Souls Like ARPG: No Rest for the Wicked
" respecs have recently been added to the game also they're giving a huge qol change where you can now equip any gear but at huge penalty if you dont match the stats requirement. why allow this change? in NRFTW, there are several weapon classes in the game. each class has their own "moveset"/behaviours where some have more range, or is faster. the way they combo, etc. think something like monster hunter. if i wasnt busy with d4 i d be playing NRFTW [Removed by Support]
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I purchased this a week back. I played on my steam deck and was crashing a lot until I installed cryo utils. After that it ran ok. I hear it is really bad on M+K.
I like the art and world. It was also surprisingly complete on things like voice acting. The game is a bit.. weird. The "farming/build your own base" stuff seems to be in any new game nowadays. Here in particular I find it pretty tedious and arbitrary. Farming the necessary mats (cutting down trees, digging for clay, mining copper ores...) for upgrading things is tedious and time consuming then there's an IRL timer on building/upgrading stuff which can be an hour of waiting. The combat is quite crisp and has a lot of potential but it's fairly unforgiving early on. Partly it's because you are dependent on rng for item drops but many mobs feel overtuned to me. There's also some stark differences from dark souls type games in terms of: 1) isometric view makes scouting hard depending on the orientation, mobs get very early aggro on you in frustrating scenarios (including up/down ladders). 2) Some mobs that should have slow move sets (big weapons) can be quicker than you with a little 1-hander. 3) Shields don't implicitly block damage but give you increased damage reduction when blocking - so they are basically a shit version of dodge until you can get enough armour for viable damage reduction. 4) until you find out about the "heal rune" you spend a lot of time dying or foraging for yet more mats to make underwhelming heal items. It feels pretty laborious. In souls games (which I am not very good at but have played a fair amount) the game is about the combat and is generally a joy mixed with frustration learning fights. Here I think the joy is very much throttled down due to the tuning (many fights just feel unfair to me) and focus on farming mats. I can see why people could see P2W being a potential future for this game - the tedious farming mats and timers on building stuff feel very freemium to me. If they keep prioritising those systems over the combat/story I doubt this will be a game for me. |
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" i think this scarcity is something the devs would want to balance. the devs originally worked on OG diablo series. a lot of people seem to forget good rares in d1/2 were pretty rare too. i believe that their focus is not to go the p2w route as they're from a pretty oldschool background. the game is still not complete. we need to let them cook. [Removed by Support]
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" I think grinding for items like an arpg versus grinding for materials like lumber, clay is not the same at all. Then there's the timers for building stuff. These don't feel arpg-ish at all to me and seem much more like something you put in either to artificially prolong game sessions or if you intend to provide a payable skip. Not saying that's their intent but I can see why people would be suspicious. But sure it's early access and there's zero p2w as it stands, just some weird mechanics that feel out of place/arbitrary to me so far. Last edited by ladish#6213 on Jun 18, 2024, 12:22:00 AM
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" i do agree that the timers are kinda out of place. i guess they were trying to pad out the game artificially. i dont like em either. and i agree too with the mats. it really gets tedious. i wouldnt mind so much if they let us refarm em repeatedly something like how monster hunter does it. AND they should make wwhatever animation tied to em much faster. 1 dig/1 chop etc DONE. resource pops out. no timer/holding buttons down. [Removed by Support]
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