Well I made this post to add to kyuubikid13’s “rant” but before I could post it the thread was locked. Hopefully it was locked for the nerd drama and not the original subject matter because I thought it was an awesome topic. Surely daydreaming about Rust changes is on topic here? Original thread here. Credit to Kyuubikid13. Anyway my post:
Love this thread idea (minus the encroaching tween nerd dramatics). Thanks OP! I was hoping that Rust would be a really strong survival-esque game that managed to channel human psychology through its gameplay. Can’t play yet so Ill just mention what I hope it is or becomes in its final state. Some key components:
Plenty of world space. I’d want a strong sense of exploration and solitude at the outset. You need space to roam in order to achieve this without running across another player every 15 minutes. This keeps interactions with other players SIGNIFICANT. It also allows players to play the lone wolf indefinitely unless others were putting efforts into finding him or he became careless.
Now that we have some solitude, increase environmental threats dramatically! Just like OP stated. This puts tension on the player to keep going it alone or have to risk finding others to trust and work with. As a player I want to feel that the environment is DANGEROUS and I have to decide which is more dangerous: solitude or my other players. Make me feel that every moment is a risk if I’m careless.
Make that sense of risk RELEVANT by making Death a significant setback. No easy spawn backs at your stash. Lose everything you’re carrying upon death (this already happens, right?). Make the risk of losing everything terrifying! How?
Use the big world to spread out and rarify resources. Make every scavenge meaningful. Collecting resources should be of primary importance because your survival depends upon it. And it shouldn’t be easy. I want to DREAD dying and potentially losing my roll of string, my rusty broken knife, and my blanket. Make running into another human potentially worth it because they might have something you could trade 1 of your 2 bottles for. And terrifying because they may just want to kill you for everything!
Means for quickly killing someone from a distance should be mega-rare. Finding or managing to create a moderately dependable firearm should be a significant event for a player. Meeting someone that is openly carrying a weapon should be the most tense moment in your game. It should be terrifying. I want to see 99% of players with sticks, old blades, crude stone weapons. A firearm would demand utmost respect in my vision of Rust. Ammunition must be rare, rare, rare, and a challenge to craft. So even if I have a gun I need to think about whether its important enough to use this time.
A game like this would fascinate me and for some reason I had the impression Rust might be that game. It would make the human interaction in the game so much tense and impactful. Obviously working together would be very beneficial but who can you trust? And with rarified resources that decision would actually matter instead of “eh, worst case I spawn at my stash or even fresh start and quickly grab some resources”.
It appears that right now Rust is not at all like that. But since its still Alpha I’m still hoping. After all, I’d want firearms and crafting heavily play tested to make sure they are going to work correctly. Hoping that once we see the final build it’ll resemble more of what I’m looking for and less of a shooter with a crafting paint job. It could happen! “This is in very early public development. EVERYTHING will change. Beware.” Emphasis mine.