I agree! While your average rifleman might not have that much medical education and could easily be paranoid about his own injuries, the difference between a grenade fragment gracing your ankle and a 5.56 in the gut should be made extremely clear to the player, since the advisable courses of action would look very different both for a real-life soldier and a PR player depending on the seriousness of the injury: continue fighting vs. applying a field dressing vs. seeking help? In many cases, I have no idea how I'm feeling or what I should be doing, and I agree with the OP that this is an unrealistic lack of player information in the current state of PR.EventH wrote:I dont think you understand what Im asking for, which is "More realism," not less. A real soldier knows how much a wound has damaged him; in PR, we dont. Thats not realistic.
However, if developers are adamant about not putting any kind of health indicator back into the game, an attractive alternative could be to improve further the "taking damage" indicators. A larger, more detailed gradient of in-game effects - such as variants and degrees of the vbf2 "bleeding edges" effect, blur filters of differing intensity and duration, different sound effects of gasps, grunts and screams in degrees of pain and alarm - would improve both realism and gameplay, as well as add to the immersion.
Apologies if someone else already posted more or less the same thing; sleepy and distracted.
