Wow this really blew up. I didn’t mean to.
I still haven’t played the relevant change. Reading the thread gave me the impression that the following might be part of the problem:
[quote=“Kevin Granade, post:10, topic:14002”][quote=“Alec White, post:6, topic:14002”]How it is balanced right now is an issue, as there is no way to tell how much is enough painkillers without killing you and generally doing it by trial and error.
Which makes it seriously unbalance, something that already had very harsh punishment for failing.[/quote]
Can you outline the actual sequence of actions you took that led to death? You geet fedback about whether you have enough painkiller each time you attempt to install a CBM, so if you just do:
Take painkiller, wait, attempt installation
repeat.
It will just work.
If you skip the “wait” part, it’s not going to end well, which is why the CBM failure installation messages warn that painkillers might not have fully taken effect yet.[/quote]
Waiting for medicine to take effect might be common sense in real life, but is rarely a factor in video game logic. Of course it is right at home in a game as detailed as CDDA, but the problem is that the rest of the game does not “train” the player to expect this, and often even expresses the opposite impression that medicines here work just like regular video game logic.
When you take food, your fullness changes instantly after eating (I don’t know if there’s a hidden nutrient value that increases gradually). First aid kits instantly cure infections after use. Vitamin pills instantly cure scurvy after use. Maybe I haven’t been taking enough painkillers to be aware of the gradual effect, but other more commonly used consumables work instantly. I literally only knew that “waiting for effect” is a thing through this post.
I see that there’s a failure message that reminds the player of waiting. How about moving the reminder to the Y/N prompt before installation, especially when or after the CBM installation process is being fleshed out?