I completely agree, the blue-violet spectrum is indeed not very eye-friendly.
Consider this:
Developers don’t do anything about it because it is a ridiculous hypothetical.
In order to fast travel, you need to have already unlocked the whisper.
In order to unlock the whisper, you do the story as normal where you are sent through a map. While you are going through the map, you fight enemies and finally a boss.
I did the whole campaign and reached lv30 without grinding, which is how it should be. If you have to backtrack and grind to level some more to be able to do a boss or finish an area, then the experience tuning is off.
Players shouldn’t have to grind to progress the campaign. That’s a design aspect any modern game has addressed. This is not an early 2000s JRPG or MMO.
Modern games pace the experience gain appropriately so as you reach new points you’re exactly the level you need to be.
Need an eye-friendly color system
The game’s art style is excellent, but it relies heavily on rich saturation, which results in nighttime scenes being almost entirely filled with blue tones. Recently, a plague system was added, enveloping the environment in even more intense blue-purple hues. While the artistic effect is indeed impressive, prolonged exposure to these blue-purple tones can cause significant eye discomfort.
Possible suggestions:
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Speed up nighttime during regular gameplay to reduce the proportion of blue tones.
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In the plague system, tone down the overall blue-purple hue of the environment and only display blue-purple environmental fog around mutated monsters (similar to the environmental fog in the Boss Lost Huntress camp, but adjusted to a blue-purple tone).
Perhaps there are other optimization methods
!
Really only weapons? Its extreme and a huge investment to complete a full armor set. Not only do we need to actually find all the armor set pieces but then we need to invest a lot of Torns/Embers to exalt and get all desired mods. I recently wanted to try a electric gem into a shield slot and that was a huge mistake. Now I need to find the same shield again and exalt it again just to change the gem, this is absurd and a complete waste of players time. I want to spend time completing other armor sets…
Just signed up to say you keep doing the good work. These are all good changes, no doubt. ![]()
I support people who are against endless fast teleportation. We need a golden mean. We need fast teleporters of 1 to the center of each zone and to different cities. That’s enough.
I agree that one Whisper per Zone to Fast Travel to would be the perfect solution here. Fast travel between any Whisper would almost invalidate the shortcuts that open up the Zones currently.
About Experience Curves and Gameplay Experience
I am a story-driven combat player who doesn’t play Cerim Crucible and minimizes participation in Sacrament construction and upgrade content.
I find the exploration, combat, and progression from The Shallows to Boss Warrick the Torn to be very comfortable, requiring no unnecessary grinding for levels.
Upon reaching Sacrament, completing several tasks for Captain Randolph allows for a relatively decent equipment setup (though dying multiple times during the process is inevitable).
Immediately after, you can proceed to fight Darak in the Orban Glades and The Black Trench. The boss battle is tough, but there’s still no need to deliberately grind for levels.
Afterwards, head to Nameless Pass to fight The Riven Twins. Again, no need to grind for levels here.
By the time I complete the above story content, my character is usually around level 16.
Later, when reaching Lowland Meadows and Marin Woods, I hit a level bottleneck. The stats of the mobs in these areas are significantly higher. At this point, I typically use a trainer to quickly boost my character and equipment levels, along with adding relevant build modifiers. This is because I dislike farming materials—it demands a lot of effort with no guaranteed returns, while this process should ideally be more enjoyable.
We hope the development team can conduct specialized testing before releasing the patch to ensure the rationality of the experience curve and resource acquisition process.
“I think it shouldn’t be possible to teleport to any teleport on the map. It should be set up so that you can only teleport to a specific spot in each location.”
Amazing. I cant wait to play it ![]()
I’m loving the game? My biggest gripe however, is the lack of fast travel. I see the devs are going to add that option (for now) in the next update. Best decision ever. Without it I won’t even bother to revisit the new areas of the game that are so far away. There’s no reason to go back and lack of fast travel makes it impractical and time consuming. I don’t understand why most people seem against it? It’s not like they’re everywhere..
Curious how often you run out of materials if you see no incentive to go back to old areas. Also there’s the pestilence, and dailies, and chests…etc
Running from Sacrament to the furthest away area of the map takes 3 minutes literally.
It feels like a world of instant gratification and 20 second shittok videos has infected everything including video games ![]()
i also made suggestion about mods on tools . Similar system in New World . in that game it was very rewarding to gather and actually felt good . There’s ways to make gathering to be enjoyable
Regarding Wisps and Fast Travel ![]()
I remember it was mentioned in the past you were thinking on ways to upgrade the Wisps.
So instead of adding fast travel unlocked immediately, you could do it as an unlockable upgrade to some Major Wisps (NOT ALL) one for each big zone:
-Shallows Wisp in the “tower” on the coast
-Black Trench entrance Wisp
-Orban Glades Wisp placed before Darak bossfight (probably not even needed cause the area there is already pretty smoll)
-Sacrament Plaza Wisp upgraded by default (or used as tutorial to show the upgrade system)
-Crucible Wisp
-Nameless Pass Wisp, the one in the center of the entire zone, which you reach by doing parkour on stone blocks. (When quest for stopping the gate unlocks it became unavaible to teleport, since player has to go for the other route quest requires)
-Marin Village Wisp for Marin Woods
-Lowaland Meadows Wisp, the one placed in the center of the zone
It would be still some sort of fast travel, but at least not super fast travel, you’d still need first upgrade the Major Wisps and Walk for a bit (aswell as unlock all the shortcuts in the big area)
Regarding side content post-Sacrament ![]()
People go to Nameless Pass first??? I always went to Black Trench first, I thought it was kind of the same level of difficulty, and just a choice placed on the player on which of the two areas to complete first.
And I always thought the areas would get increased level depending on which one of the two was completed first.
So that if I completed Black Trench first, Nameless Pass (and boss) would go ++levels
Or if someone completed Nameless Pass first, Black Trench (and boss) would go ++levels
How does one miss a fast travel on maps so small and with so many shortcuts available ?
Thanks a lot Thomas to you and the team for your hard work and dedication, this new list of features/improvements is quite impressive!
One thing however if I may regarding parrying: from a “game feel” perspective, parrying is already really nice to trigger with a nice feeling/sound effect, imho what is somehow missing is the “reward” part associated with a successfull parry.
In the games you mentioned -that have indeed great parrries mechanic i.e. Sekiro & Elden Ring- parrying is very rewarding as it helps breaking the poise of our opponent, and once done (poise broken) we can land a critical hit i.e. front-stab.
For those of us who like parrying a lot and are even making a kind of “parry build” in their current NRftW run, enabling a successfull parry to break the poise and leading to a critical hit could make the game even more fun!
Fingers crossed
hope this suggestion could make its way into the game ![]()
It’s called focus refill which lets you instantly do any rune attack (which is your “critical” attack).
Not even close, a rune attack is a rune attack, the “critical hit” is the one you can only do at the moment stabbing a foe from behing in NRftW.
Anyway you should chill out a little bit, in this thread and many others, you sound pretty arrogant lecturing others about how they should play/what they should think or do.
I absolutely understand why people are asking for it, but I am in the same camp as you.
And the big problem with adding things temporarily is that people will see that as a nerf later down the line so these “temporary” changes will easily become permanent.
But then again, this is usually something I also want in most other games but here it has made perfect sense actually moving through the areas.
I won’t lie though that it is a bit of a pain when activating a whisper and you then want to go do something else for a bit e.g. dailies not being able to travel back to Sacrament without losing the “last checkpoint”.