Please add more detailed descriptions across the board

The game uses a true ARPG stat/loot/item system, but are missing tons of info like:

Effects on runes on other aspects

Values on basically everything in the game expect consumables
(How are we supposed to make decision? By guessing how everything works?)

Compare option (Chosen vs equipped)

… And many other things.

I want to look at the effects of a skill, how much damage it does, is it aoe/selftarget/whatever etc. You just can’t….

AND to make things even worse when buying skills I can’t see what the focus cost will be and what it does exactly…. For example I bought healing aura. Nice and all. Used it and the skill states it’s only 2 focus, but that is just the activation cost for a channel. The cast costs way more. And the healing is oke-ish. So I thought I would buy the other one (Flash of health or what is it called). That might be single target, just a cast, cost less focus and maybe gives same health to just me…. So I put the rune in a different staff and low and behold the skill costs 100 focus to cast! I did not know that before already putting it in my weapon.

I would very much like a bit more QoL/information on the skills system.

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I love the game. I’m about 20+ hours in. Just a focused piece of feedback.

I think the game withholds a lot of information from players. in general, I think we need more detailed descriptions everywhere.

Just to name a few:

  • Infuse materials. There needs to be a description of what they do when viewed from the inventory.
  • Runes. There should at least be a description of what the spell does.
  • The Stats screen. It’s incredibly light on information.
  • Any skill/spell/rune that has a numerical value tied to it should have that information easily available. e.g. How much damage does my fireball do? This is incredibly helpful when you’re upgrading or swapping gear. You get to see in clear numbers how much or little improvement you’ve made after your upgrade.

I know that NRFTW is trying to do something different with the genre and I admire Moon Studios for that, but that doesn’t mean it can’t learn from other games that have similar elements. Even though the combat is vastly different from systems ARPGs like Diablo or POE, theorycrafting and optimizing builds is still a core part of this game. The aforementioned games make a lot of the values very easily accessible. It’d be great if NRFTW can incorporate them here.

This, by no means makes the game any easier. I would argue that this will make people appreciate the existing systems (like gear upgrading and itemization) more.

If the argument is discovery, the game already offers plenty of that in more meaningful and fun ways. Moon nailed that part already.

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Hello.
I play with keyboard and mouse and I would like to see status tool tips added: just hovering over a status effect with the mouse to get a tool top that tells me what exactly the status does.

I would suggest mouse over tooltips/statistical data on mouse over for loot, spell effects, weapon effects, runes etc. It should be easier to understand that if i am going to swing my great sword and im going to push number one i know exactly how much damage/effect that move is going to have. having this pop up would be great for quick reference. right now when i look at my great sword and i mouse over the moves in the 1,2,3,4 slot there is no explanation to what each of these do.

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perhaps an option for tool tips, after 50 hours into any game, you don’t need them because you know whats going on in a game. Tool tips just get in the way IMO.

Yes. More clarity and information in general. I love theory-crafting, but theory requires knowledge.

I don’t even understand why the NRftW website doesn’t just have lists of all weapons/enchantments/runes and their effects, but failing that, some more info in-game is definitely necessary.

More statistics on my statistics page would be welcome as well. I would love to be able to make sure that my percentage increase to healing effectiveness is actually having an effect on my regeneration.

When i want to know what upgrade mats are required i have to go to furnace npc…can you just show it when i hover over the gear in my inve tory? Will save me from runnning back and forth between furnace npc and stash to get more mats.

It would be nice if you guys add more details stats like what the movement speed, attack speed is for the character and ellaborate damage more, for example where can I see the total percentage of gaining focus on damage

It’s really unclear most of the time what runes specifically do when you hover over them and you end up having to look it up online or buy it and permanently put it on a weapon. Same with gems, I want to see the effect when I hover over it instead of having to go back to Sacrament to infuse something each time.

Also I’d like more info on food items when you’re holding the assigned button. I have to open inventory each time because I can’t be bothered remembering what each food does. It would be better to add “+x health, +x effect” above the tab when you’re changing food.

And this is not a priority, but some lore info about armor, weapons, items, … for more immersion would be sick.

I am loving the game so far but wish there were tooltips that dived deeper into the different aspects of them item (what is a rune? what is each rune’s effect? etc). There needs to be so much more detail.

Also if there could be an item comparison feature similar to Diablo, Dark Souls, etc that would be extremely helpful.

Lastly, can there be an option to display the enemy level?

Hey there Moon Studios!

I wanted to try some other UX takes on the Item Detail overlay to show some different ways to group information that might be easier and more condensed for players to understand the stats (and scaling) more effectively.

The first thing that might make a difference is grouping similar information, especially the stat requirement, and scaling. Currently, stat scaling is right after the attack and poise break stats and then you have to look to the bottom before seeing the stat requirements. Option B saves you some space and allows you to show how the stats are weighted for the scaling.

The other thing that could be interesting is showing the ranges that modifiers can be so that players can recognize if they’ve gotten a good roll on items or not. This could also be delegated to an option to show and hide the information depending on the player’s preference.

Anyway, just wanted to share some thoughts around this screen since it feels like one of the most important components of Wicked.

Love the games and looking forward to the full release, keep up the awesome work!

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I love this, such small changes, but it looks so much better! Hope the devs see this!

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Thanks! Yes, they’re definitely small nuanced changes that I think make it the details of items more digestible and provide more clarity around itemization.

I feel like they have plenty of time to polish the UX side of things a bit more – things like adding a stamina bar and maybe a poise/guard bar for our tankier Cerim friends.

It would be really nice to see what benefit each food gives you as you utilize the quick switch option. Having to go to my inventory to read and memorize what the benefits are is quite a process. If you had a mini summary over food selections on the quick switch that would be awesome.

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THIS!
Tooltips would be nice, also when deciding if u want to buy a recipe etc. just show us what it will do before we purchased/crafted/consumed it.

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Agree with this my biggest gripe while quick-switching between foods is I can’t remember the benefits of each and every one

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This is a minor suggestion for a food item selecting menu, I believe it will be great if we can have a buff icon (stamina, focus, attack etc) on the bottom left and a item level on the bottom right of the item thumb nail when selecting for food items in the menu. This will provide some quick info of the item without ruining much of the design.

Hey, I’ve been trying the game out for about 6 hours now on EA patch 1 Steam, I play with a Keyboard and Mouse and so far I’m enjoying the game, but there’s a few things I would like to adress.

Broadly, there is a lack of critical info and tooltips in general, a few areas where I’ve noticed them are:

  • bounties have no indication how long you have left to complete them or when they will reset

  • I can’t seem to find a way to show what my runes that are already applied to weapons do (if there is a way I think it can be made clearer)

-It’s hard to gauge how many things you have killed/completed for a bounty, the circle is fine but maybe add a % meter as well just so it’s easier to gauge the exact number of enemies you have left.

-It can be hard to sometimes see what trees are interactable, it would be nice if they had a slight glow or perhaps a blue loot icon (On that note please please change it so that chopping and mining goes directly into your inventory, it hurts so much to realise I forgot to loot that tree 10 minutes ago)

-The area subtext, the Safe, Normal, Dangerous, as far as I could noticed wasn’t brought up in a tutorial I still don’t know what they mean.

-The “Slide” popup should have an option to disable as it is not a mechanic I have encountered much, but every time I come in a 10m radius of a wall it will remind me

-There is no easy way to identify which debuff correlates to what resistance and what element it is related to, I’ve been getting the skull debuff often from the suckers and rats, but I have no idea what it is, I assume plague but it would be nice if the resistances had the icon next to them as well

-I don’t have a clue what is the thing to the right of an item’s armour value and I can’t seem to find it.

-It’s not overly clear what attacks can and can’t be parried, it might be worth making attacks that can’t be parried have the character in a red outline or something along those lines.

-This last one is a slight tangent, but trying to use staves at the early stages felt miserable and I swapped away very quickly, I think if you’re using a staff you should get a flat bonus to focus generation, it felt quite sad to be hitting a mob for 10 seconds just to get 1 fireball off that doesn’t even do the same damage as just hitting that same mob with a sword. (It could be that this is part of the design and staves are meant as secondary weapons, but just thought I would point it out)

Overall I’ve been having a groovy time, few stutters here and there, and sometimes the depth of field is weird, also that flower in the cave makes it very hard to fight enemies, did not enjoy that screen filter, but the farcry 3 vibes were strong, needed more electronic dance music maybe? That silliness aside, game is cool, townbuilding is quaint, crafting feels rewarding and the story is intriguing. There are some features that I would consider “off-putting” for your average mainstream person, but if that was part of the vision for the game, I would like to see the ideas fully embraced.

Oh and the visuals/sound are amazing through and through, I do hope to experience another gut puncher song, like in Ori, still gives me chills.

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