Arcane Odyssey has a planned feature called Injuries—a system that would impose penalties on players who participate in excessive combat without engaging with the rest of the game.
https://trello.com/c/KgbBw8gV/143-m-injuries
The trouble is, Vetex is unsure how such a system would be implemented. He did not want injuries to be applied randomly, likely due to such a system feeling unfair or randomly punishing. The intent for injuries was to encourage players to engage with other aspects of the game, rather than as a random punishment for participating in one of the game’s major mechanics. I have a solution to this dilemma: a system called Battle Stress.
Battle Stress
Battle Stress is a statistic that determines if a player will get injured when taking damage. It is intended to be managed, so that players can have an idea of their own risk of injury. It’s sole correlation is the amount of time the player spends in combat. The system would have no random factor besides the injury being chosen (All of which are equally undesirable).
The player accumulates Battle Stress while in combat. It does not matter if the player is dealing or taking damage, only that they are marked as in combat. This means that even experienced players and grinders will face the system, not just novices and those who bad at dodging. While a player’s Battle Stress is below 50, the player cannot gain any injuries. At 50 stress, however, they can now gain an injury should the player take 50% of their max HP as damage in 2 seconds. The higher the player’s stress, the less damage is required for them to receive an injury. At 90 stress, the player only needs to take 20% of their max HP as damage in 2 seconds to be injured. While the player is at 100 Battle Stress, they will receive an injury should they directly take any amount of damage.
Battle Stress decreases while not in combat. Alternatively, if the player must fight for extended periods, they can cook certain meals that would increase the rate that the stress depletes. Finally, stress is reduced to 0 when a player gains an injury, as so that the player does not gain another right after healing from their current injury. (Also, maybe have it be reduced when a player reaches a boss fight for the first time, so that Calvus doesn’t make an army of cripples out of the poor souls that charge him right after the previous story plotline.)
TL;DR: This feature would add a system of implementation for the already planned Injury feature. It would be based on the player’s time in combat, and would encourage them to explore and engage with the game in other ways.