The zombie plague, and the infection and curing mechanics are really cool in A18. The infection is threatening...the slow creep of % ticking your life away. The relief when you find a cure item, or are able to get back to your base to use one. The tense stress when that infection is climbing and you're frantically searching for stumps or medical supplies.
But a lot of people simply decide "meh. who cares. if it starts bugging me, i'll just walk back to my bedroll and stand in barbed wire" and "POOF!" infection gone.
With the HUGE amount of time that the infection takes to kill you...that seems unnecessary.
The game has established that when your health reaches 0, you don't really DIE....you just suffered a "near death" - so why is infection gone?
What if health hitting 0 only removed 30% or 50% infection (to a minimum of 0.1% so that "near death" could never actually completely cure it).
Those people who play dead is dead, who already deal with significant risk from infection, would have no change at all...this change would never affect them.
Those who don't though...this would make infection significantly more problematic. I think the devs have been trying to make infection dangerous, stressful, and ominous, but NOT make the game tedious, frustrating and boring (like it did when the infection reduced your max stamina and stamina recovery), and this would fit that design direction. infection would become something that you always HAVE to deal with....eventually.
Sure, people could repeatedly kill themselves every time they hit 30% or 50% infection, in order to reset it to 0.1%, but that would be a player death every 2 hours or so, and you can bet even those players would feel some relief when they finally find some honey.
But a lot of people simply decide "meh. who cares. if it starts bugging me, i'll just walk back to my bedroll and stand in barbed wire" and "POOF!" infection gone.
With the HUGE amount of time that the infection takes to kill you...that seems unnecessary.
The game has established that when your health reaches 0, you don't really DIE....you just suffered a "near death" - so why is infection gone?
What if health hitting 0 only removed 30% or 50% infection (to a minimum of 0.1% so that "near death" could never actually completely cure it).
Those people who play dead is dead, who already deal with significant risk from infection, would have no change at all...this change would never affect them.
Those who don't though...this would make infection significantly more problematic. I think the devs have been trying to make infection dangerous, stressful, and ominous, but NOT make the game tedious, frustrating and boring (like it did when the infection reduced your max stamina and stamina recovery), and this would fit that design direction. infection would become something that you always HAVE to deal with....eventually.
Sure, people could repeatedly kill themselves every time they hit 30% or 50% infection, in order to reset it to 0.1%, but that would be a player death every 2 hours or so, and you can bet even those players would feel some relief when they finally find some honey.