Aesthetic stuffs and recommendations not to take seriously or prioritize but it would certainly look cool

During my time playing No Rest for the Wicked, I found myself imagining how much more immersive and visually appealing the game would be if all equipped weapons were visibly displayed on the character model at all times—even when not actively in use.
Additionally, it would be a major quality-of-life and style upgrade to be able to see what other players are wielding, not just as data, but as part of their character’s visual presence. One final idea is a mobility bonus while weapons are sheathed, with an option to toggle this feature to suit different playstyles.


  1. Visible Weapon Display (No Duplicates = Clean Design)
    Concept:
    Show all equipped weapons on the character model in their sheathed or stowed form (e.g., sword on back, dagger at hip, staff on back sling).
    Benefits:
    • Aesthetic Depth: Adds realism, especially since the game already emphasizes detailed character design and worldbuilding.
    • Player Identity: Visually communicates progress and choice without needing UI inspection.
    • Clean Execution: Because the game does not allow duplicate weapon types, it avoids cluttered or awkward visuals—each weapon has a distinct place.

  1. Equipment Showcase for Other Players
    Concept:
    Allow players to view what others are wearing and wielding through visual display and a simple inspect option.
    Why It Works:
    • Anticipation & Wonder: It’s exciting to see another player’s flaming greatsword or arcane dagger and speculate on the runes and affixes they’ve embedded.
    • Build Awareness: Helps in co-op or multiplayer by understanding teammate roles and loadouts.
    • Social Engagement: Encourages conversation and inspiration among players.

  1. Sheathed Weapons = Movement Buff
    Proposal:
    While weapons are sheathed, characters gain a small movement speed bonus to encourage exploration and flow between combat zones.
    Important Considerations:
    • Combat Readiness vs. Mobility: Encourages players to make thoughtful decisions—do they unsheathe for safety or move faster while at peace?

  1. Weapon Swap Realism & Lore Justification
    Personal Note:
    Something that has always bothered me in Souls-like games is how weapons just magically pop into your hands. One second I’m holding a dagger, and the next an axe twice my size emerges from thin air. It breaks immersion.
    Suggestion:
    Even if instant weapon swaps remain (for gameplay reasons), please consider:
    • Adding transition animations or sheathing/unsheathing sequences.
    • Providing in-game lore or magical explanation for how this weapon materialization works. For a game as atmospheric as No Rest for the Wicked, that extra layer of realism or mysticism would go a long way.

Conclusion
In summary, I truly believe No Rest for the Wicked could benefit both visually and mechanically from:
• Visible, stowed weapons (similar to DD2)
• speed buff while weapons are sheathed
• Equipment visibility and inspect for other players
• Logical or magical explanation for weapon swapping
• Player Choice: Make this a toggleable gameplay option in settings. Not all players want weapons on there character all the times(I guess) I understand this but it would look entirely cool though.
These additions would add immersion, enhance player expression, and tighten the game’s connection between character and world. It’s already wicked—this would make it legendary.