feeling happy level


Reisetom

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I would remove the cabin Fewer and add a "feeling happy level" instead.

When you stay really long at one place...

when you eat all the time the same food....

when you don´t read anything, that brings you to new ideas...

Your "feeling happy level" will fall till you feel exhoustet like you have a burnout.  You can raise your happy level by doing different things. Reading books (a good chance to give the books more value than to burn them), searching for new areas, sleeping on a cosy place, eating different food etc.

If you feel really happy you shold get a bonus for different things. Maybee learning books gets faster, ore your created items have better values.

In genereal it would be great to add more different food in the game. This should only be avaible in difficulty 3+4  to give the players the opportunity to have something new for the higher difficulty.

 

 

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Well being would be a better term for this?

What is wellbeing in mental health?
"Mental health is not just the absence of mental disorder. It is defined as a state of well-being in which every individual realizes his or her own potential, can cope with the normal stresses of life, can work productively and fruitfully, and is able to make a contribution to her or his community

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How about this?

Negative Mental State Affliction: Eat the same food for long periods of time, eat poor food for long periods of time, don't eat enough or too much for long periods of time, don't do enough activities for long periods of time, do the same activities for long periods of time (i.e. passing time with cards), too many wildlife attacks, having low condition frequently, the type of shelter you are living in, lack of interaction with NPC's (if they are added to the sandbox mode), having poor clothing condition, having bad afflictions (improved infections & sprains can fit in here), killing a lot of things for long periods of time, etc... 

All of those factors can contribute to a Low Mental State which can develop into Cabin Fever depending on which factors are the most prominent. The LMS affliction alone will decrease the effectiveness and efficiency of various actions depending on the factors that influence the affliction. Or even decrease the efficiency of general actions alone like breaking things down, harvesting things, repairing, crafting etc... 

Ways to combat this would be factors that influence the Good Mental State Affliction:

Reading a variety of books, eating good food, varying food eaten, having a good condition, having good clothing condition, having varying activities throughout the day, avoiding wildlife attacks, avoiding killing things, live in a welcoming, protective and warm shelter, listening to the music on the radio, watching the aurora (?), having a decent amount of clutter in your shelter as to not feel empty, have a decent supply of supplies (think of it as not feeling the dread of running low), having decent weather. In general having a good balance of many things. All of these factors will influence the Good Mental State Affliction.

This affliction is more of a buff. It will give you benefits depending on the factors influencing it or/and like the LMS it will give you a general buff. For example you will break things down quicker, actions will be completed quicker, efficiency of boosting skills is better, quality of repairs/crafts will be better, you are stronger for wildlife attacks, you are stronger for any condition afflicting debuff (cold, thirst, hunger etc...), mapping quality is better. Those are just some of the ideas I've come up with. But most of all, the Good Mental State will lower the chances of a negative mental state coming back. 

This will change the way we play by quite a bit. We'll have to focus on choosing a good shelter. This along with my suggested idea of having key shelters burned down can improve gameplay quality a ton. No longer will surviving in a cold, damp cave or the abandoned creaking dam be an option if we wish to remain mentally healthy. Stuff like that.

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  • 2 weeks later...

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