I’ve read that thread. The whole idea is incredibly grindy, bringing the worst (from gameplay and “fun” perspectives) traits from skills to stats, but with extra layer of things you have to avoid doing in order not to lose stats.
It would involve learning a whole set of things not to do, favor heavily armored characters, make survivors’ diets even blander than they are now and make things inconvenient without making them harder.
It would mean a whole lot of things to do to maintain stats, but all of them easy and tedious, like Nethack’s boulder pushing (to grind strength) rather than something done automatically at a cost to the character such as “spend x extra hours meditating after every sleep to maintain godly powers”.
Grinding penalty (“repetitive motion injury”) wouldn’t help unless it got so restrictive that it would also affect the non-grinding players.
In general, discouraging grinding with grinding penalties doesn’t work, it has to be done by either removing the opportunity to grind or making the grinding less mechanically efficient than other activities (mechanically, so no making it too tedious). Limitations like that just lead to arms race where the best way to progress is finding unpatched grinding methods.[/quote]
Good to know, but those aren’t reasons to dismiss the idea entirely. The idea was to track player progress over time. You could grind it up, but the long period of time between stat recalculations was to keep track of actions you do over time. If it was set up right, grinding would amount to being a waste of time since you could get the same benefit from performing the actions while exploring, raiding, or setting up a base anyway and at higher stat levels, keeping all of your exercise levels maxed out would be near difficult to impossible, even through grinding. And if you want to add activities that would help you maintain your stats without tons of input from the player, you can. But training yourself should require that some effort has been exerted by the character, somewhere. Again, that can come from exploration and facing different obstacles.
Currently, the main penalty for eating raw food and junk food is this “nutritional” penalty that applies to your internal health score over and over again (or it seems to, I could be wrong in that case now). Raw food like meat carries the additional penalty of having parasites, but… Junk food and food that you have allergies too, really can mess with your body, and as for junk food, is somewhat rare over time anyway, unless you crafting waist bread or something. For food allergies, it would add weight to picking those negative traits beyond a moral penalty. Other than all that, you can easily avoid penalties from having a poor diet, by cooking your food and being careful about what categories the food falls into. So a person with a fruit allergy (or dislike I guess?) should avoid food made with fruits, and food that has fruit matter as part of it’s category. That shouldn’t be that hard to deal with. Unless your doing a no cooking challenge or something, that shouldn’t be hard to avoid.
Being suddenly injured somewhat favors characters with armor. I don’t know what you think should be different about that though. Going into combat situations and getting hurt badly will take it’s toll on you. Stepping on a landmine and having several limbs get seriously injured or broken because you wore little more than clothing is going to be worse for you than stepping on a landmine while wearing power armor. Do you think both people should be affected the same somehow?
Also, right now, the penalties for using and abusing drugs are kind of laughable. The only real downside is their mild scarcity. Right now, you can just walk off drug abuse by waiting it out. Now I know that doesn’t solve the whole problem, but hard drugs in this game provide too many benefits for very little penalty, especially your health.
If you don’t want the grinding penalty, then whatever, that’s fine. The repetitive motion injury idea is kind of there to discourage griding the same thing over and over again for skill-gain, but it is based something that would happen to you if you did something for hours and hours and hour on end without a sufficient break in-between. If that isn’t fun, then fine, don’t worry about it.
You kind of sound like you think all these activities just automatically result in stat loss rather than what has been suggested in that thread, which was to take that characters actions as a whole into account, over roughly a 3 day period of time, and assess what good the character has done for their body and mind over the bad. It would also add a cost to maintaining higher starting stats, or at least it would provide a basis from which you could work. It would also allow you to consider scaling back some of the more ridiculous bonuses you can get from stimulant or drug abuse, and penalties you get from pain.
This isn’t an all or nothing idea.