Gameplay loop lack focus, bounty, inventory capacity and management, enchanting, rune skill, multiplayer

I am just starting in the city and done some bounty and stuff. I put 11.3 hours in the game and already feeling kind of bored.

visual and art looks great but most the game content is finish a quest, gather stuff during exploration and some bounties.

quests and combat are fine but they are distracted by lengthy episodes of food or resources gathering. At the end of the day, I felt like I spent a lot of time without accomplishing anything.

Exploration feels good at first but gets old after two to three runs in the same area with the exact same layout.

bounty is repetitive as always but I often find myself not finding the target objective, especially those crab or rat elimination that ask you to eliminate target in an area. I killed everything I see in the area and the bounty still not complete. I do not know how many I should kill or how many left to be killed and I have no idea where the last of them are if there is any. I have no idea what the day night cycle renewal will do to my active bounty and honestly don’t have the patience to delve into the detailed mechanics. Make it clear please.

I know there are houses and chest for inventory but I have not get one. I am using the one and only community chest for storage at the moment. This would mean the player would have NO private chest at all in a lengthy early game period if playing in multiplayer. Please add private chests. MULTIPLE private chests. I have to repeat this known issue. Inventory space is incredibly insufficient.

I do not like enchanting to be honest.
First, they are purely RNG. Effect seem to depend on type but numbers are not and there are the positive and negative side. It feels bad. I suggest let player know what they will get when enchanting.

Secondly, enchant, infuse and rune seems going against each other. Doing one sacrifices another and most of these process are irreversible. The cost of getting what player want, the perfect gear, is insanely high, if not impossible. Why make people grind if the end result is not perfect?

Rune skill
There is no way to know what exactly does the rune skill do unless you try it. That would require one weapon for one rune in order to try it and extract it out again to recycle it which is simply annoying and inconvenient. Please make some basic description for the skill or better let player extract or swap rune without destroying the weapon.

There is no way to swap out a rune. I can only extract which will destroy the weapon. So for enchant weapons they are stuck with the default rune and it is bad because I might like the weapon attack animation but don’ t like the rune and there really isn’t a reason for not having a swappable rune.

Multiplayer
To be honest and up-front, multiple players gathering food items in an area walked many many times is not fun, not in this Wicked way at least. I imagine multiplaying would be for delving into dungeon and adventure. Wicked right now feels a little bit too slow paced for multiplayer to be exciting and a little bit too undeveloped for multiplayer surviving or chill gathering. Don’t starve together has multiple players gather stuff and survive but that game has much more advanced crafting, survival and base building mechanism. Lost ark or Diablo and other ARPG have much more focused gameplay on combat. This game needs to incorporate combat and survival elements better to make multiplaying successful. At the very least, do not mix in too much slow paced relaxing item gathering with exciting fast paced combat to avoid distraction.

What I’ve done to solve the inventory issue is to create a second realm and progressing it up to the point where you unlock the house and I built that.

Then each and every time my bag is full I just switch to this realm.

I feel like this is a temporary solution with the current state on the inventory and storage system, if this is the way it is to be applied with 1.0 then I personally find that very disappointing.

I understand that the dev’s don’t want to have stacks of 999 as it does slightly ruin immersion, but I am sure there must be other ways, and even if there isn’t then realistically having 999 stack is the tried and true formular.

there are always solution, but this only delay the problem and it is wrong? don’t you think.

not only the stack number. the number of types of item is huge. I can have 1 item per tye, e. g. raw carp, raw trout, pine wood, etc, and I would still go out of slots.

that need a fix.

1 Like

65 hours in: feeling the same sentiments.

Hitting fatigue with the game.

Getting all the stuff I love about the game out of the way: amazing art style, game play, story, atmosphere, display of the background and foreground feels hella open and good.

The fatigue aspect. IDK, needs some stuff to make it feel inviting to want to stick around more.

Fishing feels useless asf: let players catch treasure as they fish.

Add a lot more secrets and hidden areas, make the world dense with things that players will have to find for years to come.

Tie in bounty counts to a side quest progression to, it gives incentive to keep wanting to do bounties for more than the treasure we’re probably going to sell off anyway.

Like unlocking a NPC that wants to rent out a bed in your house for finishing 40 Tanth bounties. 40 more and he wants to bring their partner to stay in the house. 80 more and furnish the home with an extra bed for their baby to kid. 120 and they have a pet that will have puppies that you can have as a teammate.

Said puppy can help you sniff out hidden shovel mounds that have loot.

IDK, something like that kind of stuff to work towards cuz it feels like I’m not working toward anything.

Kill 200 boar enemies to have a pig pen next to your house or in the town, and every 50 boar enemies can let you have a new pig.

Just more stuff to work towards.

And yeah, hoping the next update for enchanting is funner cuz there’s not much going on with it right now, and expand the elements to do status effects or something.

I think the devs want player to experience adventure. like real adventure where you have to get food and shelter and survive then explore.

the problem is the survival part is frequent, impactful but not enjoyable or fun to play. you press a button to catch fish and pick mushroom and press a button to make food.

shelter is omitted and the line between day and night is ambiguous because the cycle is very short.

I would expect food for buff instead of healing and actually have potions for healing. food need to be cooked and fish need to be caught in mini-game like real life to really engage player into living in the game instead of pressing buttons.