Contracts location display accuracy; names for chests; the point of houses; the bed; moving, placement and sorting items; divine sacks, ideas! Dream house:D

1. Contracts Display Accuracy

It happens that you just waste time trying to understand where the contracts - challenge is located - at the bottom, in the middle, or at the very top of the map - because No Rest has a lot of vertical surfaces.
On top of that, they don’t have a signature for what Whispers they’re in. And if you don’t remember, it’s just a waste of time - moving between Whispers to find out which is which. So maybe it’s better to sign which Whisper the quest belongs to?
It’s clear that not everyone has the Whispers unlocked for fast travel, but for those who do, they’ll immediately know where the quest is.
Otherwise, why make it so complicated to find contracts - challenges if they aren’t story quests or investigation quests, but just simple contracts to kill enemies? It’s just an unnecessary time sink.
This isn’t an isolated case; there are plenty of similar examples, like the quests in the Orban Glades!
The locations for challenges need to be checked, and the icon showing the contract’s location—whether it’s above or below you (as it’s usually shown in Sacramento for houses) - should be improved. I doubt the distance in meters to the quest will be added, but at least I hope the display accuracy is improved.

2.1 Naming chests. Names above chests.

What’s the problem with adding the ability to create names for chests? It would make working with them much easier!
Because there’s legendary armor, and then there’s simple armor. There’s wearon with 3 enchants, and then there’s wearon with 5, or even none with 4 gems. There are low-level weapons and armor, and there are high-level ones!
There are resources for upgrading armor, and there are resources for upgrading weapons. And if you don’t initially organize all the chests in the house and remember or write it down, you can get confused! You can place a chest next to sawmills and other equipment, or you can put it somewhere else entirely - further away from the equipment.
It would be great to consider adding names above the chests; everything would be simpler. Although it might look aesthetically worse, you could use a compact, easy-to-read font.

2.2 What’s the point of having other houses until the endgame? One house is better.

I don’t see much point in having several houses located somewhere in the depths of Sacramento, compared to the player’s main house where Wynnick usually stands. BETTER TO HAVE ONE BIG HOUSE THAN A BUNCH OF SMALL ONES that you have to run back and forth between! That’s just my opinion.
Considering that in the Crucible you can buy fast travel to your house, and thus buy these fast travel points through different worlds (which will take several hours), you can create a real network between 4 houses in Sacramento. But this is more for the endgame. Given that there are items with 5 slots, it’s easier to feed common and rare items to the Whispers or sell them.
So it’s great that this is already in No Rest, it was and is designed for the future. But when the game gets a profession system, an even greater variety of weapons, co-op, item trading, and maybe large-scale commerce, then the meaning of all this will become much higher. Right now, it’s a matter of a wipe, because if there’s one or two more wipes, then all of this earned stuff will be meaningless. So for now, a large number of chests, farming, and houses are a matter of discovery - secrets (what other items can be found in No Rest) and simply understanding how everything feels, testing different weapons and effects, and looking at the builds that suit you best.
Houses are also a real foundation for the future, especially in the context of raising livestock (in No Rest, there’s a chicken coop house) and possibly farming - a place to store items. In other words, this whole topic of houses will be revealed when the content becomes much, much greater and players want to FIND something new, trade, exchange, and delve even deeper, including playing as several classes.

3.1 Moving placed items.

So why can’t you just move an item you’ve already placed to another spot? The game says you can only delete it.
It would be much better than throwing everything on the ground when your slots are already full, and then having to place the equipment from your inventory and reload everything into it. Is this justified by the fact that the hero can’t move a heavy chest? But the game already has its own conventions and a magical approach, and chests don’t even have many slots (20-40 is not a lot; remember the previous topic where I wrote that chests in No Rest should hold more items!).
Maybe you could also make this an optional choice and add the ability to remember what was in a chest if you delete it!
So, after placing a chest, you would be able to:

  • transfer items into the chest and back to the player’s inventory;
    and additionally, for moving objects with items:
  • delete the chest with the items inside—it goes into your inventory so you can place it somewhere else. The items wouldn’t fall to the floor but would remain in it when you place it again. If you destroy or sell it, the items would fall to the floor.
    or
  • have the ability to instantly move the chest along with the items without deleting it. The items would stay exactly as they were.

These solutions would make moving chests and items much simpler.

3.2 In the house there is no precision of installation of objects and fixation of you.

What we have now is that parts of other equipment get in the way of placing an item nearby (though sometimes at certain angles they don’t). You can rotate objects, and sometimes they’ll even adapt to the angle a little on their own. But you still have to spend a lot of time to get a precise placement.
Possible solution: Make the character a ghost and increase the flexibility of placing items at different angles.

3.3 When you enter the house, the carpet on the second floor that’s visible from the first floor is a bit annoying!
It only appears if you have a display marker (for weapon/armor, etc.) set for a chest on the second floor. If you remove that marker next to the chest, it disappears.
Also, the bag can be displayed, and it’s large.

4. The bed is pretty useless

It just takes up extra space in an already small house! And there’s no point in running to Caroline’s tavern; there are no mini-games there.
The bed supposedly gives a bonus to HP and maybe stamina, but I honestly don’t see much point to it. This needs to be thought through so it has more meaning in the game! What do you think?

5. Item sorting in the chest!

It’s currently incomplete. For example, if it’s armor, it doesn’t sort in the order of head-body-legs-gloves.
You can sort it yourself if you put items into the chest in order from scratch, but that’s just ridiculous! We need improvements and a more precise item sorting system for elegance!

6. Divine Sacks, stuffed with goodies! Don’t be stingy!:smiley: Ideas: Hide the sack. Winning sack.

There was a time when I couldn’t place chests next to the sacks, but now you can put them right in between. What’s there to comment on? Hide the sack!
For the future, I suggest adding the option to hide sacks in a chest for a certain amount of currency. Another player approaches, pays, and wins… the sack!
If the sack is empty, you could start a PvP duel, and if you win, you get a double prize! :XD
In No Rest, you could also add legitimate mini-games, and even a “Last Hero” game, where you pass trials to avoid falling down, and the prize isn’t items, but these very sacks! It reminded me of those claw machines in supermarkets where you pay with coins and use a claw to grab plush toys (and other prizes).
A sack is always better than a single item! The main thing is that the sack isn’t empty :XD

Dream house!:XD

This is a house for the second character! It again points to the idea that large chests could hold even more items than they do now:)

What’s in this topic isn’t overly critical. However, it’s still possible to further improve the accuracy, sorting, naming, moving, and interaction between chests and the placement of objects. There is already some foundation for the future, and my advice is that it’s best to plan the layout just once. But as even more content is added, the most important question will need to be solved: making sure that all this moving of items and equipment within and between houses doesn’t take up too much time. If all the difficulty is in the tactical battles, then everything outside of combat shouldn’t be so stressful.

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