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    EZEEDark Souls & Demon's Souls | PREPARE TO DIE! | Bloodborne | Sekiro | Elden Ring | atd | ...aneb umíráme s nadšením




    Demon's Souls wiki | Dark Souls wiki | Dark Souls II wiki | Bloodborne wiki | Dark Souls 3 wiki | Sekiro wiki | Elden Ring wiki

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    Nioh wiki | Ashen wiki | Remnant wiki

    rozbalit záhlaví
    TRAGED
    TRAGED --- ---
    NRftW

    @everyone
    ## 🛠️ Patch Notes - Early Access Patch 2

    We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as **Weapon Tryout**, the ability to **Respec**, **DLSS / FSR Upscaling** and **Controller Remapping**. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included!

    Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware.

    For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked!

    Be sure to check out our Patch 2 Highlight Video and the full patch notes below.

    ⚔️ Performance:

    * Performance Mode now lowers texture resolution, reducing crashes on lower-end machines
    * **Numerous Significant CPU optimizations**
    * Fixed performance degradation that might occur on some gamepads
    * Fixed numerous memory leaks
    * Reduced instantiation spikes for numerous objects
    * Disabled detail meshes on generic humanoids faces when not needed
    * Reduced latency, overhead and improved stability of GPU Culling
    * Optimized texture resolution and memory budgets for Steam Deck
    * Optimized Art content in Ship Prologue and its cinematics
    * Removed unused weapon assets to free up memory
    * Removed leftover developer tools to free up memory
    * Optimized CPU spikes of a variety of common content loading operations
    * Added texture streaming for character portraits during dialogue interactions to save memory
    * Fixed some persistent log spam being generated by potatoes in Nameless Pass
    * Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs
    * Optimized Ambient Occlusion Rendering
    * Extended GPU culling usage for more cases
    * Configured and optimized pooling for more prefab instantiations reducing CPU spikes

    ⚔️ Gameplay Systems:

    * Added new Respec System!
    * Players can now Respec by examining the statue in the Cerim Crucible Atrium
    * Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned
    * Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen

    ⚔️ Quality of Life:

    * All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire
    * Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements
    * Inventory Items can now be docked to compare them
    * Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare
    * Brought back the Misc category to the Inventory
    * Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories
    * Vendor screens are now sorted by item type so that items are more organized for purchase
    * Improved Stamina player HUD brightness for better visibility, and readability of stamina debt
    * Added side notifications for when Danos Sacrament Upgrades are completed
    * Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors
    * Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck

    ⚔️ Settings:

    * Added support for Upscaling with DLSS 3.7 and FSR 2.2
    * Added custom key rebinding options for Controller
    * Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings
    * Default Keyboard layout set to Mouse+WASD
    * Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting
    TRAGED
    TRAGED --- ---
    No Rest for the Wicked - Moon Studios' Stunning Tech Evolution - DF First Look
    https://youtu.be/GpgtdLZ8YRQ
    TRAGED
    TRAGED --- ---
    No rest for the #Wicked

    SADAKO: A uz tu mame prvni balance patch:

    Balance Changes:
    Reduced Durability Damage Taken
    Reduced Repair Costs
    Increased Drop Rate on Repair Powders
    Reduced Stamina Costs
    Reduced Fall Damage Curve
    Reduced cost of Horseshoe Crab and food that includes Horseshoe Crab
    Balance update for the Cerim Crucible boss
    Changed Corpse-Smeared Blade starting from Tier 2 to Tier 1

    ⚔️ Loot Changes:
    Introduced more Weapons into Fillmore's Pre-Sacrament Loot Table
    Reduced Drop Rate of Fallen Embers

    ⚔️ Stability:
    Fixed crash that could occur when quitting out to the main menu

    ⚔️ Bug Fixes:
    Improved inventory navigation
    Fixed jump at Potion Seller Cave so you can’t miss the jump when executed correctly
    Blocked off an out of bounds area of Nameless Pass
    Removed lingering dev tools
    SADAKO
    SADAKO --- ---
    AIAX: Jako jo no, podle těch ohlasů to vypadá, že vypustili way too early access a ještě se předtím zapomněli zamyslet nad tím, jak budou některé věci fungovat dohromady v praxi (třeba durability loss mě dojal) a nejspíš i nad spoustou dalších věcí. :D

    BIMBAS: Jeden koment ze Steamu, co to celkem detailně pitvá:
    A gorgeous game with an interesting story and a well-developed world that is absolutely ruined by being hilariously overtuned and needlessly difficult.

    I'll revisit No Rest For The Wicked again closer to 1.0 when the devs realize how stupidly hard this game is and inevitably fix it. Keep in mind, this is coming from a Souls LOVER who's played these kinds of games from PS3, 360, PS4, XB1 and PS5, all the way up to PC, multiple times over including Sekiro, Bloodborne, all the knock-offs like Code Vein, community mods and everything else. I don't mind a challenge when the challenge feels fair and makes sense, but this game is hard for all the WRONG reasons. And before anyone asks:

    • Super spongy trash mobs still 80% you in one hit, so every encounter feels artificially drawn out and tedious
    • Durability loss on death punishes learning enemy move sets (why are we bringing back archaic, failed systems like this?)
    • Finite meals/potions punishes learning enemy move sets (why are we departing from refillable estus, a system that has worked well for years?)
    • Way too grindy to replace mats to make more food and repair gear after repeated deaths while learning enemy move sets
    • Absolutely unforgiving parry windows, and I mean brutal, plus the parry itself still sucks even when you land it (because spongy enemies)
    • Back stabs are nearly impossible to land and most enemies flat out can't be back stabbed and it's also garbage (because spongy enemies)
    • Shields aren't 100% block so far, so you're constantly taking damage unless you roll dodge everything (which leaves you with 0 stamina to parry or attack)
    • Enemies stun lock you very easily
    • Fighting 2 or more enemies is basically a GG, nearly impossible to win and the aggro range extends past what's visible on screen, so mobs just come running from off-screen constantly to catch you off guard
    • Sneaking is laughably terrible
    • You are essentially 'heavy' at all times unless you wear trash armor (I sacrificed other stats to dump 10 points into weight, which is a lot btw, and I still barely fit into the 'normal' range with starter gear, so now my stats are trash and I've gained nothing for it)
    • Stamina is severely lacking, you're always out of it, even if you understand Souls-like stamina management
    • Can't easily swap between the 15+ unique meals or potions in your inventory in the heat of combat, plus heals have a LONG cool down for some reason
    • 'Bonfires' don't restore health or healing items
    • Inventory is always full and getting it all back to your 'stash' or a vendor is very tedious (plus the stash is way too small)
    • The amount of backtracking you have to do in this game is absurd so far, which is exacerbated by the hideous and borderline useless map they give us
    • Fall damage is comically strong
    • Control scheme gets you killed constantly (you have to tap A to dodge, but you also have to hold it to climb, but holding it also makes you dash, which leads to you accidentally running or rolling off of tight edges way too often, which means you die to the comically strong fall damage, which means your gear takes damage, which means you have to repair it, which means you have to farm again... you see where this is going.)

    The list goes on and on and on and I haven't even touched on the terrible performance or optimization that everyone else has mentioned. Those are absolutely valid criticisms. You can't have a game suffering from volatile frame rate changes with an air tight combat system like this. It gets you killed. Constantly. And again, before anyone asks, I have great hardware. Liquid cooled 13th gen i9, 64GB of RAM, M.2 drive and a 3080 ti GPU.

    My game froze completely while trying to edit my character's face. It froze again when talking to the first NPC in the game. It froze again during combat. It constantly drops frames, especially in the main town. Essential parts of the UI are still missing. I've fallen through the map multiple times already. They need to fix all of this and the overall difficulty/balance. The devs have their work cut out for them right now.

    And I know it's early access (with an emphasis on EARLY), so I'll update this review again after it's had some time to sit in the corner and think about its mistakes. I really want to like this game, but they're making it very hard to. Please devs, stop reinventing the wheel as a triangle.

    Potential buyers, if you're on the fence, I'd say give it more time to cook. A lot more time.
    SADAKO
    SADAKO --- ---
    BIMBAS: Ono to je s nějakou slevou v EA i na Steamu
    Save 10% on No Rest for the Wicked on Steam
    https://store.steampowered.com/app/1371980/No_Rest_for_the_Wicked/
    FRIZER
    FRIZER --- ---
    Kdyby někdo chtěl se slevou zkusit No Rest...

    No Rest for the Wicked | Private Division Store
    https://store.privatedivision.com/game/no-rest-for-the-wicked-creator?refn=cohhcarnage&tracking_id=Bzk7Uj3vsZIk6SV0YhiUjciKxj4TnSXH
    PHOW_SAATCH
    PHOW_SAATCH --- ---
    No Rest For The Wicked Gameplay Impressions – Alice in Wonderland Meets Dark Souls
    https://youtu.be/kmd9lu5AOMA?si=YujCa_WN51SdXvhc
    FRIZER
    FRIZER --- ---
    Vypadá to dobře...

    No Rest for the Wicked Preview: Looks Like Diablo, Plays Like Dark Souls
    https://www.youtube.com/watch?v=aQ9QDCscIwE
    RUDOLF
    RUDOLF --- ---
    NAGASAWA: Spíš než z Berserka vycházeli z předchozích ilustrací. V tom Berserkovi navíc Kintaro ubral na děsivosti Wicked Mana, byl to spíš slaměný strašák, než chodící pec s hořícími lidmi, ale to bylo dáno i kontextem té situace.



    Wicker man - Wikipedia
    https://en.wikipedia.org/wiki/Wicker_man
    PHOW_SAATCH
    PHOW_SAATCH --- ---
    No Rest for the Wicked's Crunchy Combat is More Dark Souls Than Diablo - IGN First
    https://youtu.be/oDjPENSslMo?si=fvTlWNjE4pjvHkIR
    Kliknutím sem můžete změnit nastavení reklam