1. Door sound.
The sound of opening any door in the game is very loud! This needs to be fixed.
2. The paddle doesn’t fit entirely in the frame in the inventory tab! What have you done? XD
Also, the paddle can clip through textures when you run with it!
3. Quest “A Small Mercy” (“Лучше чем ничего”)
I’m referring to the very beginning of the quest and what happens in it. I’ll write without spoilers. Did the quest hit hard? Absolutely!
The first impression after completing this short quest is: Is this suicide propaganda?
What we have: Eleonora asks us to check on a house and a family. The girl is on the first floor, and on the second floor, we see a scene of people who have committed suicide.
Then the quest gets even more disheartening—upon returning to Eleonora, the girl says she’ll wait in the house and hopes they’ll wake up. Is it really okay to leave a girl alone? Why couldn’t Cerim take her with him immediately? That’s the first thing.
The quest itself reminds me, for instance, of how in movies people would be grabbed by zombies, bitten, and then transform over time. That’s how drama unfolded, with people asking others to give them a quiet death, “don’t wait for the transformation/shoot immediately,” no joke.
But what do we have in No Rest? I haven’t seen these people during the game’s progression; there are no deep stories with them; the suicide note doesn’t mention what they did before—they’re just some unfamiliar people.
Going further, what’s the point of this whole presentation? Why couldn’t this quest be deepened? Maybe make it less clear-cut. I understand that perhaps you didn’t want a banal story about robbers, and instead wanted to show how the plague spares no one… but maybe then you should have made it so you met these people earlier in the game in a meaningful way, you would get to know them, so that when they finally did this, it would affect your feelings.
As it is, this quest left no feeling other than more irritation. This quest can also be misunderstood: “Shouldn’t people who are very sick, who ultimately know they have little time left to live, live?”
Who is this quest aimed at? Is it an attempt to strengthen one’s psyche, implying that those people are weak, and you should be strong?
Maybe this quest is even aimed at scientists, people who develop all sorts of vaccines and medicines for incurable diseases in the modern world? That instead of working for some corporations and destroying the world, they should get to work and cure people? But where is the certainty that scientists will play No Rest, especially when corporations exist in the world, when people have nowhere to go?
In conclusion, this quest struck me; I didn’t expect anything like it. With all due respect, I would change it, for example, by providing No Rest with something it largely lacks—choices in quests. Where your decision would have an even greater impact. Maybe we would meet her in the game when the protagonist has a cure, and then try to talk her out of committing suicide? That is, can you convince her, or will she still go through with it? If you save her, then for example, the cure turns out to be fake, she dies, but the quest continues with a search for those who are doing such things. The goal is for quests not to be so straightforward, as if you don’t care about what’s happening and can’t influence anything, but rather deeper—with character backstories, with them meeting, experiencing events, feeling empathy, knowing that people also spare no one, and/or with additional action factors and choices that will influence and take place in the game, based on the idea that the world is alive!!!?
4. Is the enemy floating in the air? This is on the shore.
5. There’s no ru translation for the text above the wardrobe when you select it in your house!
“No Screen name set” - what does this mean? Can you name items in your house?
6. The character started spinning when entering the game.
I’ve never seen that before. Switching to other tabs - worlds and settings—and then back to the menu didn’t help. Only by loading into the game itself (restarting) and then returning to the main menu did everything go back to normal.
lvl 13 makes its presence felt:XD
This video is available by link only.
7. Quests.
Why receive rewards recipes that are already learned? It just clogs up a slot. Why not just give money instead, or have the game provide a different item?
More quests are needed for variety, and more items for them, so that items constantly change, maybe even within the same quest. Currently, there’s a large number of repetitive ones!
8. Will it be possible to collect completed bounties and challenges immediately without returning to Sacramento?
9. Why is it that when you enter your inventory, you can drop an item, but if an item on the ground doesn’t fit in your inventory, when you click on it, you can’t drop your own items from the interface? And you can’t move your own item into that “Dropped Items” window either!