I dont think it’s an issue, and being unable to wait a few extra seconds is a personal problem, not something that needs to be changed.
A "personal problem" would be "I don't like the new Twins music, can you add the option to hear boss 2 instead?", not "Can we change how a feature that most people do not actively enjoy works?"
And the select few that claim to enjoy having to wait a long time to reflect on how they died or whatever
could just pause the game to do that, or do it while they play the game.
Again, this timer only shows when you die. It is supposed to be bad and motivate you to not want to die again.
Deterring the player from dying by annoying them every time they die is not good game design. Imagine if in Breath of the Wild (or really any other action-adventure game), the player was forced to sit there doing nothing for like 15 seconds every death (plus that game’s horrendous load times lmao). It would suck, and nobody would like it for the same reason people complain about the game’s load time. A major thing encouraging the player to play well should not be “I don’t wanna be forced to do literally nothing for a little bit”.
The game already has several better ways of doing this, so I don’t see why artificially wasting time needs to be one of them. You’re teleported home when you die, you have to restart any bosses you were fighting, you drop your money*, you lose your items in mediumcore, and you die permanently in hardcore.
read back at earlier posts. There are many actual reasons more than just not thinking this is a problem.
Sure, I’ll list all the ones I see.
1. “It stops you from immediately going back to fighting bosses.” Then don’t let us do it during boss fights. It’s already been mentioned that the game knows when a threat is present in the world.
2. "It would mess with NPCs." Perhaps there could be a timer just long enough to remedy this? Admittedly, I know very little about NPC AI. If someone who does sees this and I am severely misunderstanding how this works, lmk. I don't think that letting the player voluntarily respawn immediately, is a great solution on its own all of the time. If immediately respawning near an enemy after it kills you would break it, then maybe implement a bare minimum timer if the enemy that killed you was near where you're going to spawn. But if it were far from the spawn, I'm not sure how a time would make a difference, since you'll respawn so far that the enemy would stop targeting you anyway, right? I hope that made sense
3. "To piss off OP" dang
If there are some I missed, then tell me.
*If coin farming nullifies the punishment of losing money upon death, that seems like a separate issue
Is that a bad thing? Is losing your items for dying, a punishment that requires you to use your skill to go retrieve it, a worse punishment than setting and doing nothing?
Time cannot [be retrieved]
Which is why the game shouldn’t be wasting it as punishment
But, that argument goes both ways. Why SHOULD this be changed other than you all being unable to wait a few extra seconds?
This has been discussed thoroughly on this thread, even in the OP. I’ve seen no reasons as to why those reasons were invalid besides stuff like “Some things just need to be let go.” I was also ninja'd with a good response to this anyway