What is the purpose of weapon Durability in NRFTW? (Is Death punish mechanic, but let's talk about it)

I know but I still want to answer you.

It can also be done in this system, just replace the “repair powder” with coffee or something like that xD.

It recovers over time, so by playing well for long periods or taking a break from the game in real life, you can still recover.

“People will always complain” in not the problem, the goal is to build a better game, not to stop the complaints.

Sometimes complaints are useful criticism, sometimes they are not.

My system:

  1. Resolves the ambiguity, as durability is confused with durability in other games.
  2. Gives the player the opportunity to take a break and a buff after dying multiple times in a row.
  3. Makes everything less frustrating, without trivializing death.
  4. Better integrate beds into the game, (currently ignored by most players)

Yes, but the fact that there is a buff to help you makes you question how much better you really are and how much the buff has helped.

It’s not a problem that would only bother hardcore players, when these functions are interfered with in games they are never appreciated.

For example, in Super Mario Bros., there was a function that made it so that after you died 5+ times in a level a block would appear that is designed to help you.

Even the fact that this block appears and you don’t have to use it is hated by players, it is seen as the game telling you that you are bad.

This function was available for 2/3 games and then it was not implemented anymore.

And super Mario bros. is a much chiller game than NRFTW.

The problem is that an automatic buff on death makes the player unable to compare himself with his previous self because there is always the doubt that it was the buff that made the difference.

This encourages players to die every time the buff ends, resulting in the buff being permanent.

and then to make this happen the buffer is so small as to be imperceptible, and therefore nothing will be solved.

I would understand adding it to easy, but I don’t think it’s appropriate. If you’re interested in talking about difficulties, you could read this: Game Accessibility, Menu Difficulty Settings Vs In-Game Difficulty Settings

In any case it seems like you’re missing the target, I want to make death in NRFTW better integrated into the game, less ambiguous, and have a better version of the systems that are already implemented and therefore improve the gameplay experience Not making dying a positive experience, dying should remain a punishment, I’m improving the system around death to make the game a better experience.

Waking the game easier is not part of the plan. Removing the money cost makes sense because it punishes less skilled players much more than skilled players and I would like the difference to be minimal, furthermore it punishes players in the long term for a mistake in the short term which doesn’t make much sense in the context of a video game where dying to learn is normal.