JohnCarver wrote:NeiroShop wrote:Yet again i would embrace all theese with a BIIIG smile on my face if we had a meter for the insanity. Put in a meter or a insane-sane-insane meter that goes back and forth depending on what you do for all i care. I hate having to time my gameplay just to counter a mechanic i fully understand how to counter. Not understanding & not enjoying are two different things.
All i want is a meter to show me that its time to stop mining,building or otherwise playing the game i normally would and have to do a mundane chore to fix my insanity. At the moment i have no idea of how long it takes to get one madness level and no clear idea what counts as "whittling".
So yes keep the mechanic BUT adjust it a bit. Even if youd just send the darn data to the client without having a meter the custom clients will surely fix up a meter quick enough.
This completely eliminates the trial and error, exploration, and general feel of the mechanic though. Why don't you just NOT do insane things for awhile, then do non-insane things every 2 hours or so, and see after 6 hours if you gain a level? If it 'works' then you have yourself already created a system that 100% negates the insanity effects. If you don't like exploring, testing, or figuring things out like that I'm sure there are plenty of people who would be willing to find a 'rotation' of tasks that eat 5 minutes out of your 5 hour play time to keep your madness at 0 100% of the time.
If you don't want to take a 5 minute break while mining for 5 hours, well then, smoke tobacco. If you don't want to test and measure the how often and how much effects of insanity then hire a mad scientist(see what I did there) to do it for you.
ARE YOU SAYING IT TAKES 5 HOURS TO PASSIVELY GAIN A MADNESS LEVEL!? (huge breakthrough if true) xD
I gain passively insanity by doing non-insane things. Then i have to do "Calming" things that remarkably resemble the non-insane things. The issue with the testing is...Theres no real reliable way of testing without knowing anything. Why not have a So-So meter that shows + & - even if it was an item created ingame?
Or even easier system to implement. Just give a small notice when you do something calming. (im sure the different recipes for whittling etc have different numbers etc so something to show a value of how much calmer would be great as well.)
Could even make a silly NPC in providence charging 100s for checking your insanity level to add to the above system to make it complete.
With that the "exploring, testing & figuring things out" would still be intact without making it a gruesome timer on my normal gametime to maybe fix it by whittling a mind-numbing amount of minutes of my time played.