Few complaints/comments after finishing the campaing

So far I completed the campaing and cleared three zones of pestilence. I also tried the EC, but I didn’t defeat it yet (reached it 2 times). So this is my feedback without doing many things in the endgame for real. These are the four things I’d like more to see improved in the future:

  1. Life Skills and Resources are an important thing, mainly in MMORPGs where they are converted to value that you can use for other things, in a single player game (multiple up to 4 people in the future) like NRFTW, I don’t think it’s necessary to give so much focus to them… It’s cool to get some things now and them, but I feel like you have to gather too much at the moment to actually get resources to do things… Mainly upgrading the town. While at this, I also think the following:

1.1. Clay: I’m not sure if it rarer than other things, or if it feels like this just because you consume too much of it while upgrading buildings to Level 3, but the lack of it is frustrating when you’re trying to finish upgrading your town…
1.2. Vegetable Cake: Why can’t we have it’s recipe being sold all the time by Gordon, like all the other foods? It ends up locking us out of the final Danos upgrade (while we can craft the Tomato and Angler dishes easily…), unless the person is lucky to get it randomly ‘-’
1.3. Suggestion: I think it’d be cool if Grinnich, or another vendor, sold all the base materials, could be just 5 each day like Gordon with the foods, this way we can slowly upgrade things in case we don’t want to grind SO MUCH… The Blacksmith and Archtect already sell ingots and planks, why can’t there be everything?

  1. Bounties are really cool atm, but why are Challenges so much worse? ‘-’ The challenges to kills a certain number of enemies from a faction specifically… Who tought of that in the game while not specifying where they usually appear? If you don’t want to show exactly where to go like bounties, ok , but without any direction, and with maps constantly changing, is it really good to leave us with the possibility of having to clear the ENTIRE MAP to finally find them? And the challenges to supply things, can we please only have challenges for consumables that have the recipes always available in the Alchemy Shop? I think one of the coolest things of gathering and stacking things is to have them ready to complete a Challenge swiftly, so why put a challenge like Small Repais Kits, where if the person didn’t get the recipe already, they’ll just never complete it unless they never used them and stored them? You can’t target farm such items as far as I know -.-

2.1. I hope with the Codex Thomas commented about in some interviews you add relevant information about the factions to help us locate them for the challenges, and possibly where to farms certain resources (where do I find Gangrenous Eel, for example? I only got 1 during the entire game so far), or even a hunter NPC that sells things of each region, even if he only appears sometimes

  1. Inventory management is a bad shore at the moment… It’d be cool if there were less resources, or if there were more slots in the inventory for them specifically, other types of items are ok, but for resources specifically, since you never know what you might end up needing for upgrades and crafting, you want to get/save everything, so it ends up becoming the worse point of the items systems, since you need to keep visiting your house just to store them…

3.1. Later it seems to be a bit better to do things in your house, if you set all the necessary equipment after purchasing them with Danos, but since you still need to visit a vendor to Sell your equipment, it’s troublesome to say the least that you need to keep going from your house to the market to save things and sell extra loot, can we have a house right beside the market? Pretty please?

  1. Parry is cool, but can something be made regarding it? It is a rewarding mechanic, too rewarding even you could say, but it takes so much work to master… Having to learn the patterns of so many different enemies who have different attack timings… I was trying to learn it at the start, but if you don’t have heavy armor, it’s so punishing to miss… And after I noticed that I can take advantage of long strides/animations from the enemies to do a Backstab without needing to parry, I just gave up on it entirelly… I believe I’d find it much better even if the benefit was lower (enemy got staggered for less time) if it was easier to do, shields could also be a factor in making the parry last longer, since you’re sacrificing damage for its defense value, I think if Shields would be cool if they provided a bigger parry window
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very good points I will say… I would even add some more:

exactly, the system is nice, but kinda out of place in the current implementation… in fact, some resources overlap too much between combat and utility related, creating bottlenecks that don’t improve gameplay loop in meaningful ways… I would say iron, is a good example, yes is easy to farm, but also used literally everywhere and in generally large quantities… when you have a realm fully upgraded gets trivial, but also irrelevant to new players, and just annoying for everybody… clay is the similar but kinda opposite, so far heavily needed early on, later game it literally serves no purpose…

kinda, I would say bounties are fine, and challenges a waste period. What’s up w/ use ‘[put weapon type here] to kill x number of enemies’? it almost never gives you one asking to use a weapon that fits in your build, is literally designed for very early game, and almost strictly for new players… some may say: “..is a ‘daily’ why being so aggravated..?? will cycle anyways..”… but that leads to my next point, why do the challenges/bounties you accepted reset? sure those cost nothing to grab, but if for any reason you left any partially done that progress is gone w/ the reset… this is just bad design, since it doesn’t value player’s time… challenges are the worst because of this, since requiring more effort (as in you having to go wildly out of your way) for no perceivable benefit…

having to spend ichors on expanding inventory is painful cuz later on by developing a realm, those become wasted outside the 1st ever char… I literally started a new char after having 1 realm w/ a house and lvl’d vendor, and the 1st 2 upgrades I’ve made were ring slots, not even “more food uses” is that relevant TBH, apart from 1 additional main slot for utility all the rest gets trivialized instantly for anyone outside those just starting or playing only a few hours… and w/ the planned utility rune concept that also will become more irrelevant…
as @Chemile0n point out somewhere else, ichors would be much better used on gear/weapon upgrades and whatnot… char slots progression should be tied to char lvls, not an arbitrary consumable (even if farmable one)…

but as many pointed out, is unbalanced, and largely skippable… and what bothers me is some vocal people keep on harping on this as a difficulty issue… it isn’t, is cool is there and some people like to use it, but the majority of players will consciously or unconsciously choose whatever options gives better cost/benefit, is human nature… I’m mostly fine w/ it being there, since the game doesn’t force me into it, if I wanna use it is more than fine, but considering ALL of the combat mechanics as a whole, is not the most efficient approach to fighting and it doesn’t scale properly between many different builds and playstyles… therefore it won’t be used by most outside “parry fetishists” (otherwise known as delusional folks)