PC Feedback on injury system

Binary solutions won't help much one way or another.

What I would do is to not clear all debuffs on death but cap them back to their non-lethal stages.
Would reapplying casts/bandages reduce them again after death?  Or would they be in an already reduced state?  I'd prefer the former as a way of using up extra resources.

 
The only one that irks me is the sprained arm/leg. They last 40+ minutes on average, and there's no easy way to reduce it like some of the other ailments. Broken bones have splints/casts, infections have antibiotics, lacerations have sewing kits and abrasians have aloe cream. What to sprains have? (unless there's something I dont know about?)

 
(unless there's something I dont know about?)
Health bar in the vending machine cuts down on all injury timers by quite a bit.

Ah...Hiem beat me again!

Binary solutions won't help much one way or another.

What I would will do is to not clear all debuffs on death but cap them back to their non-lethal stages.
Take the Madmole by the horns Gazz!

 
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Oof, I've got to spend 100 dukes to stop a sprain though? Not fun early game (in my opinion)
Just sell off a bunch of junk you're saving for "someday". Do a quest. 100 dukes is easy to come by even in the early game. I've never felt that sprains are particularly debilitating in any case. Doesn't a splint also help a sprain?

I doubt this is going to be the default.

Rivers of tears, y'know.
Default isn't what I'm after. Default would alienate too many people.

 
It could be lumped into a new death penalty difficulty menu that goes from none to permadeath with persistent injuries in between with the current default death penalty. So it will be None, Current XP penalty, persistent injuries, and lastly permadeath.

 
Binary solutions won't help much one way or another.

What I would do is to not clear all debuffs on death but cap them back to their non-lethal stages.
That IS a good idea. The question is... are you throwing it around at random or do you actually have the green light to do it? I would prefer a sweet "yes" thank you very much.

 
Oof, I've got to spend 100 dukes to stop a sprain though? Not fun early game (in my opinion)
And get a good rng roll for them to end up in the vending machine you check. Honestly wish they'd let us do in game what we do in real life for sprains and wrap them with a bandage (the plain ones). Maybe shave 15% or 25% of the duration of the sprain when you apply the bandage. Probably shouldn't be stackable with itself or other mitigating effects though.

 
I like how all the debuffs are wiped when you DIE.  Yer DEAD. Pushing up the daisies. etc.

All your infections etc should be gone. Yer DEAD!  Not undead.

You DO get the XP penalty, so have to work at it to overcome that and start progressing again. That is your penalty.

The old way resulted in deathloops.  A16 you lost wellness, but there was a hard floor, and you could raise that with perks.

Deathloops are no fun for anyone.

The length of time to recover from broken bits, sprains, yep, that is a problem early on, no doubt.

As stated though, armor does help avoid that.  Should be easy enough to get padded armor even on day 1 or 2.

(just a bit of duct tape and cloth. check all the garbage, you should find enough to make 5 pieces)

Later on, with perks, it is a minor inconvenience mostly.  Mostly. 

Broken legs I think are the worst. (arms being second if doing melee)

The fatigue thing, I never figured out HOW happened.  (happened to me once, and not sure just what did it)

Now, I always keep spare meds either on me, or in the vehicle. (always had spare bandages, FA kits, splints)

If you use larger backpacks/storage, then it's a minor thing. On the basic though?

Bandage. FA Bandage. painkillers. splints. vitamins. honey/antibio. tea. Water. Food. Sewing kit. FA Kit.

There is 11 things for the "just in case I get thumped".  A BIG chunk of the default backpack.

(can it be trimmed down? of course. Which ones to you pass on though? hrmm)

That's a big enough wall of text for today.  😛

 
If you use larger backpacks/storage, then it's a minor thing. On the basic though?

Bandage. FA Bandage. painkillers. splints. vitamins. honey/antibio. tea. Water. Food. Sewing kit. FA Kit.
You don't need to bring both water and tea. Down to 10.

I don't bring antibiotics/honey. Infection is slow enough and rare enough that I just stop by home when it's convenient to cure it. I generally have a decent stock by day 3-4, since i hit every stump the first few days, plus antibiotics are a common quest reward and a reasonably common find from med piles/cabinets. Down to 9.

I don't bring splints. The components to make them are common finds in many loot containers, so usually if i need one i can make it. If not, i head back home after i finish what i am doing. Down to 8.

I don't bring vitamins. If i haven't looted one, again i stop by home when i finish what i am doing. Down to 7.

I don't bring bandages or sewing kits. Common loot + everything they fix can be fixed by FA kits/bandages if i don't have them. Down to 5.

Food, tea, and painkillers are always for me. I prioritize getting a farm going, including aloe seeds, so very early i have a renewable source of FA bandages, which are then always with me. Until then, i will carry reg bandages. FA kits are always with me once i get to t3-t4 level quests. Before that, i bring em if i have em.

So 4-5 slots, although i don't consider food and tea to be for first aid. I am bringing it to eat/drink as needed. So to me, 2-3 slots for FA which i consider very reasonable even on vanilla settings, especially since i play carefully and rarely get critical injuries anyways.

 
On the topic of inventory space devoted to 'healing/survival'... generally I keep a slot for a hydration beverage (Red Tea/GR Tea/Pure Water/Water), food (whatever can even be Snowberries), Painkillers, Honey (emergency food/antibiotic), and Cloth/Duct Tape/Wood. So 4 slots and another 3 for general supplies. On average I tend to only have 2 to 2 1/2 rows of empty space for looting. This means I end up using vehicle storage and drop chests for POI looting more often, but I consider that part of the challenge.

 
I like how all the debuffs are wiped when you DIE.  Yer DEAD. Pushing up the daisies. etc.

All your infections etc should be gone. Yer DEAD!  Not undead.
Technically, you are NEARLY DEAD but you barely escaped with your life. The penalty even calls it a near-death penalty. Just like Glenn appeared to be zombie food even so we emerge from our own dumpsters narrowly averting death despite the cliffhanger final scene showing zombies jumping on our prone bodies and starting to munch. We just didn't see a member of the Crazy Jake clan pulling us from danger at the last moment and taking us home to our bedroll.

Actual daisy pushing would involve us not playing any longer after it happened. That is a mode many are hoping will be made part of the game. Actual death.

Let me ask you this, Mr Mortician. :)  If logically the death you are saying we suffer should wipe all debuffs then shouldn't it also wipe all benefits? All perks and skills should be lost and start from zero once again. Otherwise there is no consistency. Personally, I'd rather keep all the good AND the bad character status effects after ALMOST dying.

But I'd be happy to keep it as an option for people who just want to keep all the positive good stuff and none of the negative bad stuff and have NEAR DEATH wipe the debuff slate clean.

 
Let me ask you this, Mr Mortician. :)  If logically the death you are saying we suffer should wipe all debuffs then shouldn't it also wipe all benefits? All perks and skills should be lost and start from zero once again. Otherwise there is no consistency. Personally, I'd rather keep all the good AND the bad character status effects after ALMOST dying.
You are on a roll today

 
Let me ask you this, Mr Mortician. :)  If logically the death you are saying we suffer should wipe all debuffs then shouldn't it also wipe all benefits? All perks and skills should be lost and start from zero once again. Otherwise there is no consistency. Personally, I'd rather keep all the good AND the bad character status effects after ALMOST dying.
You're conflating perks and skills (which are effectively "permanent" outside using a Forgettin 'Lixer for perk tree perks, the dev version for both Perk tree Perks and Mag perks) with temporary status effects... Last I recalled both negative (I.E. Infection and Fatigue) and positive (I.E. the saturation effects from being well fed and well hydrated which have a reduced decay rate from base + 1 to base + 20) status effects are reset/removed when the character dies. 

 
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