47 minutes ago, Jost Amman said:
I didn't ask what YOU think of the duration of injuries... personally I do like the new injury system and I know all the reasons why it is great.
That's not my point.
I was trying to see it from a new player perspective. This could potentially be a pitfall.
Sure, we already know how to play the game, we also aren't in TFP's shoes, so we couldn't care less if they lose customers or get bad reviews because of this.
But if the injury time is perceived as a punishment and "boring gameplay" from the new players then I think something should be done about it... isn't experimental precisely for that? Some people, for example, are just suiciding after a bad injury because it's simpler and they get bored waiting to heal because they can't come up with something "fun" to do while they wait (they can't run, they can't jump and so on...).
Isn't the name of the devs "The Fun Pimps" after all? 😁
I was thinking about ALL players in my post. I also still vividly remember my experience as a new player in 7dtd. As I said, there are some people who don't like dealing with adversity and don't feel satisfied in overcoming it. Those players, new or old, won't have "fun" if the game throws adversity at them. There would inevitably be SOME players, new and old, that perceive injuries as "boring gameplay." That doesn't mean that the injury duration needs to change for "new players." A new player who doesn't like dealing with stamina, inventory/encumbrance, or injuries is probably not playing the right game. This is not solely a zombie horde or building game. It is also a RPG survival game. You start weak and you grow strong through equipment, consumables, and skills. Injuries are intended to affect game play. To do so they need a sufficiently long duration. Reducing injury duration so that injuries can simply be ignored renders them pointless. Is getting a broken leg a pain? Absolutely. But that means its working as intended because it encourages you not to get a broken leg in the future.