[quote=“Kevin Granade, post:3, topic:10618”]There’s nothing to explain, the system is relatively simple.
This sounds like a feature request disguised as a bug report.[/quote]
First of all, I apologize for the misleading title, I meant to put a question mark in the hopes that this thread would be a general discussion about the fatigue system that sorta explains the ins and outs (and possible flaws). My aim was to spark a discussion, so I thought it would be best if I put it in the section full of general discussions. Sorry Kevin Granade
And that’s kind of odd; while mental fatigue is accounted via a player’s “Focus” value, I don’t see any system that currently accounts that accounts for a character’s physical fatigue. Every time a character takes a step while carrying around a full load of gear, or every time they smash a zombie’s head in, they are doing some amount of physical work that does not have affect any attribute (although the clever microsleep system can get you killed in combat
).
IRL, physical fatigue affects a person’s strength, focus (for a short period of time), and generally causes one to feel more “sleepy” than usual.
The way fatigue is affected by medicines, mutagens, foods, and other various external sources seems reasonable, but why isn’t a character’s physical fatigue accounted for in the game?
If it is, can someone explain it to me so I can finally understand why my character does or does not feel tired even after he killed 20 zombies, dug himself out from underneath a roof that collapsed on his head (the roof John Cena’d him out of nowhere! Thanks for adding roof physics guys!!! Seriously though I love how that’s a thing now), ran away from nether monsters, and lugged ~80 pounds of gear across a fairly large area (distance was around 25 map tiles if that helps).