No Rest for the Wicked

No Rest for the Wicked

germality Apr 15, 2024 @ 3:00am
Procedural generation
Diablo IV got rid of procedural generation and it sucks ass cuz of it.
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Showing 1-14 of 14 comments
Delaborga Apr 15, 2024 @ 4:15am 
nope that is NOT the reason why its bad,
GodfatherPlunger Apr 15, 2024 @ 4:51am 
as if that were the reason
Starfield has pretty much put me off of procedural generation. I know it can still be implemented intelligently but I'm super glad that this game has handcrafted level design.
Kelden Apr 15, 2024 @ 6:35am 
First off, Diablo 4 is bad for a plethora of other reasons, procedural anything wont save it.

Second, Procedural is mostly a gimmick, and its been spent. Unless the game HEAVILY benefits from it, like Terraria and the likes, i see no use for it.

This world is handcrafted, with tons of secrets, nothing to worry about.
Sgt.JESUS Apr 15, 2024 @ 7:05am 
Glad to know its not PG, i prefer handcrafted worlds, just hope the loot will not be random too, hate finding a legendary something and 3 hours later the item is worthless.
Wonder Apr 15, 2024 @ 7:31am 
Originally posted by Sgt.JESUS:
hope the loot will not be random too, hate finding a legendary something and 3 hours later the item is worthless.

Well, here's the details if you want them:

4 rarities
Common/White which is basic but the most customizable. Rare/Blue which have positive enchantments. Cursed/Purple which has a strong enchantment but also a downside. Unique/Gold which are handcrafted by the developers and offer unique enchantments.

So yeah, there will be random loot but it looks to be geared towards being more simple but impactful. My personal opinion is that it wont be as harsh to hold onto an inferior piece of equipment a little bit longer than in regular ARPGs anyway if it suits your playstyle more, given how the combat seems to work here.
Necropants Apr 15, 2024 @ 9:27am 
This game only has a passing semblance to a Diablo esque arpg.
Bohdan36 Apr 15, 2024 @ 10:02am 
Originally posted by Buntkreuz:
They give an example, where you enter an area the first time and fight a new enemy type (Risen) and next time you fight some beasts that are now at home there and next time the area has a boss that wasnt there before or new items or materials.
(not an advertisement for games).
A similar principle of replayability is incorporated into the game Remnant From The Ashes (this is something not everyone realizes). If we talk about both parts of the Remnant game, they just they don't have much variety with enemies (on the same map). In Remnant just shuffle the location to give you new equipment, the game surprised you with new bosses (who did not play I will explain).
You go through the game for the first time and think that you have seen 100% of the content, but it is not so. Will consider that 100% as old (since you've already passed) content.
2nd playthrough: 70% old content, 30% new content.
3rd playthrough: all old content from the second playthrough + new content 10%
These are approximate figures (shuffles randomly and in any % , ie for the player of any, and these values of falling out the chance may be determined by the developer, but it seems no one knows them), simply put, passing the game in 2 or 3 times again you see different parts of the regions in one location collected together.
That is, the old content is diluted with new content and so on every time (until it ends).

The problem is that in Remnant From Ashes co-op up to 3 players, no dynamic weather, no great variety of enemies, no PvP mode, no different modes (except survival from the 1st part). That's the difference at first glance with No Rest For The Wicked, which has a lot of things now, will appear in future updates. And that's not even all. There's more to compare the games to, to pick up on details, but they're made in different genres. "Remnant is called Dark Souls with weapons", while No Rest For The Wicked is in the arpg genre and will have more unique mechanics than Remnant.

To understand this shuffling of locations, you could first see it in a simple game, let's say for me it was Warface. But there just every day changed maps on PVE, but the principle was simple: one part connects to the second. The second part of the map could be with a different first part and vice versa (in region conditions).
That is, let's say the developers created 10 parts of the first segment of the map and 5 parts of the second segment. Today you will see the initial segment #1 with the final segment #3 (where the boss helicopter is), and tomorrow you will see the initial segment #7 with the final segment #5 (boss tank).
The segments are different components, different kinds of map.

By the way, something similar will be in the new project Judas from the creator of Bioshock. There the system is called "spatial design".
The main AI of the characters will adjust to the player's decisions, and the levels will change, the environment will change. There are already articles on this topic, and Kevin Levy also wants to surprise with something new, procedural generation, as well as to create some kind of groundwork for the future.

So I just compared it all similar to games in other genres, based on what was said about No Rest For The Wicked. Things could be different here. Let's wait for the game's release to better understand the concept. Let's not forget that No Rest For The Wicked is a more lively, hand-crafted game with dynamic weather, day and night cycles.
Last edited by Bohdan36; Apr 15, 2024 @ 10:13am
Kyota Apr 15, 2024 @ 10:12pm 
OP has no idea what they're saying.
MDK Apr 16, 2024 @ 2:53am 
Does No rest for the wicked have procedural generation? Atleast how op understands what it means? I didn't see any mention of it in the store page. So I don't understand what even is the purpouse of this thread.

Most people lack the knolwedge of what procedural generation even is. Pretty much every single triple A game uses procedural generation, even if the world is "hand crafted". Realistic textures are rarely fully handpainted and use procedural methods like noise and curvature maps to make it easier for the artist. In large openworld games nobody ever places every single tree or blade of grass manually and use procedural methods to automate the placement.

People just assume procedural means randomized dungeons.
Jack Vondragon Apr 16, 2024 @ 8:14am 
I prefer a hand-made world than a procedural world where you practically end up in a "copy-paste" of things already seen and placed randomly.

It's different for the dungeons, i appreciate the procedural version with different enemies and bosses... more less in a rogue-like style.
germality Apr 16, 2024 @ 8:15am 
Originally posted by Jack Vondragon:
I prefer a hand-made world than a procedural world where you practically end up in a "copy-paste" of things already seen and placed randomly.

It's different for the dungeons, i appreciate the procedural version with different enemies and bosses... more less in a rogue-like style.

Diablo IV is literally copy/paste.
Holombo Apr 16, 2024 @ 8:17am 
Originally posted by germality:
Diablo IV got rid of procedural generation and it sucks ass cuz of it.
Have you ever seen the "that skill is on cooldown" covering the front of screen in D4 constantly making it very unimmersive to play making anything behind the message and around it hardly visable to the peripheral effect, which is also bad in D4, it is such a sham. the game was not made to be played but to be bought and played for 2 hours and to save development cost due people leaving the game cutting the electric cost of developing the game instead of developing an actual game to speak of. How can't they see the constant annoyance of that skill is on cooldown" covering the front of screen" constantly, it is due to pure lack of cognition.

They are trying to make the game a bit procedural though in No Rest for the Wicked with changing enemy placements and boss encounters around when revisiting areas, it will be be more replayable than Dark Souls games atleast because those games has no loot to speak of and static enemy placement. Dragons Dogma also suffer from this with the world being static and the only gameplay element that they really delved into when developing the game was far fetched quests and secrets within the game environment, there is hardly anything to replay the game for or play the game for.
I don't get far fetched game mechanics when it comes to secrets inside the game, I want clear mechanics and replayability, like a good game of playing chess.

They clearly have cognition the developers to see what makes repetitiveness come around atleast, whereas Diablo 4, Dark Souls akin comes out as the Teletubies tv-show in comparison refering to the scene where they ask for everything to be replayed at the end exactly the same thing as you just watched. Still this might be the only game until PoE 2 which actually has very clever insights also what makes ARPG games fit for modern daylight.
Jack Vondragon Apr 16, 2024 @ 8:20am 
Originally posted by germality:
Originally posted by Jack Vondragon:
I prefer a hand-made world than a procedural world where you practically end up in a "copy-paste" of things already seen and placed randomly.

It's different for the dungeons, i appreciate the procedural version with different enemies and bosses... more less in a rogue-like style.

Diablo IV is literally copy/paste.


Yes, but in the dungeons, not in the open world.

Even though the dungeons are practically all similar, there is the possibility of changing the difficulty and facing an increasingly demanding challenge with varying elite monsters.

If i find these things (or similar) already in this EA version of No Rest For The Wicked then i'm fine with it.
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Date Posted: Apr 15, 2024 @ 3:00am
Posts: 15