[quote=âxLemor, post:34, topic:381â]I think you dont know how painkillers work, they dont heal anything at all. âŚ
Just remember pain and wounds are 2 different things[/quote]
I agree with everything you say. However you are making a realism argument, and I am making a game system and feedback argument.
If we wanted a realistic injury model I wouldnât apply 15 bandages to an arm almost severed, and then have it heal to 100% function over a good nights sleep. Some people role play and imagine the char in a realistic situation and how they should behave in reality. Some people play the game like they are operating an airplane they just need to manage the âdashboardâ and keep the numbers in the right range as they fly around looking for neat terrain to explore.
Whatever the game systems actually model, it should be clear to the player what the game is doing and what it is assuming. The game teaches the players how to play the game, so what it shows and what feedback it responds with is kind of central to the experience.
Having personal status tracking behind the scenes and obfuscated can be fun, like sanity or less obvious infections. Roguelikes all have some glee in the learn-by-dying mechanisms, but if the pain and non-obviousness of learning exceeds the hoped for fun, the game doesnât keep new players.
edit: Remember the thread was started by a player who died but got such little feedback from the game that he couldnât even tell that he had done anything untoward, or why the character died, and he was reporting it as a bug query. If itâs hard to tell whether you have done something wrong or if the game is broken, some more clear feedback seems reasonable.