I guess I kinda wish some of it was automated. I mean, I appreciate the detail and the effort, but I don’t appreciate chores. Ya know?
Detail tends to bring further design and usability challenges, e.g. magazines vs. which ammo type to load into them… repeatedly.
- Automatically refill partially filled magazines while idle or walking if identical ammo is carried. Or is that good behaviour?
- Clean all worn and carried filthy clothing automatically when standing next to a water source.
- Option to pass time for 1-3 days when “at a safe location”. Read and eat automatically or randomly, prioritizing carried stuff or nearby stuff first.
And then there’s this sort of thing: In fact I think washed cotton or wool clothes should get wet like towels, and wet clothes should wreak havoc at cold or windy weather until they’re dry. But if you just create the wetness part without the cold affecting the player, that’s just, well, pathetic and an annoyance.
Also, I in fact think there isn’t ENOUGH simulation. All the major areas of simulation are just… lacking. They aren’t properly interconnected. They’re just a collection of individual mechanics. Calorie consumption vs. body heat production vs. weather conditions vs. clothing vs. dehydration vs. exertion. But hot ambient temps do increase thirst, I think, which is good. One major area that’s missing is moisture build-up beneath clothing. With wrong clothing in wrong weather and under moderate exertion, you’ll start sweating like crazy… and sweating means getting wet, which can be very, very bad. Clothing has permeability. Something like a raincoat doesn’t let any sweat to evaporate. That’s why we have gore-tex and its kind (it lets water vapor through but not liquid water).
But the problem is really the programming skill and personal energy reserves. Coders do what they can. It’s bit like how cops work - they solve A) the crimes (bugs) they CAN solve and B) the really serious crimes (bugs) that just can’t go uninvestigated.
Another major thing is uninformed playerbase. We’re gamers, not seasoned survivalists. Some of us look for the detailed simulation, some of us want relaxed gameplay within the confines of one’s own accumulated knowledge. Most of us don’t know all the things that go into surviving in the woods, or surviving after the society has collapsed. It’s… actually complex and detailed stuff. Personally the amount of knowledge almost cripples me, psychologically speaking.
People will complain about obvious discrepancies, and when they’re addressed, the results might be… unfavourable or surprisingly displeasing, even demoralizing.
But, you know… what can ya do? SHRUG
What to blame here, really? We’re humans - imperfect and limited, never satisfied and always looking for the next thing. Capable of getting bored and tired. Unwitting addicts prone to failure. Such grand and glorious existence, no? 8D