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.
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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.
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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.
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Add auto-collect when harvesting resources, or
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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.
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Show teleport names when hovering over them.
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Allow players with the Return Rune to click teleports directly from the map.
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When hovering over an area, display resource tiers and resource types.
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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.
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Item locking to prevent accidental selling or deleting.
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Color-coding items for faster identification.
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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.
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Optional scaling difficulty or challenge modifiers.
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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.
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Very rare cosmetic drops from Hardcore bosses.
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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.
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Free-placement mode so your character doesn’t block item positioning.
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More refined snap-grid controls for precise placement.
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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.
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Keep friendly fire damage.
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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.