Jump to content

Should there be more challenges with going insane?


Recommended Posts

11 hours ago, Golden Daemon said:

 

personal effect could be cool if done correctly, but i have to say, most of the things you suggested will only make the game more frustrating to play, specially since insanity itself is mostly present whenever the player is either dealing with longterm draining effects (like wet clothes or cave exploration) or fighting scary bosses, which can be very very not fun.

 

In my opinion Uncomp mod does a lot of things right, the insanity creatures is not one of them.
They tried to make insanity a bit more entertaining by adding new shadow creature variants , but in the end they have only made it more frustrating by either making regaining sanity harder due to the dreadeye shadow always running away and dragging the process and going over the sanity threshold not removing aggression from shadow creatures, or just straight up buffing shadow creatures with higher number cap and stats while lowering their nightmare fuel drop at the same time(and by extension, encouraging the player to never go insane to avoid dealing with all that trouble).

I have to mention that i really liked the NightTerror events but sadly they had no connection to player sanity.

 

ive already discussed  this before, but I believe the concept of insanity needs to move away from "spawn a bunch of annoying stuff" part of it and move towards introducing new prespectives towards already explored content.

I’m looking for more elements like obelisks reacting to player sanity or rabbits transforming into beardlings. These are fascinating and add depth to the gameplay.


Insanity could serve as a means to introduce a dynamic difficulty system , making the use of sanity-reducing items or effects both more dangerous and rewarding.
For instance, incorporating more nightmare variants of creatures that behave differently and drop new items could significantly enhance the experience.


Imagine certain bosses gaining new moves during boss fights based on the player’s sanity (or lunacy) similar to how Ancient Fuelweaver can stun the player if they have very low sanity. This would make sanity management more intricate and crucial, adding another layer of strategy beyond just dealing with terror beaks spawning mid-fight to annoy you.
Another example of how i would like insanity to be implemented could be things in similar fashion as tie certain events like treeguard spawns to player sanity while chopping wood (the lower the sanity the higher the chance for treeguards to spawn) or the scrapped version of mutated koalafant  or even instead of limiting undead hounds to lunar island , they could be tied to player sanity.

Additionally, magic items could become more potent the more insane/sane you are. This would mean that insanity wouldn’t always be a disadvantage; instead, it could be a trade-off. The current system largely penalizes being insane, except for when you need a lot of nightmare fuel.I find the existing punishment (spawning shadow creatures) a very outdated design concept (it worked in single player dont starve because the game had a somewhat different vision and players were not as proficient in dealing with shadow creatures as they currently are).


Making such changes to insanity would allow it to benefit from changes that make insanity more interesting and engaging, rather than just a source of mild annoyance.

Agree with almost all your points, and honestly talking about uncomp even the night terrors themselves could be reworked, the shadow hands who teleport you are no joke on long winter nights, Not the mention the time i lost my beefalo beel cuz night terror spawned spelumonkeys on the caves and when i tried reach for it they alredy stolen making me lose almost 14 days of progression.

I'd like to point out, the Warly one in particular would be just horrible for new players who don't know all the crock pot recipes yet. They'd put in their starting garlic and potatoes with a carrot, but due to your suggestion, they might end up with something else (and depending on how the randomness works, it could be anything) and think that's just what that recipe makes. It'd make something that's already a bit unclear and involves either wiki-reading or a lot of trial and error even more unclear. 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...