Long-term player feedback focused on QoL improvements, endgame scaling, and co-op systems.

I’ve put around 250 hours into No Rest for the Wicked, and overall I think the game is doing a lot of things extremely well. The art direction, combat feel, atmosphere, and story presentation are all fantastic. That said, I’ve noticed a few areas where quality-of-life improvements or system tweaks could make the experience feel even better—both moment-to-moment and long-term.

I’ll break these down into clear sections to keep things digestible.

1. Gear Appearance & Cosmetics (Transmog / Preview)

I really love the outfits and visual style, but cosmetics could use some flexibility.

  • Appearance merging (transmog): Allow us to merge the appearance of one item with the stats of another. This could be done via a special dropped item, or as a feature unlocked after exalting gear using gold/silver at the tailor.

  • Preview cosmetics in research: Being able to see what an item looks like while browsing in the research screen would make finding a desired style much smoother.

2. Resource Farming QoL

Farming resources can feel a bit clunky at times.

  • Add auto-collect when harvesting resources, or

  • Introduce a QoL upgrade system (points, unlocks, etc.) that improves things like auto-looting.

This would prevent issues like tree limbs falling off cliffs and generally make gathering feel smoother.

3. Map Functionality & Information

The map looks great, but it could be more informative.

  • Show teleport names when hovering over them.

  • Allow players with the Return Rune to click teleports directly from the map.

  • When hovering over an area, display resource tiers and resource types.

  • Highlight important locations (like dungeons or points of interest) once they’ve been discovered.

This would help players refocus on meaningful activities without removing exploration.

4. Inventory Management & Loadouts

With how gear systems work, some extra safeguards and flexibility would help a lot.

  • Item locking to prevent accidental selling or deleting.

  • Color-coding items for faster identification.

  • Saved loadouts to quickly swap between preset gear and stats (for example, switching between Lightning and Fire builds).

5. Endgame Fights & Scaling Difficulty

The story and boss design are excellent, but once you reach a maxed build, fights can start to feel less mechanical.

  • Optional scaling difficulty or challenge modifiers.

  • New boss phases, self-imposed debuffs, or boss buffs (similar to Pestilence outbreaks).

In return, offer increased rewards or unique loot to keep fights impactful.

6. Hardcore Mode & Unique Rewards

Loot drops are mostly in a good place, but Hardcore mode could feel more meaningful.

  • Very rare cosmetic drops from Hardcore bosses.

  • Account-bound, non-tradable items usable in non-Hardcore realms.

This gives Hardcore mode prestige without harming balance or the economy.

7. Housing & Storage Improvements

Housing already looks great, but a few tweaks would go a long way.

  • Free-placement mode so your character doesn’t block item positioning.

  • More refined snap-grid controls for precise placement.

  • Optional shared storage chests accessible across realms.

8. Friendly Fire & Stagger in Co-op

Friendly fire damage is fine, but constant stagger between melee players doesn’t feel good.

  • Keep friendly fire damage.

  • Remove or heavily reduce friendly stagger/knockdown between allies.

Co-op should feel rewarding, not restrictive.

Closing Thoughts

Overall, the game is already doing so much right—combat, dialogue, art direction, and atmosphere are all top-tier. These suggestions are meant to smooth out friction and deepen long-term engagement.

Thanks for all the work you’ve put into the game. I’m excited to see where it goes next.

3 Likes

Upvoted, agree with just about all of this.

I agree with most of the post. This one in particular would be AMAZING

No to exclusive cosmetics tied to hardcore, thank you very much.