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PastelSkies1047

Vintarian
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About PastelSkies1047

  • Birthday 07/22/1991

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  1. Absolutely! It was a spur-of-the-moment thought, but one I feel would fit well in the world of VS lol
  2. I'm copypasting this from the Discord thread I made of the same name in suggestions lol I don't know how to phrase the title lmao BUT HEAR ME OUT. I ain't gonna lie, an effect I wanna see with the whole temporal stability in multiplayer is players phasing in and out of reality with low stability. For example, a player with high stability witnesses a player with lower stability (maybe around 50% or less?) begin to flicker in an out of existence, with it becoming more and more prominent as their stability lowers, and at 0% they're just... completely gone. Meanwhile for the player who are low stability, for them they can still see the others but cannot physically interact with them (though they can still drop items but if PVP is on they can't like, physically touch them), same applies for wildlife cuz they're just... no longer in reality since they've become a part of the Rust World. Lower stability = phasing out of reality. Now I know this could bring up some issues, but I see this for players who get too close to a temporal rift, not necessarily when they're underground or during a temporal storm (though that'd be cool if the storms could artificially place them in different phases of reality without having to meet a requirement for temporal slippage lol). This sounds like a mechanic that would be difficult to program, especially with how the mechanics are already in play by default but, ya know, I feel this would be an interesting idea and would really emphasize the eldritch nature of the Rust World, its influence and its effects on the environment/world as a whole, and how it doesn't care who or what is there, you can blip out of stable reality at any given time. tl;dr I want there to be more penalties messing with temporal rifts and the like beyond warping reality and spawning monsters.
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