Feedback on “No Rest for the Wicked”
The animations in “No Rest for the Wicked” are excellent, but there are several areas where the game could be improved to enhance the overall experience.
1. Status and Attributes:
The current status system needs restructuring to make it more engaging. For example, attributes like Strength, Dexterity, and Load should be better defined and interconnected with weapon types and combat styles. Here are some suggestions for improvement:
- Strength: Should influence melee weapon damage and equipment load.
- Dexterity: Should impact damage with light weapons such as daggers and attack speed.
- Constitution: Introduce a new attribute that increases health and reduces the duration of debuffs.
Additionally, the game currently favors heavy armor in almost all situations, which is a problem. Heavy armor is often preferred due to its superior defensive stats, overshadowing other options and reducing the diversity of viable builds. To address this, heavy armor should align more with the player’s preferred playstyle rather than being universally optimal due to its equipment load. This would mean that heavy armor should be a choice that complements specific builds and playstyles, rather than being the default option for all players.
2. Buffs and Debuffs:
The game would benefit from more dynamic buff and debuff systems. A good reference for this is Guild Wars 2, which features a system of boons and debuffs that can be applied through abilities. For example, having 3 stacks of Bleed and immobilization effects adds depth to combat. Implementing a similar system could introduce status effects that reduce the duration of these conditions, adding complexity and strategy to gameplay.
3. Specialization and Talent Trees:
The game would benefit greatly from a talent tree system that allows players to specialize in different playstyles. Skills and abilities should be obtained through this system or a similar mechanic, rather than being tied to specific weapons. This change would improve character customization and fantasy, enabling players to build distinct roles such as a paladin or a highly skilled warrior, without being restricted by their weapon choices.
4. Gameplay and Combat Styles:
Attributes should not be overly segmented by weapon types but should be more focused on the overall gameplay style. This would allow for a more coherent and personalized character build, tailored to the player’s preferred combat approach.
These suggestions are intended to enhance the game’s depth and diversity. However, there may be other approaches that could achieve similar goals. I think exploring these ideas may help find inprovements to the game that might align with the vision for the game.
By implementing these changes, “No Rest for the Wicked” could offer a more engaging and customizable experience, enhancing both player immersion and overall enjoyment.