No Rest for the Wicked

No Rest for the Wicked

NoFrAg Apr 19, 2024 @ 9:06am
So many QOL and Design flaws
I loved Ori and can't believe that this is from the same developers. I love the art style and the combat but there are so many annoying and bad qol as well as design flaws:

- why cant i scroll through my consumables with the left and right d-pad like in Elden Ring? Instead i have to hold down d-pad, use my right thumb stick to find the item and than release d-pad again. This is so tedious.

- why are recipes not learned on pick up? Why do I have to make this extra clicks to go to my inventory and read them?

- In the flower quest with the alchemist; when I die, it doesn't save at the flower. I always have to go back to the flower again

- Inventory space for Ressources? Seriously?

- why are enemies not respawning? Somethimes, when you die you have to run back ages without anything happening. you can't farm as well to get ressources.

- why do pickaxes and axes for collecting trees and ores have to break? Again another just tedious thing

I love difficult games, I played Elden ring, Path of Exile and others, but some stuff in this game is just tedious and has nothing to do with difficulty
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Showing 1-15 of 16 comments
BRODAD3U5 Apr 19, 2024 @ 9:21am 
Definitely feels like the devs are out-of-touch with a lot of currently acceptable game design choices. I expect them to take feedback and make changes. If they don't, sales will probably suffer.
GODorachi141 Apr 19, 2024 @ 9:23am 
i can see the frustration but the game is design how it is design, if you dont like the machanics you dont play the game and choose another one without this mechanics
NoFrAg Apr 19, 2024 @ 9:24am 
Originally posted by BRODAD3U5:
Definitely feels like the devs are out-of-touch with a lot of currently acceptable game design choices. I expect them to take feedback and make changes. If they don't, sales will probably suffer.

Yes i think so too. So much feels outdated and tedious. I can't understand that they thought this feels good when testing.

I really like the game in it's core and it looks stunning, but besides that they have to adjust things.
NoFrAg Apr 19, 2024 @ 9:26am 
Originally posted by GODorachi141:
i can see the frustration but the game is design how it is design, if you dont like the machanics you dont play the game and choose another one without this mechanics
Sorry, but a lot of things are just bad QOL and have nothing to do with mechanics. Like the controls i mentioned, the recipe or the flower quest.

I do agree for the breaking and durability though, if they want it like that, fine.
Last edited by NoFrAg; Apr 19, 2024 @ 9:27am
Chocos Ramabotti Apr 19, 2024 @ 9:27am 
Originally posted by BRODAD3U5:
Definitely feels like the devs are out-of-touch with a lot of currently acceptable game design choices. I expect them to take feedback and make changes. If they don't, sales will probably suffer.

Out of touch? For not blindly copying trends? Go back and play Assassin's Creed or whatever isn't out of touch to these days. You people want have only a narrow definition what a game could be and anywhere where it doesn't apply is "outdated" perhaps you're just no smart enough to appreciate what actually is unique.
Potatoメ Apr 19, 2024 @ 9:29am 
These are hardly QOL and Design flaws.
Chacheya1G Apr 19, 2024 @ 9:29am 
For all the uniqueness the devs claim to be striving for, the game is so far just a worse V Rising.
NoFrAg Apr 19, 2024 @ 9:30am 
Originally posted by Chocos Ramabotti:
Originally posted by BRODAD3U5:
Definitely feels like the devs are out-of-touch with a lot of currently acceptable game design choices. I expect them to take feedback and make changes. If they don't, sales will probably suffer.

Out of touch? For not blindly copying trends? Go back and play Assassin's Creed or whatever isn't out of touch to these days. You people want have only a narrow definition what a game could be and anywhere where it doesn't apply is "outdated" perhaps you're just no smart enough to appreciate what actually is unique.
To be unique is great and I appreciate Indie-Devs who do thins different then the big players.

But the tings I mentioned are just tedious and nothing to do with uniqueness. You could make these QOL better and the game is still unique
GODorachi141 Apr 19, 2024 @ 9:30am 
Originally posted by NoFrAg:
Originally posted by GODorachi141:
i can see the frustration but the game is design how it is design, if you dont like the machanics you dont play the game and choose another one without this mechanics
Sorry, but a lot of things are just bad QOL and have nothing to do with mechanics. Like the controls i mentioned, the recipe or the flower quest.

I do agree for the breaking and durability though, if they want it like that, fine.

well in some of the things youre def right, im sure the devs will put some QOL things in future updates, but i doubt things like enemies not initially respawning after death will be out of the game any time soon
NoFrAg Apr 19, 2024 @ 9:32am 
Originally posted by coffee guy:
These are hardly QOL and Design flaws.
Yes they are, or what would you call them, e.g. like the controller consumable I mentioned or the recipes?
Helmic Apr 19, 2024 @ 9:34am 
People have certaily alreayd covered the durability thing, but I also don't look forward to inventory management headaches with crafting materials. ESO even *sells you* a whole bag just so you stop having to micromanage storage for crafting materials.

Limited inventory space for crafting materials can make sense in a proper survival crafting game because you're not really picking up loot very often that isn't those things, so it serves as a way to get you to come back to your home base. That doesn't seem to really be what NRFTW is about, though, so instead it seems to punish you for picking stuff up with tedious inventory management where you're just constantly reminding hte player they're throwing away valuable things they took time to collect.

The Souls games after Demons' Souls did away with pretty much all inventory restrictions for a reason, there's no encumbrance or inventory slot restrictions, just an equip weight (which we already have in this game as well). This dramatically cuts down the inventory management and lets them have lots and lots and lots of unique treasure without it ever slowing the game down or frustrating hte player instead of making htem feel excited to have found something.

This game doesn't have to do all the same things those games did, but we should seriously look at the survival crafting tropes being used here that aren't very popular with players and really think hard about what their actual role in the game design is supposed to be and if there isn't a better way to accomplish whatever the hell they're supposed to be accomplishing. The game economy might need to be overhauled to compensate, but that may well be worthwhile to avoid players feeling like this has MMO or live service style time sinks that exist purely to inflate player engagement numbers. This game is a hybrid of genres, so aspects of survival crafting need to be adapted to fit with the game rather than the entire game be molded to fit into the genre conventions of proper survival crafting games.
Last edited by Helmic; Apr 19, 2024 @ 9:40am
Potatoメ Apr 19, 2024 @ 9:37am 
Originally posted by NoFrAg:
Originally posted by coffee guy:
These are hardly QOL and Design flaws.
Yes they are, or what would you call them, e.g. like the controller consumable I mentioned or the recipes?
You really this lazy to press 2 buttons to see what recipe you picked up? jfc how much hand holding of a game do you want. Flower quest. I didn't die so ... don't die ¯\_(ツ)_/¯
Controller work around and respawns (make new realm to farm) i'll give you that but the rest are just a complaint from a lazy gamer.
Last edited by Potatoメ; Apr 19, 2024 @ 9:38am
Omence072 Apr 19, 2024 @ 9:42am 
Call me crazy, but I like the game as is.
ChubbiChibbai Apr 19, 2024 @ 9:43am 
Originally posted by NoFrAg:
I loved Ori and can't believe that this is from the same developers. I love the art style and the combat but there are so many annoying and bad qol as well as design flaws:

- why cant i scroll through my consumables with the left and right d-pad like in Elden Ring? Instead i have to hold down d-pad, use my right thumb stick to find the item and than release d-pad again. This is so tedious.

- why are recipes not learned on pick up? Why do I have to make this extra clicks to go to my inventory and read them?

- In the flower quest with the alchemist; when I die, it doesn't save at the flower. I always have to go back to the flower again

- Inventory space for Ressources? Seriously?

- why are enemies not respawning? Somethimes, when you die you have to run back ages without anything happening. you can't farm as well to get ressources.

- why do pickaxes and axes for collecting trees and ores have to break? Again another just tedious thing

I love difficult games, I played Elden ring, Path of Exile and others, but some stuff in this game is just tedious and has nothing to do with difficulty

None of these are design flaws.
This is just a list of things that you don't like because they are different from Elden Ring.

You have a preconceived idea of how stuff should be based on how much time you have sunk into a small number of very particular games so yeah this feels different but also there is nothing wrong with any of the things you listed.

It sounds like you went into this thinking you were going to play a top down Dark Souls.
NoFrAg Apr 19, 2024 @ 9:48am 
2
Originally posted by coffee guy:
Originally posted by NoFrAg:
Yes they are, or what would you call them, e.g. like the controller consumable I mentioned or the recipes?
You really this lazy to press 2 buttons to see what recipe you picked up? jfc how much hand holding of a game do you want. Flower quest. I didn't die so ... don't die ¯\_(ツ)_/¯
Controller work around and respawns (make new realm to farm) i'll give you that but the rest are just a complaint from a lazy gamer.

This is so typical. Somebody gives critics about QOL features and is called a lazy ♥♥♥♥, even you know nothing about me.
I suffer from EDS and RSI. Therefore I'm glad if I don't have to do these extra button presses.

And again, they are totally unnecessary. This has nothing to do with uniqueness or difficulty.

But thanks for your constructive feedback...
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Date Posted: Apr 19, 2024 @ 9:06am
Posts: 16