Dear Moon Studios Team and fellow gaming enthusiasts,
As a dedicated player of “No Rest for the Wicked,” I’ve thoroughly enjoyed exploring the depths and intricacies of your game. After spending significant time in the world you’ve crafted, I have compiled a detailed list of suggestions and feedback that I believe could enhance the gaming experience for both new and seasoned players. This post is intended to spark a constructive dialogue between the community and developers. Let’s delve deeper into the specifics:
- Enhanced Combat Mechanics: I suggest implementing a riposte mechanic that activates after executing a perfect block. This feature would reward players with quick reflexes by providing a brief opportunity for a powerful counterattack, enhancing the tactical depth of combat. The idea is to allow ripostes only when timing and skill coincide perfectly, ensuring that it remains a skill-based feature rather than a common occurrence.
- Improved Customization for Accessibility: Accessibility is crucial, and the ability to fully customize controls is a key component, especially for keyboard and mouse users. This change would not only cater to gamers with different physical needs but also enhance the overall player base’s satisfaction by allowing everyone to tailor their gameplay experience precisely.
- Dynamic Elemental Interactions: Introducing a system where combining different elemental effects on a single target results in unique outcomes could add an exciting layer to combat strategies. For example, combining ice and fire might trigger an explosion or amplify damage, applicable through magical staffs and throwable bombs alike. This system would encourage creative experimentation with spells and environmental interactions.
- Economic Realism in Trading: The in-game economy could benefit from more realistic trading dynamics. Different merchants paying differently for goods they specialize in would add a layer of strategy to the game economy. For instance, Fillmore the blacksmith should offer premium prices for metal-based items or rare armaments, whereas Mira and Meri would logically offer less for such items, being specialists in fabrics and leathers. Such a feature would incentivize players to engage more deeply with the game’s economic aspects and make trading decisions more impactful.
- Visibility Bug and Quality of Life Improvement: There is a minor yet noticeable bug where the health of respawning natural resources like trees and mineral deposits is visible from afar, which can detract from the game’s realism. A simpler, more immersive approach might be to eliminate visible health bars for these resources altogether, relying on visual and audio cues to indicate their status. Alternatively, providing an option in the settings to toggle this feature could satisfy diverse player preferences, enhancing accessibility and personalization.
- Diversifying Challenges and Content: While the “Cerim Crucible” has been a noteworthy addition, expanding the variety of challenges and bounties available could keep the community engaged, especially during the early access phase. Introducing new, unique quests or enemy encounters would ensure that even the most seasoned players find fresh and engaging content regularly.
- Flexible Character Development: The ability to reset character stats at a significant cost would greatly benefit players looking to experiment with different builds without starting anew. This feature should be expensive, perhaps requiring rare items as a form of ‘payment,’ thus adding a strategic layer to character development. It’s crucial to allow players to explore various gameplay styles while also maintaining a sense of commitment and consequence for their choices.
- Rune Ability Animation Issue: The rune ability “Fire Throw” when applied to two-handed heavy weapons currently has a glitch where the animation is invisible, though the effect still triggers. Ideally, this should be addressed either by fixing the animation for heavy weapons or, as a less preferable solution, restricting the rune’s application to one-handed weapons only. However, limiting the rune to one-handed weapons might significantly reduce the variety of potential setups and builds, curbing the creativity of players who enjoy experimenting with different combinations.
- Expansion of Dual Weapons Options: For personal preference, and likely shared by others in the community, I recommend increasing the variety of dual weapons available in the game. Currently, the selection is quite limited with only two options available if I’m not mistaken. Expanding this category would not only cater to players who favor agility and diverse fighting styles but also enhance the overall diversity and strategic depth of combat.
- Localization and Translation Improvements: As an Italian player, I’ve noticed that several interface elements and item descriptions are not fully translated into Italian. Ensuring complete and accurate translations would not only enhance the immersive experience for Italian-speaking players but also reflect well on the game’s commitment to accessibility and international support. I encourage prioritizing this to cater to a broader audience more effectively.
- Introduction of Ring Crafting: An intriguing addition could be the crafting of rings using extremely rare pieces and elements. This system could allow players to create unique accessories with specific bonuses or effects that cater to their playstyle. Crafting rings could involve complex recipes that encourage exploration and trading, adding a meaningful layer of depth to the game’s crafting and resource management mechanics.
- Ring Power-Up System*: Building on the idea of ring crafting, introducing a merchant or system capable of enhancing rings, similar to how weapons and armor are upgraded, could significantly deepen the gameplay. This could involve special fragments or rare materials that players must gather, providing an additional layer of strategy and engagement in the game’s progression system
I hope these suggestions provide valuable insights into how “No Rest for the Wicked” could evolve into an even more engaging and immersive experience. I am eager to see how the game develops and how these ideas might be integrated into the future roadmap.
Thank you for your commitment to creating a dynamic and captivating gaming environment. Looking forward to the enhancements and the journey ahead!
Best regards,
Daniele Mantegna, Italy