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Realism is great, when it serves a meaningful role in the design of the game. Used incorrectly, it can actually cause a disconnect between the player and their character(s), and the rest of the gameplay.
There is a mod for skyrim for the need to poo and pee. even eat to.
What's your point?
Sleeping on a bed restores your health faster.
You don't NEED to, but why wouldn't you want to restore your health faster?
Are you asking why they don't get tired?
Then yes i would agree it makes no sense that they can sprint across an entire desert non-stop, no drink or rest.
Mine for copper day and night. everyone closes their shops at night and goes to bed.
A fatigue system was a planned feature that never got implemented.
Pretty much this.
https://store.steampowered.com/widget/47890/7216/
Enjoy your plays!
I always end up having to poop when in Skyrim... Playing the game, I mean. I think it's all that "being out in nature" vibe.
Ah - Anarchy Online?
IMO, we've all gotten spoiled a bit from colony "simulators" that drill down to things like relationships, individual personalities, morale, health and sickness, etc.. That's a level of detail that Kenshi doesn't drill-down to. Rimworld, Gnomoria, Dwarf Fortress, etc..
But, none of those are a squad-based quasi-ARPG open-world sandbox building game... Uh, well, not like Kenshi is at least.
I would "like" to have such features, but can understand if the weren't considered to be in the focus for the game. (Sleep, sickness/disease, morale would be nice, but I don't think the mechanics exist in the game to even mod in anything like that.)
Now morale, on the other hand, would have been very interesting to have. Especially if it were somehow tied into the amenities your base is able to provide. I'd love to have a reason to build communal spaces other than aesthetics and preventing food barrel clumping.