We’ve been playing No Rest for the Wicked as a fixed group and treating it more like a Souls-style MMORPG. Our intention is to share one persistent world together, progressing as a team rather than hopping between separate instances.
However, during bounties and daily-style tasks, we noticed that quests are currently shared at the world level rather than the character level. This creates friction in co-op play, since only one version of the task exists and rewards (including quest items) are limited to a single copy.
We hope that, similar to traditional MMORPGs, these types of tasks could be tracked and completed per character instead of per world, allowing all party members to progress naturally without needing to repeat content in separate worlds.
Regarding loot pickup, it would be great to see an optional round-robin or allocation system introduced. This does not require changing the current rule where a single enemy only drops one set of items, but rather helps reduce friction and awkwardness in co-op situations by clearly determining who gets to pick up what.
Similarly, when interacting with world objects (such as quest interactions or environmental triggers), we hope multiple players could interact simultaneously, instead of needing to take turns. This would significantly improve the pacing and flow of co-op gameplay.
Lastly, we find the weapon rune system difficult to fully understand in its current form. At the moment, it’s unclear what each rune skill actually does in detail—such as its damage values, scaling factors, or which stats affect it. We strongly hope to see clear, explicit parameters listed, so players can make informed build decisions rather than relying on guesswork.
Overall, we really enjoy the core gameplay and co-op potential. These changes would greatly improve the experience for players who want to commit to the game long-term as a coordinated group.