Infinite stamina regen would be completely broken - like it was in A16.
Why have a game system that becomes completely irrelevant?
Certainly can't disagree with that for combat.
But honestly curious how TFPs feel about the basically 'mindless' activities like running & mining?
Been thinking of the 'Road Runner' perk in a couple mods. If that were countered by an 'Enemy Near' or 'Recent Combat' debuff that canceled it, then maybe it wouldn't be exploitable? Yet could both end the current, 'sprint, walk, sprint, walk' & expand roaming range some.
Edit2: to clarify; that modded in perk allowed you to run endlessly, but -only- on roads. If the Pimps added it maybe they could have it drain half the stamina pool then stop.
Early Mining, to me, is really 'not fun' mostly due to the swing a few times, wait, repeat. Not saying, 'make it easier' or 'give more mats'. I'd just like to be able to mindlessly swing a pickaxe for a couple minutes without having to micro manage it.
I know I can just hold down R/L-mouse and once stamina regens enough the next swing will fire; but all those damn grunts!
Maybe I haven't adjusted myself enough to A17 yet. Still want to build stuff & start stockpiling materials out of the gate. And since I haven't made it past day 16, I haven't experianced what Jugginator describes; so things could be much different after the first 45 hours in-game.
Edit: sry, wasn't meaning to come across as snarky w the '45 hours in-game' bit. I'm playing 90-min days so was thinking that maybe around game-day 30 or so the perks start to sort of pile-on and things smooth out.