Daily and Weekly Missions Are Bad for Games Like No Rest for the Wicked - Suggestion for a full system rework

No Rest for the Wicked is an incredible game with very strong mechanics. However, mechanics that block player progression are by far the most problematic ones.
Waiting an entire week during the early game just to obtain the next Plague Ichor is extremely frustrating.

Here, I’m not only talking about daily and weekly missions, but about any system that locks player progression behind real-time waits.

I think it was absolutely essential that the developers removed the repair timers for the damaged buildings in Sacrament. Following the same logic, any timer that relies on real-world time feels completely disconnected from the game itself.

The idea I’m proposing fully preserves Wicked’s identity while introducing mechanics that minimize progression blocks, but it would require a full rework of the current system.

The Core Idea

Implement a new time system based entirely on in-game time.

All resets would be calculated based on the in-game day, an option to advance time by interacting with a bed, similar to Skyrim.

Waiting would be useful to advance time and reset shops, the environment, fishing, and even daily missions.

Idea Add-ons

The game would still have daily missions (based on in-game time), but no weekly missions.

Every in-game day would offer:

  • 3 missions total
    • 2 basic missions (former daily missions)
    • 1 special mission (former weekly mission)

This would preserve the hunting and challenge systems, resulting in 6 missions per day overall.

Why This System Works

  • It gives real utility to beds, allowing players to wait from 1 to 24 hours.
  • It prevents players from having their progression blocked by having to wait an entire real-life week to complete missions or collect Plague Ichor and other important items.
  • It avoids forcing players to wait hours to refine or process items.
  • It makes shops more dynamic, with daily cycles and changing inventories.
  • It makes the game fully dependent on its own universe, with no need to wait for real-life time.
  • It prevents players from traveling to other realms just to farm, or from changing their PC’s date to progress again.

I kindly ask for your upvote on this topic, because I truly believe this is a great idea to make No Rest for the Wicked a game that is completely detached from real life time, resulting in a much more immersive experience driven entirely by the game’s own world.

2 Likes

I too have proposed this idea several times.

Another way to achieve a similar result would be to add new missions immediately after completing the missions.

I have a different idea to give utility to beds: What is the purpose of weapon Durability in NRFTW? (Is Death punish mechanic, but let's talk about it)

Totally agree.

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Hey man, about that daily and weekly missions thing, I just think this kind of feature fits live-service games or mobile games better, since it’s a system that prioritizes the game’s long-term engagement, which isn’t really Wicked’s proposal. I think it should follow the idea of modern RPGs, with everything grounded in its own universe.

I was offline for a bit, but I’ll take a look at new posts about this kind of topic. I really value being able to farm whenever I want, instead of when the game tells me to.

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This would also be a solution to realm hopping.

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