And how it this going to work? I create a realm 1 with difficulty A and I finnish A so now I need to create a new realm 2 with difficulty B? Is difficulty B now giving better rewards or items that are not in A? Really? More consufing then fun, don’t like this at all, difficulty scaling should instead be naturally integrating into the game, we already have the Pestilence outbreak which has some difficulty scaling. Expand on this idea where you can crank up a boss or a area difficulty but present it in a better way maybe?
I disagree.
Check out this post I’ve explained my reasons there.
Please reconsider this. It hurts some archetype fantasies like being a brutish barbarian that hates magic. I’d prefer some alternative solution. For example, campfires could slowly heal the player when interacted with or in their vicinity. Or simply demonstrate “Heal Aura” in a tutorial so people know it exists. Just please don’t force it on all characters.
As someone else already said in the thread, please make sure that this change respects the Options. I disabled camera shake there - I don’t want it under any circumstances.
About Utility Runes. We don’t need them. It takes away the choice from player. Right now we have to make choice, put 4 attack runes, or heal, light bulb and 2 attack runes. Like, these choices matter right now.
With Utility runes it’s like put 4 attack runes everywhere and by default you have almost limitless heal which takes away from food crafting and stuff.
If player don’t know about mechanic, just make a side quests for a runes.
For example, Eleonor asks you to try her new HEAL experimental rune - she gives you rune and just like in GoW 2018 players are forced to click specific buttons in shop to put rune in item - exit shop - use rune. Or quest where she asks you to kill something and reward is healing rune or other utility rune
For Light bulb rune - She asks you to find item in dark cave and this Illumination rune will help to see in darkness. Like, find missing black cat in dark cave somewhere in city or shallows.
It’s much more exciting, gradaully teaches meachincs, gives sense of progression and rewards.
I’ve learned that best tutorials are not the ones you read, but when game forces you to use mechanics few times in a row.
Like, parry 3 times, heal after trap room, use illumination rune to complete dark cave etc.
Will those include (whether in hardcoded form or as options) complete reversal of recent difficulty nerfs (poise boost, area levels, stamina costs) ?
You can’t give players unlimited fast travel and then expect to be able to just take it away once the ALIVE system is implemented without any pushback.
People will go DEFCON 3 on you.
If you do this there’s no going back, unless you just add it in as an option for custom realms.
Personally I think unlimited fast travel would be awful for this game. The argument of “well just don’t use it then” doesn’t hold up.
The world is designed in a way that it doesn’t need fast travel.
100% this. The amount of clever shortcuts each map has, not mentioning some inter-map connections - WHY would anyone need or want fast travel. WTF.
A BIG FAT NO to UNLIMITED fast travel!
Please forfeit that idea and limit it to 1 DEDICATED Whisper per Location.
Let us freely change it if you must, but LIMIT it to 1.
they listen to the feedback of casual players that even if they will be satisfied they will always remain players from one run or not even that and certainly not from a game that wants to last for years as was promised.
the game has a non-existent balance and it sucks for mechanics and crafting items. better to do the fast travel…
What happened to the concept of “don’t press buttons / keys like an idiot” ? Another one out of the window ?
So what’s next ? “Ledge safety for dodges” ? “for runnig” ? “for walking” ?
Another mandatory knob for realm options/tiers to add: “disable ledge protection”. For everything.
PLEASE dont butcher the game with Fast Travel, nobody asked for that!
Maybe a few hubs, but dont destroy traversal on the beautiful world you’ve build because a of a few loud voices!
As he mentioned l, they only add it for now. I’m also a big fan of not fast travel everywhere but in the current state it maybe make sense
Please no full fast travel, that is the worst idea. It is my favourite part of the game. The interconnected world and fantastic level design. It is so easy to navigate the world once you unlock shortcuts and it is fun every time to think about my route through the world in my head and getting familiar with the map. Fast travel removes the stakes, the tension, makes it feel more like a video game rather than an immersive adventure in a fantasy world. It will also make bounties and farming materials even more of a checklist feeling than it already is, you would just look at the map and immediately fast travel to the closest Whisper, kill the enemy get the loot then teleport back immediately. The zones are already changing with new enemies spawning and events happening naturally, introduce MORE of these dynamic stuff rather than adding even more motivation to just skip all of that after the initial exploration of a zone because you don’t have to run through it ever again as you just fast travel to certain points. The purpose of shortcuts would also be practically nullified. This already happened to Souls games and Elden Ring, where they have these intricate shortcuts in areas, only to be completely useless because there is a new Grace checkpoint 1 minute later and people will therefore never ever use that shortcut for anything because of fast travel.
If anything I would even remove the ability to teleport to Sacrament from every Whisper, make the adventure fully isolated until you get to the end of a zone for the first time. You can only manually turn back and give up on your progress if you want to get back to safety. You would have to commit to a new unknown area, it would feel even more tense, similar to Dark Souls 1. Entering Blighttown in that game with no fast travel is very tense, you don’t even know if there’s a way out and you feel so far from home, it is the most exciting feeling in that game, and then the biggest relief when you find your way out home to the hub. Every zone leads you back to Sacrament through level design anyway.. Add a limited resource (Homeward Bone from Dark Souls, and make this the only way to do it) that allows you to teleport back to the hub if you really need to, but usually you should only leave Sacrament fully prepared or you only got yourself to blame if you can’t make it back or run out of resources.
I like how hardcore this game feels and sometimes pretty punishing. Please continue on that path instead of giving up on your vision because you want to make the game more accessible. At that point, just ADD AN EASY MODE. Have an easy mode where there is optional unlimited fast travel, optional unlimited inventory, ledge-safety for every attack, optional quest arrow etc all the juicy easy mode mechanics that some people want. They also love to use this excuse that “if you don’t want fast travel just don’t use it!”, well they can have it that way then in the easy mode, pick your optional easy mode mechanics there, they don’t have to play in Normal mode where these options are not there.
Think we all asked for a middle ground. Imo the best solution is to let people choose one whipser per area on the map and let us teleport to it by clicking on the map or at the whisper menu. But if I have to choose between full fast travel or nothing at all, I would choose full. Runing in this game becomes way too tidies in the endgame. And please always a travel to Cricible.
I just want to address the idea of fast travel being optional - because you don’t have to use it.
That’s not a thing my man. If fast travel gets implemented, no one is not going to use it. The only game where I haven’t really used fast travel, but that has it, is Stalker 2. Mainly because it costs money to use the guides that take you places, and money is scarce.
In No Rest it will just be a feature like any other feature. Very few if any people will opt not to use it unless they know the game well enough and are cognizant of the fact they need certain resources which happen to be along that route.
One option I can see that would work would be a middle ground where you have major and minor whispers. Minor whispers are enough to resurrect the Cerim should they perish but only major whispers are strong enough to allow fast travel to them. Then reasonably spaced major whispers could be added to alleviate the tediousness of travelling to remote areas.
To be honest, this update is great overall, but there’s one thing you really need to consider carefully—the teleportation system. On Chinese player forums, opinions are evenly split between those who support free teleportation and those who don’t. The problem is, if you loosen the teleportation restrictions now, it will be very difficult to tighten them again later, and could lead to a flood of negative reviews. More importantly, the teleportation system could undermine your dynamic map mechanics and all the cleverly designed shortcuts—something I’m sure you’ve considered many times. Perhaps we could find a compromise? For example, allowing free teleportation between major teleport points in different regions, while limiting teleportation within a region so that players can only teleport to the main point of that region. This is also a balanced approach that many people on the Chinese forums support.
100% agree with every word.
If it’s difficult, give it an easy mode.
So-called - story mode, just go through the story, where you will be protected by invisible forces.
A year ago, my friend played with cheats, he killed everyone with 1 hit. So make it a separate mode. And don’t touch the normal mode for normal players, and even make it more difficult.
Honestly, I can’t understand why you want to change it to unrestricted fast travel. Your map is designed around the limitations of fast travel. You could easily reduce travel distances by adding purchasable properties where players can place whisper stones, like those farmhouses scattered around the map. Some players keep saying, “Other games do this, why don’t you?” but I just want to say that this is a groundbreaking game. No Rest for the Wicked is its own thing and doesn’t need to be like other games. I hope you stick to your creative vision just like you did with your previous success in Ori. Of course, things like backpack space limits should be optimized, as they really hinder players who love to explore every corner.
They could do what is possible in LotF - instead of predefined teleport spots, craftable (one-time use consumable) temporary whispers that you place as you go through a map. Temporary - as if you place another one somewhere, the old one disappears.
But good luck with that with 100% focus on casuals now.
Considering how relatively small overall the maps are (and feel even smaller after enabling shortcuts) - why even consider fast travel at all ?
Idea on Fast Traveling
Fast Traveling should only happens:
- Inside city, between different Point of Interests, like Shops, Housing, Entrances to different directions, Cerim Crucible etc.
- Between Sacrament and Villages
This way, we can quickly navigate around NPCs, entrances, homes without the need to run around, but keep the ALIVE system and the exploration feeling, and well placed villages can act as hubs around the island