My humble contribution

First of all, what you are creating as a video game is incredible, really!

I have supported you since the first day of early access and I will continue to do so, which is why I am writing this topic today.

I will only mention the ideas that could improve the experience, mine obviously but potentially that of players who have made certain criticisms.

The most important thing in my opinion concerns the allocation of points when leveling up. The principle of freedom that you have implemented and the available attributes are a very good foundation, but the frustration comes from the fact that No Rest for the Wicked offers many weapons and armors, and therefore just as many ways to play. However, once our points are allocated, it is often frustrating to see a potentially great weapon unusable due to prior choices.

We have two options left: create multiple characters and farm their worlds, then share certain items, or reallocate points every time we find an interesting weapon or armor…

Why not allow the possibility to reassign points at any time? It would fit the game’s dynamics and I think it wouldn’t harm the coherence and progression at all.

Currently, I am STR and DEX, but my random loot is very often composed of SRT and FAITH weapons… If I switch my points, I won’t be able to use my current set anymore, of course, but I could change my gameplay, use my loot, and not have to farm to reallocate my points. It would really be a joy to think that every find I make could be usable!

The second point, the crucible, why was it changed in the first place? I don’t understand what a rogue-lite system is doing there, especially since it doesn’t reward much! Before, each session provided loot and resources. I remember changing equipment several times after multiple runs in the crucible, without even defeating the knight. It was very enjoyable to go back there. The 3 meager chests currently in the middle of the path don’t offer much, so you have to go through all the trials and defeat the boss to hope for something decent… Moreover, assigning ephemeral skills in this universe seems out of place to me and somewhat breaks the overall coherence.

Consistency that I find incredible and that makes me love your game, which, by the way, has somewhat lost its charm with, for example, the possibility of buying houses BEFORE defeating Darak and the famous speech by Winnick.

Finally, the teleportation system. I hardly ever use them and I even prefer games without them, but since you’ve implemented it, go all the way and allow players to move between each whisper. As it stands, it seems half-hearted.

Despite these points, I find No Rest for the Wicked incredible and each session is pure joy. By the way, stay the course, stick to your ideas, and don’t take all our opinions and remarks as truths. The games that last, that leave a mark, are those that have been nurtured by their creators with a clear vision.

Why not allow the possibility to reassign points at any time? It would fit the game’s dynamics and I think it wouldn’t harm the coherence and progression at all.

Attaching a currency to it creates a gameplay loop, sharing that currency as the currency required to reroll your item stats means that you will almost always have a desire for them, hence a reason to go farm.

That said I think they should (currently until a better system gets sorted) allow players one free respec upon opening the Crucible Chamber with herself.

No Rest seems to want to revolutionize that system of attaching on one build or class.
In fact, I hope they will never create a class system.

If you can attribute freely and without cost your ponts, do you really think, players will stop farming ?

In a classic MMO, probably, but No Rest offer way more weapons and gameplay styles, that’s the point in my opinion.

I don’t like the idea to be able to respec easily as I think it breaks the connection that a player should have with his character because of his strengths AND weaknesses. Imagine how many new players would abuse this system in multiplayer to all play the Flavor of the month build, exploiting any overturned skill before the next patch that would fix it. How many players would stick with their “normal” character when they could exploit the game mechanics that easily. Of course, many players would still play alone. But even for them, it would be very tempting to switch to a YouTube build whenever they face difficulties.

It should take some time and effort to change. I would personally prefer to let the creator of a realm or anyone who has levelled a character that Realm create and level a new character more easily in the same realm. Also creating several characters could lead to interesting ideas like having some of them be farmers (with the upcoming system) whenever they are not actively used..

Even if you change your attributes, there’s always strenght and weakness. As I said, actually, i’d love to change DEX to INT or FAITH, it’s a exchange not just put some more points in it.
It’s a real reflexion, why changing attributes have to be a reward or a challenge ?

So if you’re lucky, you put points on good attributes cause good stuff are here ?
But if not, too bad, you have to farm to change it…

I dont understand this approach…

But if you don’t spend enough time with your weaknesses, you don’t learn to overcome them. This often ends up with “X weapon is shit, use this one like everybody do”. Flexibility is good as long as it’s not exploited by everyone to trivialise the game.

Being able to change very easily or being able to have more points to distribute is mostly the same: you can change whenever you want at a low cost. It’s super fun to be able to test all the weapons that way. Or to be able to use a new loot. But it comes with a cost: after people will have tested many different weapons in a short time, they will probably stick with the most effective one…Look at the class distribution in ARPG which have leagues: most people play the most efficient builds. Now look at MMORPG in which you can’t switch classes too easily: the class distribution is often much better.

It really depends on how the game is supposed to be played:

  • One shot, for a few weeks before everyone get bored (and write it all over the internet)? Let everyone do everything at almost no cost.
  • More of a long term engagement with always something new to test but at a reasonable pace? Place some soft barriers so that choices are at least a bit meaningful.

I don’t even know what I would choose as a Game designer since nowadays everyone is accustomed to the first option…But as a player I definitely prefer the second one. I prefer to stash that wonderful new loot and level another character to use it. Yes it takes time, and I would need to think twice before starting it. But the excitement to do it could not be replaced by a game session in which my character change every hour between a Paladin, a Mage, a Warrior, an Archer and then a Rogue.

I’m probably too old..

38 here captain !

I understand your point of view, I’m kind of player who love freedom on game, but I understand.

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