Long-Term Content Expansion & Experience Optimization for No Rest for the Wicked

Objective: Deepen endgame engagement, sustain player motivation for farming, and enhance social retention.

I. Core Gameplay Expansion: Social and Competitive Features

1. Multiplayer Co-op Mode

  • Design Focus:
    • Expand co-op challenges with diverse trials and bosses. Currently, there’s only one trial type—adding more varied trials (e.g., time-limited survival, puzzle-driven raids) would greatly enrich the experience.
    • Shared progression and loot drops to incentivize teamwork.
  • Extended Features:
    • Collaborative building projects (e.g. community farms/defensive structures requiring role-based roles).
    • Exclusive co-op questlines rewarding multiplayer-only cosmetics or gear.
    • Time-limited Parkour Challenge (e.g. like Time-Limited challenge in Ori, u guys fucking familiar with it.)

2. PVP System

  • Arena Mode:
    • Balanced 1v1, 2v2, 3v3, and 4v4 matches with seasonal rankings and tiered rewards (e.g., unique weapon skins).
  • Open-World Conflict:
    • Designate contested zones (e.g., resource-rich areas) for strategic PVP battles, encouraging territory control and faction rivalries.

II. Life Simulation & Customization: Immersion and Personalization

1. Transmogrification & Collection System

  • Core Mechanics:
    • Unlock appearance catalogues upon first acquiring gear. Activate skins using “Appearance Growth Points” (earned by dismantling duplicate equipment).
    • Benefits: Recycle redundant gear while encouraging targeted farming for rare appearances.
  • Player Incentives: Achievement integration (e.g., “Master of Arms Transmog” titles linked to collectibles).

2. Dye Workshop

  • Production Chain:
    • Farm-grown crops (blueberries → purple dye, tomatoes → red dye) processed in dye workshops.
    • Scope: Apply dyes to gear, furniture, walls, and floors (new “Interior Design” feature).

3. Expanded Interior Decoration

  • New Content:
    • Wall-mounted furniture (trophy heads, beast statues) and dynamic lighting (magic lanterns, floating candles).
    • Customizable wallpaper/flooring: Use dyes to alter textures/colors, with optional UGC support (player-designed patterns).
  • Optimization: Increased storage stacking (999 slots) frees space for creative room layouts.

4. Farm & Ranch System :farmer:

  • Core Loop
    • Grow crops/raise livestock to produce rare resources (e.g., rune upgrade materials, transmog fragments).
    • Social Interaction: Allow friends to “raid crops/livestock,” triggering defense challenges (player-set traps or NPC guards).
    • Pet care and companionship: (So many lovely pets appear in the Sacrament now. Want to take them home :heart_eyes:.)

III. Quality-of-Life Improvements: Reducing Fatigue & Enhancing Clarity

  1. Convenience Features:
  • One-click inventory/storage sorting (by type, rarity, etc.).
  • Universal fast-travel portals (unlock nodes via resource expenditure).
  1. System Refinements:
  • Increase rune stacking limit to 999 (reducing inventory clutter).
  • Affix Glossary: Clarify ambiguous mechanics in-game (e.g., “Fatal Damage” is triggered by rune skill kills, not low-health executes/crits—current descriptions conflict with player expectations).

IV. Proposal Summary

  • Long-Term Value: Create a “farm-build-display” loop via life systems and social features to extend retention; PVP/co-op adds strategic diversity.
  • Development Priority Roadmap:
  1. Multiplayer Co-op (Top priority—foundation for social engagement)
  2. Transmogrification System (Low cost, reuses assets, immediate player appeal).
  3. Farm/Dye Workshop (Synergizes with customization and resource loops).
  4. New Weapons & Class Systems (Expand combat diversity and build creativity).
  5. Expanded Story Content & Map Accessibility (Episodic updates to sustain narrative-driven exploration).
  6. New Trial Challenges (Dungeons with unique mechanics to test endgame builds).

V. Closing Remarks

As a 3D artist and passionate player, I deeply admire No Rest for the Wicked’s art direction and potential. These suggestions aim to bridge player creativity with systemic depth, fostering a community-driven experience. I’d be thrilled to see the game evolve into a genre-defining title!

2 Likes

As interesting and fun as your points are, unless the strama continues in a certain way I find it unclear how we Cerim should face other players in modes other than an arena or similar. And as much as the game offers farming and crafting it must be remembered that it is an action rpg, while points like Farm & Ranch System, Expanded Interior Decoration and Dye Workshop would be very welcome, the game should focus on other points like the game world and end game activities.

1 Like

Totally agree.
The current top priority is to refine the world wild and the endgame content. (I saw many braziers reserved in front of the Serim trail gate. Guess there will be more and different Serim Trial). And look forward to the new profession system, as well as new weapon and skill modules. (Necromancer, Paladin and so on)

invasions would be amazing.

and pitting players against each other depending on their level gear value and kill/defend ratio. with increasing odds like having to 1v2/3/4. of course with settings to adjust invasions, like disable them entirely or only allow weaker/stronger opponents or only when you are in coop with 2/3 friends… or give invaders debuffs, like not being able to buff via food or utility skills or at all.

to enforce that the devs could gate certain desired mecahnics behind that, like being able to replace gems. meaning you’d need a cerim ichor to loosen the gem from the socket^^
that would also pit more min/maxers and build improvers against each other. but then again, you’d probably want to do that with a resource that is needed in a final step to exalt an item.

i think the biggest problem with that approach would be that it feels like a forced trashy mobile mechanic…

so no gating, but just boss-like drops? and the fun of pvp, seeing other builds in action and compare and improve your own build?

as you’ve probably guessed, im brainstorming here^^