Improving Immersion: More Enterable Houses, Proper Vendors Locations, and Logical Selling

Please consider making most houses in Sacrament enterable, as it breaks immersion when they aren’t.

It would also help if vendors didn’t all sell identical items. Each vendor should feel unique and match their role. Mira & Meri should have a proper spot with clothing decorations around them to clearly show they sell apparel, rather than standing in the middle of a walkway. Similarly, Danos and Captain Randolph should have more fitting locations, Captain Randolph, in particular, could have a proper setup with a table in front of him and quest boards behind him, similar to a receptionist or quest hub in other games/anime.

Another suggestion is to improve the selling system. Right now, you can sell any item to any vendor, which feels unrealistic. It would make more sense if selling items to the appropriate vendor gave better value, for example, selling weapons to the blacksmith (Filmore) should give a higher price than selling them to the chef (Gordon).

To keep the system convenient, you could still allow selling to any vendor, but with limitations. For instance, if a player keeps selling unrelated items, the vendor could eventually refuse after a few transactions (e.g., after three), with a dialogue like: “I don’t think I need any more of that.” The lower selling price would still apply when selling to the wrong vendor.

If you were to poll this idea among No Rest for the Wicked players, I believe many would agree, as it’s logical and adds to the game’s immersion.

I genuinely want this game to be the best it can be before full release, which is why I’m pointing out these small flaws and design choices that could be improved. My goal is to add more logic and consistency to the experience..

Additionally, if a house can’t be entered, there should be a small text or hint indicating that it’s locked. This would add curiosity and make players wonder why it’s inaccessible.

I didn’t say he should be sitting.

“To keep the system convenient, you could still allow selling to any vendor, but with limitations. For instance, if a player keeps selling unrelated items, the vendor could eventually refuse after a few transactions (e.g., after three), with a dialogue like: “I don’t think I need any more of that.” The lower selling price would still apply when selling to the wrong vendor.”

My goal is to add more logic and consistency to the experience..

Glad you’re taking this well and not raging. We all have different preferences, I’m just trying to make the game as good as it can be.

“Additionally, if a house can’t be entered, there should be a small text or hint indicating that it’s locked. This would add curiosity and make players wonder why it’s inaccessible.”

Feel free to read my feedback again.

I didn’t say every building, I said more.

I understand that a “locked” hint might suggest the building will be accessible later, which could be confusing for some players. However, I see it more as adding curiosity rather than confusion, it makes players wonder about the world and what might open up in the future.

And thank you for taking the time to read my post.