This is a new large-scale topic in terms of what should be improved/fixed in No Rest, consisting of 18 points. There will be many photos and videos here. Video from my YouTube channel . I don’t want to create a bunch of posts, so I’m adding everything to one, as before. It starts from Nameless Pass and goes all the way to the end of what you see in the game, just like my first playthrough. This means there is still work to be done, including enemy AI behavior.
However, some other issues have been heard, such as the localization (ru) - it has been significantly improved. Although there is still work to be done on item characteristic text overlapping other text (it’s too large) and very rare cases of improving it. In the next topic, despite No Rest being in Early Access, I might talk about the game’s weaknesses and its strengths.
Now, here’s what can be fixed/improved in No Rest Wicked. 18 points!
1. Character getting stuck.
There is no way to get out of these stuck spots. Dashes didn’t help, nor did changing armor. You can return to Sacrament via a rune or exit to the menu. The game has many places that can be explored and checked for a way around. However, I believe that there should be fewer places from which you can’t get out at all than places that lead nowhere but you can exit from them!
The first stuck spot is in the “Nameless Pass” location.
Video.
2. The second stuck spot is in the “The Black Trench” location.
Video.
3. Enemy AI. Enemies can’t do anything to you. There’s no fight with the enemies.
There aren’t many cases like this in the game. The guy with the long stick has a large range, but some melee enemies can’t do anything if you are standing on a height, as in this case, and you can take them down. In this case, there is no battle with the enemies.
Video.
4. Constant flickering of the window at the top of the screen when starting to fish (casting the rod).
This problem appeared from about this location. Changing the language or re-entering the game later didn’t solve it. The problem also persists on a second character I created. Now during every fishing session when there is a tip, it constantly flickers:(( Video.
5.1 During the sale of a house, an uncomfortable window with a large border pops up, covering everything. This is poorly implemented in both the English and Russian versions.
5.2 As far as I remember, the confirmation for selling a house is only by pressing a key, as in the screenshot above. I suggest changing this to selling the house by holding down the key for greater security. This also relates to how easy it is to accidentally destroy your weapon by just pressing a key, so please add a brief key hold, (similar to how you have to hold “E” (Interact) when moving between rooms in the Crucible. You would need to hold a different key here). So that it is not a button press, but a button holding!
6. Exit categories using the same button.
If you press TAB, a submenu appears, and pressing TAB again closes it.
However, if you press C (Inventory), you CANNOT press C again to exit. (This leads to destroying an item, or nothing if the slot is empty). You have to press the ESC key.
So why not change it and add the ability to open and immediately close the inventory with the C key (using a single key without pressing ESC)? The same applies to the keys for entering the “Journal” and “Gestures” menus—you have to press ESC to close them. This is because it’s already implemented for the map - you can press the map button and exit with the same button. But for the other categories in the Controls, it’s not!
Please make it so that when you enter “Inventory,” “Journal,” and “Gestures,” you can exit by pressing the same key you used to enter the menu.
7. The RU translation “Прочность предметоВ” is incorrect; it should be “Прочность предметА” because in English, it’s singular - “Item DurabilitY“.
In reality, items that provide a durability effect only give themselves increased durability, not other items.
This needs to be fixed for all items marked “Item DurabilitY” for ru localization.
8. Blocking view when standing behind a tree/camera moves away in extreme places blocking view
If you turn toward the tree like this, it’s hard to see how the character is chopping it. You can tell by the sound that the hits are perfect, but it’s not ideal.
I tried to find another important screenshot, but couldn’t. There was a place, I think in “Nameless Pass” location, where you could stand and chop a tree in such a way that both the tree and your character would be out of view, with the camera focused on the distance. While you can still tell you’re chopping by the sound, this issue isn’t critical, but there are places where the camera pulls back too far.
9. Upon entering this cave, the character immediately faces the exit, not the entrance! Maybe it’s because the passage door further ahead was closed? This might need to be fixed! Other caves should be checked as well.
10. Chest size. The large chest is a disadvantage.
The large chest holds 40 items and is long, while the small chest holds 20 items and is very small.
It’s clear that the resources to create them are partially different, but by size, you could make 4 small chests for 80 items, or at least 3 chests for 60 items, rather than cluttering the space and creating one huge chest for only 40.
Of course, small chests can’t be placed too close to each other either, because the character loses the precision of interaction, and this has still not been fixed in the game - when you need to talk to characters, you have to interact at a specific angle. Still, large chests only fit in large spaces and make less sense.
You could make large chests hold even more items! For example, 50 or 60 at least!!! 100 items!!!
Because if I understand correctly, after silver, there will be gold currency, which means there should be something else that changes the perception - ncredibly cool things.
11. The yellow icon in the bottom left of the screen is distracting - it indicates low item durability.
The icon appears even if only one item has low durability. In this case, it’s just a Simple Torch, which isn’t a primary item. If you move it to a secondary weapon slot, the yellow icon on the left side of the screen won’t disappear. However, if you move the torch with low durability into your inventory, the “needs repair” icon will vanish!
The yellow icon at the bottom of the screen is an eyesore and is too big. I suggest fixing this.
The interface needs to be improved. Video.
12. The houses in Sacrament are too small.
This is all an attempt to get you to place chests and decorative items in them to impress friends and those who join your cooperative adventure (in future). But right now, the houses available in Sacrament are small and embarrassing to show anyone What’s the point of having one house for gear storage and a second one just for aesthetics? It’s absurd!
I suggest that in the future you make houses much bigger, more spacious, not the narrow rooms and narrow houses you have now, where the character also accidentally gets caught on objects while running! I’d pay 50 or even 70-80 silver for a big house! I’d give all my silver for a big house!
13. NEW Idea - A Bank.
Add a real bank building to No Rest Wicked where you can deposit items and currency for a period, and earn interest on them.
To encourage players to change weapons more often, you could allow them to deposit their current weapon with a lot of time on it into the bank for a certain number of days. You won’t see it during that time, but afterward, you’ll receive it back with cool new effects (of your choice) or it will be replaced by another enhanced weapon. You would then be offered a choice of which weapon to replace with the one you deposited.
The currency would also earn interest. You’ll lose access to it now, but it will multiply in the future!
14.1 There is no way to remove the Bounties and Challenges markers from the map! These markers can be removed if you abandon the bounty. But why can’t you just hide them or make them smaller?
14.2 And by the way, when there’s a plague on the map, the markers don’t show up at all/are hard to see.
14.3 Please finally add a slider to zoom the map in and out! The middle mouse wheel doesn’t do a good job of this.
15.1 Why can’t you just swap the runes on a weapon, so the one on 6 is on button left mouse and vice versa, without extracting them?
For example, to move “Thorns” to the 3rd slot and “Return” to the first?
15.2 Why don’t the numbers in the game’s interface change when I rebind the rune buttons in the game settings?
If the third rune is already on key “6”, the interface still shows key “3”, which causes confusion. If I press key “3”, nothing happens because the “Return” rune is now on key “6”! It should show a button, not a slot.
Although it did change in Eleanor’s interface!
16. Enemies near Whispers.
Near a Whisper, there was an enemy just standing there. I don’t know if he would have noticed me, but I hit him and he attacked back. When I was playing through the story, there were places where, when you appear near a Whisper, an enemy might be standing right there and even attack you as soon as you arrive, noticing you immediately. I tried to check this again just now and I don’t see any enemies (after finishing the story). But it did happen!
As I recall, it was in Nameless Pass - Shrouded Cavern and in The Black Trench - The Depths! I don’t know why this happens - maybe enemies spawn closer to the Whispers when you have quests?
This needs to be checked very seriously and fixed. It’s one thing if it’s just a rat, but there should be a safe radius around a Whisper - your spawn point - because you can teleport and leave for a while.
By the way, you can actually lure an enemy to a Whisper if they are standing nearby, as not all Whispers are in closed - off areas inaccessible to enemies.
17. Is it possible to make the character grab onto ladders much faster and more precisely while running, to grab on immediately so you don’t have to switch to walking and approach slowly? Because there’s nothing in front of a ladder you’d want to jump down to, so there’s no point in jumping.
This is just an example from Sacrament, but there have been plenty of deaths in the game because you have to switch to walking before a ladder; otherwise, the character overshoots it and dies. Video.
18. When you enter the game, the character starts spinning wildly in the game menu. This has happened for the second time ever, and with my second character. This glitch will go away if you, for example, enter the world and then exit to the menu. Video.
What was done correctly and well (I liked it):
1. The character will not die if he stands under the elevator and it descends on him!