You want me to lie and say I don't believe something, which I'm not going to do. There is zero way you will ever convince me that, had you not played the early RE games in your past, you would play a game like REmake 2 and say "man this would be better with a static camera and tank controls." It's just impossible for you to convince me of that.
You can belive whatever you want. Doesn't mean your rigth though.
The first of the classic RE game's I played was REmake, just some 3 years ago. So no nostalgia of my part when I said the static camera is perfect for what they were trying to do with that game.
You just described the exact scenario where it's still of value. 2 shots to the head for the kill, one shot in the leg gets them down and crawling, shooting 1 in an arm disables zombie grab. You have [x] handgun bullets and you encounter [>=x-1] zombies. Do the math retard. I'm not arguing to be that stringent, but even at it's leanest, you can still get the desired results.
Can you comprehend the fact that their HP is this big, because they exist to drain your resources. If you proportionally decrease both, the end result is still the same. The only thing that changes is the sum amount of bullets they tank, aka the shitty bullet sponge.
That would open a whole new bag of problems - specially conserning level design - and no the end result wouldn't be the same.
If you to reduce the ammo, you would obviously reduce the number of locations that have the ammo boxes. And considering that in the game the amount of ammo is scarce and there's already few locations with them, now you would end up with a lot of, essentially, empty rooms. This lessen density of content also translates to less decision making and atention in the moment-to-moment gameplay. Plus the scaveging part of the game wouldn't flow has naturally from the exploration or be as fun as it would devolve into a chore of obsessively checking every damn nook and cranny.
But alrigth by proportianally decrease you mean we keep all the same ammo locations but just much less ammo.
Ya this also wouldn't be a great solution as it means players would be rewarded in such poor manner for exploring and taking risks. Not to mention just how ridiculous it would be that every damn cop in station has about 2 or 5 bullets stored away.
Then the health reduction has clear problems not only to the challenge, but more importantely to the athmosphere and tension.
I am going to make an admittedly stupid example, but one that does ilustrate the point.
Recall back to the first zombie encounter and imagine you're a new player. You have no chance to slip by unharmed that zombie unless you face him.
With your damage model you would have like 3 bullets in the gun. You would fire to the head and in 2 shots the dude is dead. After that you think: "Well shit I just wasted most my ammo, but it wasn't all that frightening or difficult. These meatbags go so down quickly that he didn't even get near me. Oh there's 2 more in the shop. No worries! If the gods of RNG are at my side I can kill one of them with the remaning bullet, and even if that doesn't happen I'll sure stun them or disable them. Which is enough to escape this place without a scratch"
With the remake model it would go more like this: "I just filled him with 4 bullets and this bastard still isn't dead! He is however in a stun animation. Should I run past him or finish the job despite how very close he is to me? Well the only good zombie is a dead one. Damn he bit me! But at least I managed to put him down. Although that took another 3 rounds. How many do I have left? Shit only 2! And there's 2 more of these guys in the shop! If I am lucky I might stun one of them. Because I won't survive another confrontation..."
I can understand that something that realistically exists within the game world is inherently less immersion-breaking than a crosshair just floating around in the air. At least that's what most rational people would agree with.
Depends on the object and the HUD element.
Crosshairs, ammo counts and life bar's are so ubiquitous in games that no one gets put off by them any more. Even in highly immersive games.
While if an in-game object doesn't match the tone and setting of the game it will immediately stand out.
Which was the point
Wunderbar and
bertram_tung were making.