I purchased No Rest For The Wicked and I can believe how amazing this game is. I don’t necessarily enjoy playing ARPG’s with controllers, but this game is the exception. I haven’t been this immersed in a game since D2. Had to throw it out there.
For a second I thought you mean the classic DooM expansion on Playstation. I need to get off Youtube… Normally this should be in Technology& Other Games section, but I kind of think it still fits here because it’s topical and can be tied back to the recent Anniversary stream and compare games.
As for the thread topic, it’s great that you enjoy the game but you could have add more substance to it aside from “I like this game”. Telling us what contributed to the feeling of immersion and so on, would turn this in a real discussion.
It’s not a game where you can’t set the cruise control and simply rely on muscle memory. You need to be constantly be engaged. Build create is rewarding. I’m working on a bleed (dot) axe throwing, thorns (thorn stats roll on armor), shield build (where shield blocks truly mitigates and reflects damage and causes bleeding). Look up some videos on this game for a just breakdown of what this game really is. It’s amazing!
So why did this have to be posted in the D3 forums?
Are the forums so dead over there the only way someone would see it is to post here?
For those who never see the Forum Index (Just throwin’ it out there):
So, in case you decide to:
Moving Threads
- Click the pencil icon next to the title of your thread.
- Click the “Category” field to bring up a list of Forums.
- Find the proper Forum and select it.
- Save your edit.
This will move your thread to the selected Forum, including all replies.
Honestly, I probably believe that I’m doing the D3 Community a service by sharing this information so they can expand their gaming experience.
You’ve done nothing wrong. If this forum was kept strictly to what a small select few think should only be posted here, it would be an absolute ghost town.
The sub-forums here are not relevant. If a forum does not have at least 30 active users, sub-forums are not beneficial. Blizzard set up the sub-forums with potentially good intentions in order to help sort out various discussions, however, the amount of traffic now is so low, it doesn’t matter. People will gravitate towards the top/general discussion for things anyway. If you tried to put yours in that other sub-forum, it’d probably be weeks to months before anyone read or replied to it.
It’s similar to when someone comments about console and you always have that “one guy” who feels the need to point them towards the console forum, knowing good and well that they are not going to get any attention there.
Have you had a chance to look into No Rest? I’m surprised you haven’t heard of it. I’m interested to get your take on it.
A market research? Okay. I took a short look at the trailers, and watched some streamers playing it in the past. My first impression is that it looks cool, but there are a few lacking measures here and there.
I’d also like to say that it came out in 2024 on Steam, yet it’s still Early Access about two years; this is a red flag for anyone may have any interest. Even though I have an old computer that can not handle any modern games, I’d rather buy Diablo 4 from a sale and think it as a better investment than this.
First off, it’s a souls-like game from an isometric look with heavy focus on resource hunting, there are a few flaws to that design choice. A modern souls-like game is a third person so you can react clearly to what you see; even though no one liked corner ambushes, this is the pillar of the game. Having isometric view require some telegraphing cues to be added on some ranged attacks or heavy bursts from enemies because the angle of vision is limited. However, there are a few caveats to this, because it either require developer to not make such attacks thoroughly punishing by buffing player or use abundant visual or audial cues and highlights. You can’t rely on players’ voice communications to help them avoid unseen danger.
On the resource hunting and homesteads, it doesn’t look like a dynamic system. When you have a multiplayer game, I guess the world map is established on creation and becomes static. So, once you explore everything, you ought to know every potential resource spawn location, this is where exploration and reward cycle replaced with a chore for you to finish once you dipped dry. They tried to make it somewhat dynamic with an estate buying system, but it looks one dimensional. Obvious that player will not be bound by one world session and will hop between different ones but for a small group of people, this trade of possessions is rather too ambitious but lack interaction or cause.
Maybe it’d sound better if you had NPC roommates or neighbors for a small talk or quest givers, because playing furniture placement in an empty house when you are playing an ARPG doesn’t sound enticing. I don’t think game is trying to be Ultima Online or Heroes of Might and Magic, unless it tries to…
Secondly, combat looks like it revolves around reacting and reflexes rather than committing a devastating blow without initiation at the risk of higher punishment, or adapting by changing tools and utilities in the heat of combat. For comparison, first three Diablo games emphasized or utilized at least two of these elements and I bet fourth did as well. They achieved this with abundant utilities, finessed class roles and consistent retaliation from enemies. As I gathered, NRFtW promised a class system about only a month ago and slowly putting it together.
Going back to combat, it seems we only have random luck of certain Enchanted effects as occurring rewards, but that doesn’t give the player an incentive to take risks or adapt for the next time. When you want player to take a risk or a hike, you either give them a better incentive for the reward or take a simulative approach with environment to react every choice and watch them solve it. This doesn’t apply here as far as I see it because it lacks consistency for rewards; not everything has to stick with random chance.
I really like the studio and would give them a chance but there are quite a few mistakes with their design. At this rate, game could become relevant or at least move out of Early Access in a year or two, but I doubt it’d bring too many players without a good story telling. Looking at the allocation of resource collecting and combat tasks, it occurs to me that game made approachable for casual players with a friend circle in mind, but that is not all there is to it for audience and it needs depth for intrigue.
Take what I write as a grain of salt because I haven’t even played the game yet and my impression is limited to what I have watched from trailers and game play streams.
It’s come along way. It’s seems like pretty dated info.
No Rest has sold over 1.7 million copies, has had greater dev support/upates, and has had a concurrent player base of 60,000 (and is growing daily). I’d say it’s of to a good start.
That’s an easy fix! If you played this game, you’d fall in luv with it. I’m confident that we’d find each in the NRFTW forums!
I played POE2 during the free weekend and it like more of the same generic cookie cutter ARPGs. I bought TQ2, more of the same. But No Rest is different. It can’t be explained in word, it’s an experience. I had many preconceived idea of why I wouldn’t enjoy it. They all dissipated once I gave it a chance. Mark my words: This game has a future.