Just wanted to say that I have loved playing No Rest for the Wicked. I have been trying to get my friends to play it for probably a year now. You guys put in on sale this week and I finally managed to get them to buy into it. We get through prologue and are about 10 minutes into the beach and we find out that friendly fire is a thing. Well, that pretty much squashed the entire deal. All 3 friends have now requested refunds and to be honest, the experience pretty much ruined the game for me. I really hope you guys consider putting in a toggle. It’s just not fun. You guys released the “Together Co-op” branded update, but I will argue that together typically doesn’t involve smacking your friends in the back of the head so that they can get stunned and merc’d down by the boss that you’re actively trying to play together to defeat. Many people simply are not going to want that and are going to be turned off by it.
As someone who plays Helldivers 2 regulary, has over 400 hours in that game and friendly fire is ALWAYS On there - i know where you’re coming from.
I still would encourage it because it creates a totally different challenge. If you don’t have friendly fire it’s probably way to easy to burst bosses etc.
BUT i’m always for choice
Maybe it would be great to enable it for Easy and normal realms. Just for people who wanna chill anyway - but if you want that real juicy loot from hardrealms if think friendly fire should be a thing, you have 4 People doing dmg, so coordination is granted to ask in my opinion.
What do you think about that compromise? ![]()
I like friendly fire. It makes positioning matter. It prevents coop combat from being mindless. It feels more “together” than without it, where you would basically be playing the single player game but with other people. Friendly fire requires coordination and makes coop feel much different than single player, which I think is a plus.
Oh I have no problem with it being a thing. I just think there should be an option to opt in for it. To me it’s kind of like forced pvp, some are going to love it, but it’s going to completely turn many off of the game
I don’t think its gonna turn off that many ![]()
But maybe it does - we can’t know for sure because the Together Update was wildly successful and therefor Coop seems to be quiet important to the gamers.
Either way, we are in an agreement for it to be an option anway.
Suddenly i had another idea:
Instead of getting rid of it all together, you can adjust the Friendly Fire damage (25% / 50% / 75% / 100% / 125% / 150% / Instant Death) like a handicap to customize your challenge . Maybe in the Realm settings. So you could ease in beginners, but keep the actual design of Coop intact. When i think about it, i like this version the best right now.
Im just sharing some ideas just in case you want/need some inspiration while making your own Suggestion: To those who hate Friendly Fire i have a suggestion!
I really like what @Konrad suggested![]()
I haven’t tried it, but with the recent patch with across the board reduction in damage mitigation… did that make Friendly Fire even worse?
Nope. They did a very lazy blanket nerf of slashing everything by half. It wasn’t “balancing”, it was just blind nerfs.
Slashed the enchantments/affixes that give DR by half, slashed the elemental damage % by half, slashed crit chance and damage by half, slashed the gem values (if only elemental, black pearl) by half, etc.
I think for friendly fire, just like with outgoing damage, the poise damage should be significantly reduced as well.
It’s too easy for a player with a paddle/any non-staff 2H to make the game unplayable for a player playing gauntlets or dagger or wand unless you’re fighting a massive hitbox boss that can accommodate enough distance between players.
Making bows do full damage at point blank range, and having a spear have as much or slightly better range than a bow certainly wasn’t an “eyes open” nerf.
I would love to see the folks who made those changes setup their best bow build and beat a Crucible or Pestilence boss.
Archers have no close combat tools. You cannot parry or block with a bow, and simply trying to charge a shot means the enemy hits you at least 2-3 times; leaving you critical or dead. Combine this with the fact that you need to hold a button on controller to use runes, so you cannot roll etc if you get attacked and it’s even worse.
It is as if they just made a decision, and tested almost none of any related interactions involved. Very disappointing.
Depends on the bow. Twinkling Short Bow Is Basically a Melee Weapon
This plays the same with the nerf, though does less damage of course because it was on a crit build. I’ve since moved the build over to physical damage and the bow is still effective like this.
Definitely really tough to complete the crucible without using any echos though, where as before it was mostly a cake walk. Just not enough damage there for the second half.
Hey guys,
First of all, amazing game! I really love what you are doing with No Rest for the Wicked.
I have a suggestion for a feature that a lot of players would love to see: An option in the Realm settings to toggle **Friendly Fire / Co-op Damage** on or off.
While I understand that having friendly fire active forces players to fight tactically, it can sometimes be very frustrating when playing casually with a friend—especially when using large weapons like Greatswords or Hammers that have wide swings.
Giving us a simple checkbox to disable co-op damage would make the multiplayer experience much more enjoyable for players who just want to have fun together without accidentally killing their teammate in the heat of battle.
Please consider adding this toggle option for the final release!
Thanks for the great work!
keep friendly fire as it is because sometimes your friend just needs to die ¯\_(ツ)_/¯
if it takes your buddy a dozen or so times of getting his high cost rune cast interrupted for being in cleave then so be it lol
situational awareness is personal responsibility
I like FF personally and it doesn’t do much damage. It also works against the enemies as you can trick the big ones into smashing the smaller ones. If you play on Easy Mode the game is already super easy, so then if you turn off FF for players does it also turn it off for enemies? You want FF off for players but not for Enemies? Turn off fall damage too? or have it just have a little magic Cloud come and lift you back onto the safe spot on the ground if you fall off a cliff? I mean, how easy do you want the game to be exactly?
Keep the suggestions coming!
For me it wouldn’t make sense to have an on/off toggle for friendly fire..
I would like to add to suggestions:
- Skills, Buffs or Consumables that would be able to turn off friendly fire for a limited duration
(Pain Killers what is that?)
If your goal is to NOT get hurt or hurt others then make it possible through such investments ![]()
If we ever happen to play together i dont mind if you ever were to hit me because i still have the option to predict your attacks and evade them.
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BTW i wont be using any of those Pain Killers i suggested, im comfortable enough with friendly fire as it is
I think an equipment-based solution could work really well with your idea.
Maybe an amulet or ring that disables friendly fire while equipped. The important part would be that it is obtainable fairly early in the game, since the main reason for using it would be to play through the game together in co-op from the beginning.
If it’s only obtainable late-game, it wouldn’t really solve the problem for groups that struggle with friendly fire during their playthrough.
I personally think a permanent effect while sacrificing an equipment slot would be a better solution than having to constantly farm and refresh a temporary buff.
I like this idea! I think this the perfect approach ![]()
Actually, you know what would be fun (and potentially funny)? Maybe they can even make some skills/passives that trigger from friendly fire too. Like a berserker character could get attack speed from friendly fire; or a healer deals damage to an ally but it triggers a quick HP Regen over time (healing more than the damage suffered by the ally of course). Or an AoE mage casts an explosion and if it hits an ally it triggers a secondary explosion around that ally; I’d love to see these dynamics in the game; tough love mechanics
.