hah, you make good points. i guess it can work with the upcoming balancing (it is a bit much at the moment but im sure that will get sorted out) but yeah it can work fine. i was wondering if there could be a more interesting way of doing it than just saying “nope you have a cooldown”; it just feels a bit… dated? but i see your points, understand your view, and we do agree on many elements
Out of all the issues in the game I never thought food time was one of them.
I think this highlights a lot of the points of contention in this thread. There is a lot of I/we experience from both sides.
What we know for sure is that there was enough concern raised about food early on that they buffed the rate to obtain it (I believe hotfix 2 or 3?). So, I think this will ultimately come down to this: will making a change help more people than are actively opposed to the change?
I think a compromise would be the best choice, something like I mentioned prior. Essentially shifting the risk from not having food off cooldown, to making eating require a larger commitment in the moment.
I think brainstorming is always good and there are no such things as bad ideas when doing it. Apologies if I came across a little cross earlier. We will know more when we see more. This is still early times and I feel more big changes are in the pipeline.
you did not, dont worry! actually it was nice to have a good and healthy conversation so thank you; jinpaw has been harassing me through multiple threads even though ive been ignoring him and i really dont know what to do cause i cant even block him.
and yeah when brainstorming ideas everything should be thrown at the wall to see if it sticks. i have playtested for a lot of games so i know the environment of brainstorming very well lol
Yea, early on food was rough especially for those that didn’t know better or didn’t take advantage of exploring and gathering. We shall see what comes down the road.
Based on my experience with the current EA I think food timers are a good thing (which I explained above). If anything the current EA in it’s totality is on the easy side (once one understands the combat and systems) and my food bins are over filling with the stuff and that is a separate issue for a different thread;-)
You two need to stop fighting on threads msg each other privately ffs it’s hard enough looking through these long as threads lol
Just curious, how would you feel if something changed as I mentioned before? Where eating takes a little bit longer, making it riskier, but removing or reducing the food cooldown.
Trying to think of different options that would potentially work as a compromise! I will agree, however, that food drop rates at the end game should probably be toned back by maybe even 50%? That or make it so enemies mostly drop lower-tier foods.
Lol just stop no one’s gonna agree on everything please stick to the topics
I think it would potentially irritate more people. It would irritate those that like the way it is. It would irritate those that want food timers gone because now they are locked in a eating animation and still dying.
It could also throw the balance of the combat out of whack because I think animation sequences are timed so that there are windows to eat or attack. Now the timing of the baddies would have to be adjusted.
The number of times I have died because I made a silly mistake far far outweigh the times I died because I was waiting on a food timer. The timer becomes like second nature once a player gets used to it. You’ll start to get a “feel” for when food is up again.
The timer, along with making the quality of food matter more (as I mentioned previously) also adds to the risk reward of combat. Do you go in for the attack when you know you still have a lot of time before you can eat again or do you pick a defensive posture and push your luck when it is safer to do so?
The animation is fine as it is imo, but as someone else pointed out they could add a affix that decreases food cooldown for blue and increase for purple. This way not every one has to be affected and further more make it more challenging for others who make do with out needing to use food that often or just gives them a good upgrade to use depending.
Also being burned or poisoned and there’s nothing you can do about it is unnecessary annoying because you food is on cooldown unless they add elixir that can remove that.
Echo Knight has situations where you can get poisoned and if your food is on cooldown you have to just give up cause there’s nothing that can be done.
I don’t think the food cooldown should change as being able to spam what quickly becomes a near infinite amount of food trivializes the game. I do think that food cooldown reduction would be a cool stat to be able to roll on our gear though.
Very, very few games in the genre let you “heal as you need”, not sure what games you’re referring to when you say this. The most popular games in the genre tend to actually have pretty strict healing animations or quantities of times you’re allowed to heal before you need to rest, often resetting the enemies in the process. A lot of appeal to a game is lost when players know you can simply spam consumables to overcome a tricky fight, it’s not simply an issue of playstyle like you’re making it out to be.
I think giving us options like consumable CDR on our gear could be interesting, or maybe an “easy” difficulty option that removes restrictions like food cooldown could be a viable choice. Tossing out the cooldown on healing entirely would be a mistake though, imo.
I agree, I think the food cooldown is fine. No cooldown means you can spam consumables and trivialize the game very easily. Removing the cooldown and limiting the amount of food you can carry just makes it so you’re running back to town more often, I don’t think there’s any reason to change the current system and I think it fits pretty well with Wicked’s other systems.
Souls-likes have limited flask usages before you need to rest at a bonfire, resetting all the enemies in the area in the process. Diablo also has a fairly limited number of potions that you can burn through pretty quickly in a boss fight or dungeon if you try to ignore all the combat mechanics. The game difficulty is trivialized if the devs remove food cooldown entirely, making the game less appealing to many players in the process. The devs can’t simply limit the amount of food carried since all that does is create the frustrating gameplay loop of constantly running back to town for no other reason than to restock food supply.
I do not think a reduction in food cooldown would be good for the game, and I think your preferences for it as stated here are largely subjective. I do not think that Wicked’s current combat system, which seems as though it’s meant to feel weighty and tactical, fits the “spam the attack button” style of play that you’re looking for.
It sounds like you haven’t played none of the games mentioned.
Both game mentioned does it why would a rework of healing make a difference in Wicked, they even respawn enemies these other games, if nothing Wicked is more boring as you just stand and wait for 20-30 seconds for each fight and you can travel between town and back and have no respawns and utualize that boring way of playing.
Some people are actually defending the cooldown with talking about «people would just heal all the time», like it’s the same in other games, chunking health flask in soul-likes that is what most players might actually end up doing the way it is now and it gets boring none action packed gameplay. «Oh let me you just wait for 20-30 seconds… It’s fine, I can wait»…
No I actually see what is going on now, people are afraid the game might become too difficult because they can’t utilize standing around waiting for their almost endless supply of healing items…
When you get to the crucible the game changes completely, suddenly your taken away that core gameplay of going back to town, but oh wait, lets look through the stacks of food we got, let us buff up, oh no almost lost our food buff because we waited for another.
The game is literally asking players to wait for half a minute between fights if you messed up; not engaging gameplay in my opinion and giving players free choice like a flask system from souls-like would encourage for a more action packed gameplay in my opinion, but still giving the option to play both ways, slow and steady or hands on go with the flow.
It’s not even Souls-like and Diablo either. All games come with this if it’s health kits or stims you have to craft or collect in the open world, but at least you’re given the choice how you want spend them, 1 now or 2 later, etc.
You seem severely confused about how game systems work and why they work. No Rest for the Wicked is not Dark Souls, Elden Ring, or Diablo. Those games allow you to use healing items with no cooldown because of their other, unique systems that retain the game’s difficulty. Healing in those games is finite, getting healing charges back in Elden Ring/Dark souls can’t be done without resetting the area’s enemies and can’t be done at all in a boss fight. Diablo requires you to find more potion charges from killing enemies or progressing the phase of a boss fight. Those games do not allow you to heal an unlimited amount for free, and yes I’ve played all of those games extensively.
The aforementioned systems aren’t currently present in No Rest for the Wicked, which is why the healing cooldown is necessary. Right now the player can carry hundreds of food items in their inventory and those items are extremely plentiful in the endgame, Wicked is not a survival game where those resources are valuable and hard to find. If you’re specifically complaining about the food cooldown between fights then yeah, I think a system that detects when the player is in combat and then immediately refreshes the cooldown when combat is over would be nice. Otherwise I think a change to food cooldown isn’t necessary and definitely shouldn’t be a priority.
You seem to fail to understand this is a about suggestions and feedback about what works and what doesn’t and that the game is in early access and can change based on the feedback and suggestions and the devs have definitely already, done alot of changes to the game so changing the cooldown or how healing item works in the game might be something the devs could look into as I pointed out that some the choices around the design seems to have no point to it.
But if you like how the game is you are free to ignore my thread so it doesn’t get more attention then needed if you are not happy with my feedback and suggestions.
It is because I’m unhappy with your feedback and suggestions that I’m commenting as I want devs reading your proposed changes to know that there is opposition.