I dont like this. Durability is used in this game to provide the exact opposite dying in souls games give. Its incentive not to go too far in a zone you’re not ready for and encourages exploring instead of bashing your head against a wall OR your resources will slowly drain. At the same time enemies not respawning right away after you clear an area allows you to feel triumph even in death like progress is being made but you don’t HAVE to go the same way to fight a difficult enemy to get what you dropped on death. Tiredness system seems to push too hard in the direction of chilling in sacrament. Housing, materials, inventory, and crafting do that plenty.