Burinn wrote:Jorb has explicitly stated that disease that disincentivizes player interaction won't happen.
My quote from Jorb is legit, and it's where I got the idea for this thread from.
Diseases could be introduced without them being infectious, so they don't spread (and don't disincentives social interaction). The idea of spreading comes from Jorb's quote.
Granger wrote:I, for another, don't think that this is a good idea as the possible ways to exploit this (to grief others) are way too plentiful.
I don't really see it. And if there is any, it's likely linked to the spreading part, which could easily be removed without taking away the whole system.
nosfirebird wrote:salem has disease you want things that help the game not give it aids... salem is full of aids thats why its dead
-1 to disease/madness/temperature
it just griefs the playerbase and drives the game into the ground just look at salem lol
My experience with Salem was brief, so comparing the two doesn't really help.
The point of diseases is not to make the game annoying, it's to make it a tad more challenging. Right now the survival component is almost non-existent, and diseases are one of the very few things that can't be stopped by a palisade.
With an immune system kind of thing, you could easily be healthy all the time if you take it into account. If you ignore it, you get sick more easily.
Sevenless wrote:The griefability and general unenjoyable-ness of this concept makes me want it not implemented.
This would lead to a lot of "not playing", which is kindo crap.
I understand the feeling, but I don't think we should only introduce things that make life easier. The game is too easy already.
Players always complain about things that make life a bit harder, like midges, pretty much all wounds, hunger and satiation... If all of those were gone, or never introduced in the first place, the game would be boring as hell.
I believe that, with right tweaks, a deeper health system would be a great addition. Diseases would fit right into it, and people could focus more on the medicine aspect of the game, just like they do now with cooking or tailoring.
Hrenli wrote:Some games tried it (both intentionally and not). People wrote some proper academic research papers over infamous Zul'Gurub corrupted blood incident. And while it might be very interesting social experiment the mechanic itself seem to be not healthy for games in general and provide a one-off kind of fun more often than not.
I'm familiar with it, and it's very far from what I'm suggesting. The Corrupted Blood incident was possible because of a bug, and the "disease" was untreatable and incurable. It also spread at an incredibly fast rate, because all you needed is to be close to someone for a second to spread it.
shubla wrote:If something, animals should spread diseases.
Having living animals spread it seems too much. It would make animal farms extremely hazardous, and that's already an annoying thing to take care of, no need for a deadly component to it.
Animal corpses, on the other hand, could. I'm thinking about the tons of dead animals that are left there to rot. People would have to butcher animals within an hour or so from the kill, to avoid any chance of getting a disease. Newbies that go around collecting corpses would have to decide if it's worth it to get that dead moose left there several hours ago by someone, or if it's not.