Funny you say that since those that have already been affected by this issue (me for example) still can’t obtain it.
How hard is it to add a chest that’s dependent on the state of the water channel door?
i.e. Door closed? - chest with key in it respawns where it’s supposed to. Door open? chest no longer respawns.
This is lowkey triggering because I see a bug that I’ve been affected by and I see you claim that it’s fixed YET I go and check for myself and it’s not. The chest is still not there. I still don’t have the key and I still can’t open that door. Like y’all gotta be trolling at this point, no?
Like I replayed the game and re-leveled sacrament in a different realm because I want to give good feedback and help y’all succeed but other people in the same situation as me would probably just quit.
if you’re talking about this shiny it shows up as a human bone to me, but I’m guessing that’s because I’ve already played through this quest in a different realm when I tried to get this key to carry over to this one. there’s nothing by the door either:
I’ve already releveled everything in a different realm so it’s not a massive issue but yea, for those in the same boat as me that wouldn’t commit to a complete replay of all quests and Sacrament upgrading they’d prob quit here.
My bug was originally caused by me accidentally opening the chest mid fight with that miniboss and dying to it then leaving to Sacrament to get food. And then I replayed the quest in a different realm trying to bring over the key. Since that didn’t work I just stuck with the new realm basically redoing everything in the new one. It would be nice if quest items were character bound at least for EA while we deal with bugs and such so there’s little to no progress lost if a bug occurs (by grabbing the item from a fresh realm if needed - like what I tried to do for my water channel key bug). I’ve already made a post on that as well going into further detail.
it’s great you’re acting quickly to address the most pressing issues people are facing, like the broken backstab.
Not so great that you’re breaking the game economy in the process (first healing items and fallen embers everywhere, now decreased cost to infuse weapons with it ? Really ?).
How do abundant loot drops reward exploration and careful resource management ? When loot drops constantly, it feels worthless.
With 30 healing items in your inventory, you can just spam your way through almost every encounter. True - there is a limit of how many items one can swallow per fight, but you don’t need to ‘save it for later’. Meaning you can waste 2 items on every trash enemy with enough leftover for an occassional elite or boss.
You’re making the game itself much too easy because some sissys are whining they keep dying because they are too lazy to put a few hours in and get good.
Combat feels great, most builds seem viable, yet people are still expecting you to hold their hands so they wouldn’t hurt themselves.
You’ve really gone too far in making some people’s lives easier while draining fun for others.
I was totally hooked when I first launched The Breach, but now I need a break because it’s painful to witness how much of your creative vision you’re willing to sacrifice to make the game ‘more approachable’.
I keep hoping that some of these tweaks are only temporary, EA-specific workarounds, to emphasise key game loops and allow people to spend more time doing what they enjoy (and what you wish to polish with their help in the process) - like trying out different builds. And come 1.0 you will re-balance the game and get rid of these ‘time savers’ to make the game feel coherent again.
If not - well, No Rest will be my biggest letdown in years.
I have been mostly enjoying the game since launch a year ago. In discord I am yapping about deflect whenever I get annoyed about the close combat.
1. I want to parry. I hate rolling away. Parry is integral to why I want to play this game. I hated rolling in Souls Games, I hate it now. It doesn’t feel like I am active and bold in a fight. However, rolling has an invulnerability benefit that far exceeds the payoff of a parry. The stagger is great yes, but:
Enemies: Every enemy has an attack build up. This already sucks. They are all different timings and sometimes I even feel like the timing itself on the same enemy for the same hit is different. Once I fail a parry (even on heavy hitting enemies) the followup hit of the enemy benefits from a parry cooldown I get. This means that fast hitting enemies don’t only get one hit in, but basically all of them due to the event queue. I miss parry, I get hit, but clicked because EVERYTIME I think I can parry the followup hit, but I can’t - the second parry comes out OR is still blocked and I get hit again and again and again - or I roll butt FUCK ROLLING! I want to be a sword master, not a acrobat! Parry timing: And in addition the timing when to START the parry is also counter intuitive. Mostly I have to start my parry before the swing of the enemy started.
This drives me insane. I want to click when the hit is flying at me, not 15ms before it starts doing so.
This feels so aweful, I can’t even describe it. I played Sekiro, went to Elden Ring when it came out and dropped it 10h in because of this absolutely trash parry and the lack of a fluent fight.
-----Most my time is farming and then, fighting, feeling enraged because there is no fluent fight but “the dance” which consists of rolling away, hitting once, trying to learn the animations - failing 3 out of 5 times to parry - parrying - using flurry rune - heal, rather than actually blocking with my sword in quick succession and actually feeling like I went through a geat 1v1 fight.
The penalty for a failed parry is WAY too high.
2. Solution
-Keep the actual parry window as is. A parry with this stagger should be like it is.
-But in addition make it possible to chain the parrys a little quicker, so that I can deflect the follow up hit from enemies.
-Deflect could be the result of a slightly off parry or a general mechanic of one handed weapons and medium weight two handed ones with a larger window.
-Put a penalty on deflect (stamina, poise dmg, or a little health).
-Have deflect have a small poise buil up on enemys. Perfect ones have a build up on them, imperfect ones a build up on yourself.
-When enemies have a forward motion when hitting in succession, have the character go backwards with the flow.
I don’t want to drop No Rest for the Wicked. I want to play it. But as of now the close combat feels so infuriating due to these mechanics that I close the game 1h in every time, before I have a heart attack. If you want a new genre, don’t sleep on this - I am begging on my knees because the visuals and the story are lit.
And I have spent literally hours on trying to learn the key frames for parry since launch. But I never feel it getting better. Might be my age, might be my genral reaction time or vision, but I never feel the benefit of actually trying hard to learn attack patterns, because one miss fucks the entire flow of the fight. And that ass feeling is on repetition every time I boot the game.
My wakizashis now microstaggers every small enemy, please stop appeasing the meaningless combat streamer mob. it’s kinda annoying, or introduce story mode, aka games journalism mode, aka poe/le combat mode. It’s ridiculous
I have to disagree here to a certain extend.
I loved Sekrio, I love hard games. No Rest for the Wicked has so many possibilities when it comes to buids, that every normal human being, who works 9 to 5 and has a wife and one or two children, will NEVER experience the game.
Every normal person will have one or two hours a day at best. And now guess what:
they find a set amount of gear, while they are at it, their time is spent trying to learn to parry, and farming the mats for it.
They find 20 embers during their play through, NEVER touched another weapon because they can’t easily respec to try things, they never upgraded to a higher level because they don’t have the mats for it.
I have a family but since I have my own company, I have more time than normal working people. And I still don’t have enough stuff to actually try more than ONE build.
You might have hours on end. But most don’t. Whom do you design a game for? The hardcore gamer or literally everyone else?
A year ago as soon as No Rest appeared in early access I know that there were players who passed it quickly and as you say got the hang of it.
But for me it was a hell of a challenge, especially when you have more than one enemy - 2 or 3 enemies is a nightmare. I do not remember whether you had bombs when you save blacksmith Fillmore, ie it was I was inattentive at the time or they really were not:? Now with this update, I had bombs, so I had no trouble had no trouble defeating that bunch of enemies pretty quickly.
Further a year ago when I first met the first boss and that dude with the long plank (in the reed area that hits 3 times I didn’t like fighting them. Now that The Breach is out, I’ve comfortably comfortably.
I agree with the choice of items; there are quite a lot of them now. For example, when I first arrived in the city, I had already created about 20 dishes (probably the same number I had used up before). A year ago, there were few items available, and when I used dishes on bosses, they weren’t replenished, which was difficult. Now I also get a lot of recipes on the shore (which is nice), and sometimes herbs reappear even when I return to places I’ve already visited. A year ago, there were few items, which made the game less enjoyable.
Overall, I think the gameplay has improved, although I’m still leaving feedback because there are some issues that need to be fixed.
Judging by all appearances, the game developers need to answer the most important question: Is No Rest for the Wicked a game for casual gamers or hardcore gamers? Perhaps all these balance changes are telling us that the game starts out comfortable but becomes much more difficult later on, once you’ve gotten used to it? For example, the first bosses won’t be too difficult, but the further you go, the harder it gets?
We shouldn’t forget the Ori series, as it had difficulty settings, which are missing here. If you want No Rest to be a hardcore game like Sekiro, etc., then players like me simply won’t be here.
I see No Rest as a game of sensations, a game where you learn something new. Yes, the game will be balanced many times to find the sweet spot that will suit all players.
When I didn’t make it to the city, I also started to wonder, “What’s the point of the game? Why should I even play No Rest?” A good game has all the strengths: design, art, music, polished gameplay, etc.
And as far as I’m concerned the “formula” that’s in play now, it’s already apparent. “Are the guards so stupid that they won’t notice me? And if they do, how will the plot turn out?”, it’s interesting to further see what the plot will be like. I made the save, and now I’m in town. But it’s interesting to go back and see areas I haven’t been to.
Yes, it is interesting to get the damn weapon, what will be the sensations from it, to see different natural phenomena, to listen to the conversations of NPCs (I’m sure that this moment many miss in the game), to see what I can create, the same house to equip. So that one is also such a “two-way stick” - if the prologue/insertion on the shore will be difficult, what is the point of continuing to play:?
The game wants to be mysterious and I think good are those games that give the feeling that there will be worse to come. When you think, “I’ve got it all, it’s pretty easy,” the game shakes you up and shows you that there’s more to come to show the player and it’s not that easy.
Now let’s move on to the second most important question: “How much should enemies distort your perception of nature?” If you want to encounter elite enemies everywhere, the atmosphere of the game will be lost. I mean, I like the game design and the feel of nature, but difficult enemies will ruin all the fun.
You could implement a permanent automatic level increase for enemies so that they are always one level higher, but that probably wouldn’t be very interesting.
Or maybe you want enemies to have infinite health or be vampires, constantly increasing their stats from hits? I don’t think that’s where the fun lies. It’s better to have new enemies, mutations of old enemies, or new animations for old enemies so that they change more often or after a while (although I’ve seen reviews asking for enemy attacks to be made more understandable). This is more interesting than a stone enemy that you can beat forever.
So to summarize, you don’t want the game to choke you at the beginning until you get used to it. And then, in principle, you can do everything - slowly inciting to participate in large and complex battles (better reward). Perhaps such a principle would be better than averaging everything over the entire course of the game.
Hi Moon Studios,
Will you change the fast travel some day?
the game use healing item like Bloodborne and it’s souls-like.
It will be consume to 0 as a possibilities for players
But in Bloodborne you can fast travel anywhere you visited so you can farm the healing potion.
In Wicked, once you failed challenging the boss, you will have to run all your way back to farming healing items and run all your way back to the boss.
Does the time wasting make sense to player?
I mean the map is great when you first explore it. it’s convenience and delightful.
But since you want us to farm the plague in the end game, also no healing item drops in the Cerim Crucible Trial. the fast travel system has been suffering.
Can we use the fast travel like any dark soul games?
The designs are against the game content itself.
please don’t forget about the falling damage, it’s too bad you will kill yourself anywhere. and stop instantly kill player when fall into abyss. make them lose certain percentage of HP and bring them back to where they fall.
People whoever don’t do what you do in Wicked has a reason.
It’s not a third person game, player will be falling easily,
The game are punishing player with the game problem from itself!!!
also please do less process wipe as you can.
it’s full negative in our main social media now.
You wipe players’ work; they will wipe yours too.
HI!
after the hotfix the door on THE WESTERN BRIDGE is closed again. and i cant spawn the key due to finishing the cook quest. also while i am on that issue i would like to warn you about another potential key problem! sacrament graveyard key and door! so basicaly periodicaly the graveyard doors keep closing ( but they key spawns so you can always unlock it any ways).
i wanted to ask if there there is a way to make a hmm wicki/in game thingy to know what things doo? like plague thingy on the weapons for example? took me over 20 hours to see a effect on that element honestly so some people who would be intrigued on this kind of stuff like i am would spend a lot time and effort to find out what it does instead of just knowing it doesnt have to be fancy just little descriptions to things or like a game knowledge option where you can click on “damage types”, parry etc
Another thing i would like you to consider is this:
the plague timers while i belive its fine for NATURAL SPAWNED PLAGUES (so you dont get into the game and everything is plagued if you dont want to) i would reconsider on the restrictions on the "burning stuff " to spawn a plague, if you finish all the zones you have to wait 24 real life hours so you can enjoy the mechanics unless you go to another realm! even like 24 in game hours would be a better idea. you wouldnt spam them but it would be way shorter to do so!
Thanks in advence! and keep up the good work! cant wait for multi and celim city looked dope while i was… falling down there… hahahahah