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.

Are we playing different games?

I doubt the idea of making selling enormously inconvenient would poll well. The M&M sisters are standing in a building filled with fabric. Danos stands next to architectural models. And Captain Randolph, besides being located very centrally, is physically incapable of sitting as he was born with a stick up his behind.

(If you’d like to put your idea to the test, the forum supports polls.)

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.”

I see that jokes do not transport well through this written medium – or that we all have a bit of Captain Randolph in us.

This does not, in fact, keep the system convenient.

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

Then rejoice, for prices are currently very consistent between stores?

It just feels like a pointless complication to me. What you would suggest for flavour would make the game a worse game. Making every building enterable, too, feels divorced from the real world.

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.

The hint would only suggest that the building can be entered at some future point, adding confusion rather than curiosity, especially since players have been conditioned by the current state of the game to expect locked doors to be unlocked later.

(Please rest assured that I have read your entire post. If you’d like, I can respond to your feedback line by line, though I felt not all of it justified a response.)

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.