Calling it Zelda how many times will not make it a Zelda-like too.
Nobody call or connect Ori to Mario.
No one said isometric camera is uniques to souls.
just because the game currently lacks puzzle dungeons in its tiny early access content slice doesn’t mean it won’t have them in the full game
Delusional take on an imaginary future premise, you judge an ea by what it has now
The soulslike inspirations come from the animation commits and it has the weight/campfire inspirations, but even how Whispers function and the revamp of an estus flask into food instead is a departure.
Estus–>food = different? Wow. Farming Blood Vials was 10 years ago. Whispers and Bonfire is the same, except now Whispers has to be upgraded to work even like Bonfire, a regression.
An amalgamation of “mechanics” doesn’t make it a different or a good game, those are very menial systems that is not representative of the majority of the game. I didn’t call it soulslike as much i want, almost EVERYONE that plays it call it soulslike.
Agree on the ledge protection. So if rune attacks are extra long and you miss enemies, maybe just adding cancel actions would be ok. But at the end of the day, I die to fall damage due to my stupidity. That’s on me. When you start playing a lot, you 100% can even sprint on ledges or beams.
Difficulty options — I get it and don’t get it. Balancing 3 difficulties is much more work. My advice for people would be GIT GUT. Even life is not fair or easy.
I would get more difficult options, but definitely not easier.
Like the stamina on bows. We will see how it plays out.
Elder Whispers — I would get it if we could upgrade some for fast travel, but fast travel everywhere seems too much. Now all the shortcuts and different ways to get somewhere are useless. People will just TP and TP... I get it, running 1 hour from end to end is not fun. Having 3–4 TP hubs would be ok — but for 1.0, not now.
Inventory — I get it. You do builds, farm a lot, etc. Getting full unlock is not so hard after all. You hoard things on a big scale. I never got to the point of having 30 full chests of stuff. Having an extra starting row of inventory would be an ok compromise. Stacking runes would make sense, that’s true.
One-handed/two-handed staff — I guess you are right. I would actually like to see some runes locked behind requirements. Not every rune, but some. Right now you can slap anything anywhere. It's just a difference of 1H/2H/Bow/Wand, and it doesn’t really matter where you put the main points. The runes can be the same. The difference is just the weapon moveset.
I get your outrage. Hopefully they will swing things back to a bit more challenging gameplay. I play a lot of Project Zomboid, and I wouldn’t like it at all if it had an easy option. Let people go through the pain of learning the game. I did a lot of stupid shit myself.
But there are actually some good things like: better loot for exploration, smoother combat, no vendor loading.
We will see how it plays out when the patch is out. Things are not lost. It can still play out diferently at the end.
Falling off of ledges is fine in the overworld, where parkour and climbing is a rewarding part of exploration and thus falling is needed as a punishment factor. But imo it has no effing place in the crucible. It’s actually a good place for ledge protection.
All the boons and buffs are combat oriented - the way you progress is with player power. Falling off ledges through momentum-heavy attack animations or fast dodges runs contrary to the central progression theme of the crucible. If the main threat of dying in the crucible is a binary you fall or you don’t scenario, forced through rather questionable enemy placement and attack patterns shoving you all over the place, it represents a type of difficulty that is simply not as engaging and offers far less player agency than the boon & bane system that alters combat in a meaningful way.
I would argue that your approach to difficulty is too one dimensional in this regard.
Ledge protection is good - but I would champion it only in the crucible, not necessarily in the overworld. It is simply not a good difficulty factor in the roguelite progression system of the crucible.
I’m not saying all is lost, all I’m saying is at this moment in time, based on the information released about the patch and current trajectory of the game state, this patch doesn’t do anything for me personally. Things may or may not change in the future, but as it stands, I don’t think this patch will have a significant effect on my experience as a player.
What exactly are these rewarding parkour experiences in the overworld? A few shinies here and then with some coins? Or maybe some loot in the future that could also be dropped by a common mob since all loot is randomized?
I’m not for or against ledges in the Crucible, and I don’t claim that falling added anything substantial to the difficulty of the Crucible, but some levels were were clearly intentionally designed to add a new layer of difficulty that required player agency and control over you character in order for you not to succumb to your immediate death. In fact, these levels actually made me develop better control and judgment over my character when using certain weapons or runes, that’s called player progression and systems commitment.
If we now think that was unnecessary or as you claim, contrary to the central progression theme of the Crucible (whatever that means), then why not just remove this mechanic altogether? The argument is actually quite simple. Let’s say there was a mob that knocked you off the map with a special attack and that was it’s main reason for being there, to do this one attack and flick you off the map if you failed to avoid it. Then we decided that this was not actually good game design. Would it make more sense to remove or redesign the mob instead of adding some kind of protection to the player that would negate this attack?
The truth is, like most changes they’ve been implementing since the Breach, they just respond to players crying and if enough people cry about something, they will do a knee jerk reaction and come up with the worst band aid solution possible.
You need some kind of consistency or else nothing will ever stick. If the game has platforming aspects, then falling and dying is also part of that aspect, otherwise platforming is nothing but a gimmick.
You’re just trying to make games much less accessible with statements like that, just to please your ego. And then co-op will be added, and you’ll probably start asking what happened to the online community, why are people upset if the game is already good?(
Actually, more of an admiration for Zelda and the old Diablo games. So, with the addition of new content in No Rest, the player’s level should also increase. Moreover, everything is introduced gradually, so come back to the game later if it doesn’t suit you now:)
I don’t think Doom Dark Ages should be criticized simply because it has flexible difficulty settings. Some criticize one game for its music, another still for its color palette. I can criticize Doom for its arenas, how it has turned into clearing areas like in MMO games. But Id Software did everything to make the game well-optimized with fast loading times, and they are loyal to their own engine, not UE. And the flexibility of effect settings, difficulty, and appearance to PC and PS makes the game more accessible to everyone.
From Software games might sell well, but these games aren’t for everyone. There are many different opinions, for example, regarding the increasing reuse of old assets. My opinion is based on the fact that some developers look at their games and don’t want to elaborate on boss designs for their own titles. Nevertheless, the developers of Remnant, Darksiders, DMC, and also Wukong are trying to break through this, and No Rest also has bosses. This is all to say that no matter how amusing God of War might be, its emphasis on epicness has increasingly shifted to fatherhood. We truly lost the grandeur that once was.
So, you believe one genre should have difficulty modes, and another shouldn’t, simply because they never had them before? But ORI had difficulty settings, and if playing it on a low difficulty isn’t enjoyable for you, why do you speak for other people? There are indeed people who find it difficult; there are even people who, unlike perhaps you and me, aren’t gamers at all. They don’t have extensive experience and dozens of games under their belt. Furthermore, they don’t have time to spend more on games, especially those where enemies are just tough sponges and there will be no joy in playing on a high difficulty.
In reality, we should admire developers who believe that games should be accessible everywhere; otherwise, Hitman and Cyberpunk wouldn’t have been ported to the Nintendo Switch 2. A more accessible game means global recognition. This is better than being overindulgent, like with Alan Wake 2. Therefore, if No Rest had been as rigid as Dark Souls, sticking only to a straight flat plane, it would have been much worse than what will be released in today’s update.
What I can agree with is that if someone wants more hardcore, they should indeed be given it. Although No Rest will already have a higher difficulty, and there’s already a permadeath mode: Hardcore.
I agree with what you said. Thank you for giving me your honest feedback and spending time sharing a lot of concerns. I honestly don’t want to spend my time typing all the things I disagree with so I agree with all that you said.
I do want to stress that this game is moving further away from a souls-like game if it ever had a chance its far from that now. Ledge protection in a combat game is completely asinine— A Souls-like would never cater to players like that. Adding ledge protection defeats the whole point of environmental awareness. It’s a hand-holding mechanic that has no place in a real combat game. So I wanted to stress that it will never be souls-like.
But maybe they have a different direction for the game. And so I say the same I liked it, I’m almost done with the story and then I will see how it goes from there.
I’m all for difficult games. Whenever given a choice to choose my difficulty in a game, I opt for the most difficult option. I don’t need to be incentivized with bonus rewards or anything at all to make that choice. We are being given a choice to choose the experience that we would enjoy the most.
That being said, I welcome the ledge protection change. It is still going to be dangerous to fight enemies near a ledge. There are several enemies that can knock you off a ledge to your death. You can still dodge, roll, and run off a ledge to your death. You are now only protected from flinging yourself over the edge with one of your own attacks.
I had one of my hardcore attempts ended because of a rune attack sending me over the edge. It was one of the evasive attack runes - it jumped my character back before lunging forward with an attack. The jump back sent me into a pit to my death. This basically taught me to not risk using this rune or any rune with flashy attack sequences or high movement. Which was a shame because these are usually the most fun to perform but it just wasn’t worth the risk. The ledge protection system opens these runes back up but I don’t feel like the experience is going to be any less difficult and I don’t feel like my hand is being held.
Main two things I was wishing for did not get implemented what I can see from patch notes.
Option to remove from gameplay the purple overlay in Pestilence Outbreaks and only keep it on map itself. I cannot find any arpg game that forces you to have an endgame where you spend 80% of your time playing in a purple blue-violet world, it’s so unpleasant for the eyes playing multiple hours.
Increase in Fallen Embers, I guess running chest runs for multiple hours will still be a thing, so unfun, especially when you want multiple sets upgraded.
Part of the patch actually is an improvement to said loot tucked away in hard to reach places.
Correct me if I’m wrong but I was under the impression that difficulty in the crucible (should?) progresses along the lines of harder combat, mostly through the kiss/curse boon system and/or more challenging enemy types culminating in a challenging boss fight. Not through an ever increasing amount of gaps to fall to your death through.
I agree that it functionally is added difficulty and I’m glad it made you enhance your movement skills. I would still argue it’s addition in the context of the crucible is needless and adds a layer of difficulty that is more prone to end in player frustration than any type of actual combat difficulty.
Remove it from the crucible - leave it in the overworld as an obstacle to worthwhile rewards that can be reached through exploration. win win.
The crucible basically is a different game mode. Thomas even said another mode for another statue is already in development that solely focuses on platforming iirc. So falling to your death even gets its own game mode, no need to cram it into every activity that focuses on other progression systems just for the sake of ‘consistency’.
Why don’t people play the patch on the hardest difficulty with all of the various nerfs to broken builds (Shatter, ROD, flip kick, etc.) without using their OP gear and now that the ember bug is fixed and come back and give feedback?
I suspect the game will be more difficult and challenging. I could be wrong, but on paper it seems that way.
We complained that the game was becoming too easy and they made numerous adjustments to fix that. And yet people are complaining without playing?
Tell you what, go Hardcore mode on the hardest difficulty, stream the entire thing to level 30 with each major weapon type and then we can discuss.
I suspect a lot of people are going to go easy mode to level 30 then switch to the ‘hardest difficulty’ with their build that is 8 levels over the mobs and cry ‘game too easy, why are they making game too easy’? I get it though, it’s human nature.
Point being, let’s see how hard it is from level 1 to 30 with all of the changes. If it’s TOO easy we can ask for MORE difficulty. Deal?
This is EA after all and they have been receptive to changes!
I think it’s a bit hypocritical for you to imply that people need to stream for endless hours, using every weapon type on hard difficulty to have a valid opinion on the patch, while having voted before playing the patch yourself.
I voted about the patch notes bro-to me they are good changes. I haven’t played the patch yet, I see no hypocrisy. No hate, don’t try to make it something it isn’t.
If it ends up being crap I’ll be the first person in here complaining. I already train wrecked their feedback thread with negative feedback, I’m not afraid to do it again.
I’ve removed my vote if it makes you happy. I’ll vote when I have played the actual patch. Better?
Unfortunately, you’re creating a false narrative to suit your experience and justify your frustration with falling to your death, something that is completely avoidable through environmental awareness and player agency.
No, the theme you describe does not exist. The mobs and stages are completely randomized from a ridiculously small pool that is further trivialized by lack of procedurally generated environments. You can get the same room and mob composition on stage 1 as you would on stage 9. The only mechanic contributing to an increasing difficulty, as I have experienced after countless runs of naked and no echo attempts, is increasing damage dealt by mobs, and I can’t even confirm that with 100% certainty. The echoes do not change either with your progression.
The Crucible as a rouge-lite is a joke, and I wouldn’t pay a dime to play it if it was a standalone game on Steam.
You don’t like falling to your death in the Crucible, and you don’t want to work around it, I can respect that. But you have no logical grounds for wanting it out beyond simply not liking it.
I do not understand your issue here, u can still walk off ledges, sprint off, or get knocked off. sounds to me like the same ledge protection we have in elden ring for example, where u can not fall of ledged that would kill you from an attack animation.
so it is not negated completely, you still should not stand next to it while an enemy attacks u.