Hello fellow wicked players and developers,
Here i want to address a few topics as a veteran enjoyer of this kind of game, first round of applause for everyone who worked on the project, this game is such a cool, beautiful and fun experience, unique in his own way and i really hope to see more of it when the early access is over : thanks you everybody. This is also the reason i’m hoping my feedback will serve in a way for the future of the game.
I’ll not discuss about small bugs here rather on game experiences and how i feel some points could be better for the general gameplay. And of course, it is not to blame anyone or hurt people who dedicate their time and passion on the game, i just hope a game i enjoy a lot could go the greater ends.
To start, let divide it in 3 categories :
Co-op update
What can be better to enhance the game feel and player’s fun ?
Pestilence
How can the players experience a more consistent endgame system ?
Codex and game untold mechanics
Giving player more understanding of the game complex world and mechanics.
Co-op update :
This is a great idea, experiencing those game either alone or with friends should always be fun, no matter what option you choose. But with the together update, i feel like some mechanics are either not entirely finished, or not planned.
For instance, the whole sharing and housing system feels great, resources should be shared between players who set their chest to public, but it could be good to know from which chests the item come from (so not to use to much resources of another player).
Speaking of resources, bounty rewards are kind of… disappointing ? It feels like this system have not shown us it’s true potential and that’s great, however for now, it doesn’t really enhance the players builds a lot, gems and cinders are of course most welcome as rewards, but in co-op mode, only one player can claim the rewards of bounties and challenges. While i think it is made on purpose, this doesn’t feel right in a co-op game to me, but that might be another POV i just need to adapt to !
The main concern i have with the co-op mode at the moment is Friendly Fire.
To put it bluntly : it is a very bad idea. Many games with co-op option in a PVE based game doesn’t use it (example minecraft dungeon, who feels similar in the gameplay). The game offers such a variety of builds and attacks that it can be really, really hard to decipher everything going on the screen : like with bows. Being on the frontline while having a range option in your party seems logical, but you get punished for it by taking damage from your allies, and if you add status effect or elementals UI it became unreadable (can’t tell when a enemy is attacking or recovering), plus you get “staggered” lightly while hit by your friend, which resulted in numerous unnecessary death. Another example of this is in the crucible run, you can get echos that work when at full life, but even if the friendly fire’s damage are irrelevant, even 1hp loss means your echos doesn’t work anymore, thus negating the effect of planning your build with echos. I can understand it adds a layer of difficulty to the game but in reality it’s not working as it : it creates frustration for both players because target are “auto locked” and sometimes it’s your friends who gets the focus… This needs to be removed at least in crucible runs, but in my opinions in the entire game as this mechanics is.. poor.
There is enough frustration with the randomness of enchant and loot (which is, however, an excellent idea) to add another useless layer of frustration.
Also, a spectate option could be a great plus in the crucible run, as it is impossible to revive or join the run after someone’s death.
This conclude our first topic over Co-op adjustment, overall the system is great and balanced (trade, revives etc) and it’s a nice and pleasant option to have our friends play with us.
Pestilence :
The endgame stuff is, and will be, the main focus of players : how to retain players and give them a purpose (waiting for DLC after the whole game is up if there will be any, i hope so) by farming better gear, offering them harder challenges and new ways to play and discover the world.
Pestilence offers that, but in it’s current form : it is not working as intended. While retaining player in the game is good, offering them an endgame farming (which is still random) that is technically available once a day is not a good idea : player would only log into the game to do daily bounty and pestilence zone, then close the game. It needs to be available more often in my opinion. Having a once a day system to farm item can be great : like a daily random dungeon that offers various challenges, overlay and rewards is definitely a good point. But pestilence as it is needs a rework i guess. The farming of pestilence resources can be time consuming and not fun at all if it is only once a day, the randomness of everything in the game is great but do not operate well with too many unique instance to obtain them.
I don’t doubt you are still working on a lot more content for the final release of the game and i’m looking forward to discover the finished work from the Studio’s teamwork !
Codex and game untold mechanics :
I understand the game is still in it’s early access phase, here i’m expressing future concern that might appears if the game never explains some of it’s advanced and hidden mechanics.
For example, advanced status effect being a really cool way to combine elements, even more with the Co-op, player can focus on different strategies that can combo with each others (we need more of that, it’s really cool to feel that dopamine rush when doing this)! This is explain within the game guide, but not really in an “experienced” way.
There is a lot of hidden or untold stats, actions, effects that requires a lot of time to understand, or even so stays vague to the player. I’ll take the example of “Enlightment” status, some enchants gave us the ability to became “Enlighted”, providing us buffs while in that state. Great, but what exactly is this status ? Is there any other benefits to it ? This would be awesome to have something like a Codex that describe it to the player, and that codex could also serve as a monster register, weapon list etc Even on other NPC !
Again, it’s not a critic here, i think it is already planned and i’m just expressing my love for the game by having those concerns, no offense meant here.
Well, after all that long, long text, i guess i’m over with my remarks for No Rest For The Wicked.
I’m very pleased with the game in general, and i can’t wait to discover what the final release will offers us, with even more zone and story to explore !
Thanks for reading, hope it can reach players and developers in a good way so we can continue enjoying this cool game ![]()
KamiHaMiaa
