annoying as fuck and nobody seems to like them. I can't imagine how much people will hate being chased across the map by a pissed off t-rex that takes 15 arrows to kill.
Hey guys? What about like, mutated insects? Such as Mosquitoes, Bees, Spiders(Big fucking spiders that go *chka chka chka chka* across your roof at night or something), ants, etc. A friend of mine brought it up, that would flow pretty smoothly with Rust I do believe
[QUOTE=M1sterSir;44021335]Im gonna quote my post again to see why you guys can see Dinosaurs won't work more than Mythical Creatures. [url]http://facepunch.com/showthread.php?t=1367062&p=44016492&viewfull=1#post44016492[/url] Quick addon to that thread. Dino's will either be Small and fast, which will be annoying for new and experienced players alike. Or they will be big and slow, where they just roam the map obnoxiously waiting to die. You don't have to add all the mythical creatures, but Centaurs, Giants, and Cyclops' seem to fit into Rust perfectly with the whole cavemen bashing head in theme[/QUOTE] You're the only one here saying dinos will be programmed that way.
[QUOTE=Candlelight;44021128]The machines would be old and in a very bad shape, but still moving. Some slowly, some not at all. Think the factories as wounded animals, with their bodies shaking as the life is sucked from their concrete and steel bodies. The security cameras may not see like they once did, but don't for one second think you are safe... Instead of nuclear, how would you feel about wind turbines out in the ocean, far away from the player's reach? I'd love to hear the blades cutting the air in the distance.[/QUOTE] Still, shows some level of sophistication to rust, which seems relatively uncivilized. The lack of civilization sort of makes it an all out survival game, which is what I like about it.
Yeah we can all fantasize about how the AI will be but chances are the producers of the game won't make them that way, and if they do it won't be for a long time. My best bet will be that we get dinos with shitty AI to start with, and no changes to the map or anything of the sort...just dinos wandering radtowns like the bears do.
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