Resource Gathering Issues (UX)

Too many clicks

The mechanics feel nice and fun at the beginning of the game—chopping trees, fishing, and similar activities. However, as the game progresses, the number of clicks/keys becomes overwhelming. Character needs to be positioned correctly to the resource (can be challenging while fishing), then you need a key press to start an action, another to hit Perfect, then repeat, followed by picking up one piece of wood, then the second, and then doing the same again on the next tree. With the increasing material requirements, the current gathering mechanics no longer feel adequate.

Tool Durability

I understand that tool durability is part of the game, but when I go chopping trees or fishing, my best tools break very quickly. Even if I carry multiple rods in my inventory, I still have to return to town far too often.

Honestly, my current workaround is the second realm where I stay near the blacksmith, relog to repair everything, and then relog back to the spot I was at—which doesn’t feel like intended or fun gameplay.

Inconsistency

While fishing places items directly into your inventory—which feels nice and is what I would expect—other activities do not, requiring you to manually pick items up.

Ideas

The early game could stay as it is, but better axes could have an enchantment (or skill) that automatically picks up wood.

Another helpful addition would be the ability to dismantle items into materials, so mining and gathering wouldn’t be the only way to obtain them. I know materials can also be found, but that feels like a minor case and can’t really be considered a proper solution.

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Finally someone mentioned item dismantling into materials.
I’m having a really hard time with wool threads, since I often have to craft clothing multiple times just to roll the stat I want.

Auto-pickup also sounds like a great idea.

As for durability, I personally haven’t had any issues with it.

If you have to have Auto-Pickup i hope they make it an enchantment, or something you slot in offhand, or a tool :sweat_smile:

That way i wont be forced to use it :zany_face:

ofc they could make it an in-game setting but then who wouldn’t feel or get pressured to use it, thats why a setting wouldn’t work..

However Auto-Pickup for Wood, Ore etc. Would be nice :grin:

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Each catch reduces durability by 18 units (12%). With a single fishing rod, you can catch only 8 fish. I’m concerned that the durability is too low, or that it decreases too quickly.

Another idea

What if tools could be upgraded (like weapons or armor), with higher levels increasing durability (or decrease consumption) and unlocking auto-pickup at the highest tier?

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I agree with what you say, I’ve definitely said very similar things in other topics.

I also wrote this: The Crafting Materials are an Unintuitive Mess.

Which discusses the problems more from a game design angle rather than a QoL/UX angle. you might be interested in taking a look.

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You should probably take into account how much focus/per session you got from those 8 fish and how much is needed to use the repair rune :innocent:

And the fact that I don’t have enough focus to use the Repair rune :smiley: (but that is my decision)

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I understand what you’re saying but the bottom line is that the experience isn’t pleasant.

And the system can be better: What is the purpose of weapon Durability in NRFTW? (Is Death punish mechanic, but let’s talk about it)

I’ve never seen any balance mechanics with the repair rune and getting focus from food, but it seems wrong to me that getting focus through food could at most give focus gain like potions.

Also the repair rune and getting focus from food never seemed like balanced mechanics to me, it seems to me that getting focus through food is incompatible with the game’s principles, at most they could give focus gain like potions.

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Indeed thats a really good answer!:grin:

btw just asking cause i dont know.. Do you know if Durability Loss ignored is tied to the items with the enchant or if it affects tools?

Why i am asking is because it doesnt say on Death anymore.
(the old enchant specifically said “Durability Loss on Death ignored”)

Sorry this is gonna sound weird but im pretty sure you are used to that by now :rofl:

Sometimes when going fishing in real life i bring food and mudcake(chocolate cake) so i can stay Focused and get some energy to keep on Fishing for longer (atleast did)

How i draw the connection in-game: To keep fishing you need to repair the durability you have a few options go back to town or eat Apple Pie before fishing so you can use the repair rune or bring repair powder etc.

Now it is a bit more realistic in-game to how you can get other things than only fish, such as enhance materials and gear pieces
(in real life we can fish up bicycles at a certain lake in my home-town worth more than the fish in that lake)

Yes im not talking about Balance here, so i leave that to you :wink:

lol….

I understand the logical connections you’ve made, and they’re nice elements, I too have made similar connections, such as the fact that fish have “omega-3” which is a substance that improves the concentration.

but obviously getting a free rune every time you heal has some implications for the way combat works that aren’t very nice.

I never liked the durability rune, it’s like: “we added this mechanic that no one likes and that actively makes the game worse and less fun but don’t worry there’s also this rune and these consumable items that remove/mitigate it”

And I’m like there watching them while they are walking in circles while cleaning the floor with their shoes dirty with mud pretending they are doing something useful.

When obviously in this case it would be enough to clean your shoes AKA: remove durability.

(Here I am referring to the durability of the tools, not that of the gear, which is a different story and I talk about it in the topic I linked before.)

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