Field wrote:haha, you got a wound with -10 all stats, whatchu gonna do![]()
multiple wounds*
razfen wrote:In all honesty how would this make the game more fun?
It wouldn't. As stated earlier, OP is just pure trolling and people have been making use of this to vent their frustration at how bullshit wounds can be sometimes.
According to general game design principles, you don't punish players for no reason; you either somewhat reliably punish them for failing challenges, or you (semi-)randomly punish them for taking excessive risks, both of which challenge the player. Punishment for no reason just leads to the player feeling bad and generally makes the game less enjoyable. Of course, it must be considered that Haven doesn't always strictly adhere to standard game design principles (and its atypical design has led to very interesting and unique gameplay), but I quite doubt the devs add wounds to the game just to make people miserable. For each wound in the game there is some viable explanation as to what purpose they serve (be it simple punishment for failure (concussion), punishment for taking risks (bee stings), a drawback to balance a benefit (crab caressed) or just increased immersion (with that I mean unexpected but logical things happening; such as the much hated allergic reaction)) even if they're not all balanced equally well.
Purely random axe accidents would add absolutely nothing, and while theoretically something like this could be used to incentivize progression (higher q axes/better carpentry skill/etc = less accidents) I certainly hope the devs realize that the extra frustration generated from that would greatly outweigh the sense of progression achieved from that.