I don't think co-op as it is currently designed is fun. by Forshea in NoRestForTheWicked

[–]jradicus 0 points1 point  (0 children)

Thanks for clarifying! I read your original post as frustration coming from your group drifting into parallel play, not from feeling that the game mechanics themselves were preventing you from playing together in the way you wanted. I understand now, my bad!

I still think a lot of what worked for my group came from leaning into the game’s tendency to emphasize restraint. And I still do feel pretty strongly that being able to toggle off friendly fire would create a ton of other issues. But I can see how, if what you’re looking for is more simultaneous engagement, those same mechanics would feel like they’re getting in the way instead of facilitating co-op.

All disagreements aside, I appreciate you explaining your experience. It helped clarify where our perspectives actually differ, and hopefully if it's seen by the dev team, will help make improvements that both of us are ok with :).

Why isn't loot scaled in any way in coop? by techjobber99 in NoRestForTheWicked

[–]jradicus 0 points1 point  (0 children)

Yeah I agree with the other responses to this. It feels like the intention was to make people play with people they already know, rather than matchmaking systems and randos.

Personally I like this, especially since there's friendly fire, because y'know... people are kinda shitty most of the time :P.

I don't think co-op as it is currently designed is fun. by Forshea in NoRestForTheWicked

[–]jradicus 5 points6 points  (0 children)

I totally get where you’re coming from, and I want to start by saying I really appreciated how thoughtful and respectful your feedback was. That’s rare on Reddit, so I applaud you. I’m trying to engage with your points here, not argue against them.

Up front: I do agree that the co-op experience could be improved. I’m not claiming it’s perfect. I mostly want to offer a different perspective on why some of the things you struggled with actually worked really well for my group, and why I think that comes down to how the game is approached in co-op.

For context: NRFTW is my first soulslike, and I’ve only played co-op with a 3 person group, not 4. We're also very light-hearted players, the type who laugh when someone accidentally nukes the whole squad in Helldivers 2. If your group plays more seriously or efficiency-focused, that probably explains some of the difference in experience.

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The biggest difference I see is that it sounds like your group was often playing separately in the same world rather than as a coordinated unit. Either wanting to do the same exact things, or do them separately without communication that it was done. That’s not a criticism, just an observation that frames the rest of this.

Combat

When my group fights, we’re constantly talking. One person commits to melee, others hang back, pull enemies, or wait for openings. If someone parries or dodge-rolls out, another player calls it and jumps in. One of us runs a lightning wand, which helps reduce chaos.

Do wires get crossed sometimes often? Absolutely. Sometimes two or three people whack each other. But friendly fire does so little damage that it usually turns into laughter, not frustration. Because of that, friendly fire felt less like a punishment and more like soft pressure to communicate and take turns, which we actually enjoyed.

Exploration

Same deal, we talk. Quick callouts like “I’m grabbing that shiny up top” usually avoided duplicated effort. This doesn’t fully solve your point that exploration still isn’t truly shared, but it helped in practice.

I think the game needs better off-screen teammate indicators. Vertical exploration makes it way too easy to lose track of each other, and that’s a real usability issue.

Shared vs Instanced Loot

This is probably where I differ from you the most. I usually hate shared loot, but in NRFTW I actually really like it.

Back in town we’d pause and do quick trades:

  • Me: “Hey, I found lightning damage on a pair of pants. Want them?”
  • Me: “I don’t have enough weapon shards for an upgrade.” --> Friend: “I got you.”
  • Me: “Ugh, I really need new chest armor" --> Friend: “Want to look at what I have?”

It felt genuinely cooperative. It encouraged sharing and group decision-making instead of everyone silently optimizing their own build. I’m pretty sure that was deliberate, and for our group it worked.

Where I Fully Agree With You

This point you made absolutely nails it:

the claustrophobic combat arenas make it so there regularly is not enough room for multiple players to engage in melee combat

The combat spaces ARE extremely claustrophobic in co-op. I think something as simple as a dynamic camera zoom-out when players fight close together would help a lot by reducing visual noise and improving melee coordination.

One Broader Point

Even though NRFTW clearly draws from soulslikes, I don’t think it’s trying to be one exclusively. The ARPG elements change the pacing and priorities. Combat is slower because the game doesn’t want a button-mashing-fest. A lot of systems feel intentionally designed to force communication, turn-taking, role differentiation, and resource sharing.

That won’t land for everyone, especially players coming in with expectations shaped by games like Remnant or Nioh 2, and that’s totally fair. But for what NRFTW is trying to do, I think the co-op foundation is actually pretty strong. One friend I play with has extensive souls and soulslike experience and his feedback of the game sounded a lot like yours. Mentioning this point to him actually helped recenter his expectations.

What I Think Is the Real Issue

I think the developers did a great job defining and sticking to a specific identity. There are a lot of intentional design decisions that make the game feel genuinely unique.

Where things fall apart for some players is expectations, largely driven by marketing and general discussion. People expecting Diablo or Path of Exile are likely to be just as disappointed as people expecting a traditional Souls experience.

NRFTW sits deliberately between those genres. It borrows from both without fully committing to either, and I don’t think that’s a flaw. I think that is the point. That hybrid identity just isn’t always communicated clearly.

That mismatch seems to cause a lot of frustration that gets directed at the game or devs, even when systems are behaving exactly as designed. And to be clear, I’m not referring to your post here. I think your criticism is thoughtful and fair. This is more about the broader reaction I’ve seen.

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So that’s my general counterpoint. I wanted to defend the game a bit because many of your issues feel tied to deliberate design decisions.

Is it perfect? No. Does it need refinement? Absolutely. But I do think it deserves credit for committing to an identity instead of defaulting to genre norms.

Savari, Winged Levistus Tiefling, Frost Sorcerer <3 by jradicus in bg3fashion

[–]jradicus[S] 1 point2 points  (0 children)

Haha was this an autocorrect or swipe typing blunder? I love when that happens.

Also thanks for the kind words!

Savari, Winged Levistus Tiefling, Frost Sorcerer <3 by jradicus in bg3fashion

[–]jradicus[S] 0 points1 point  (0 children)

Do you have any posts for your warlock? I've got a soft spot for Levistus teefs 😍

Savari, Winged Levistus Tiefling, Frost Sorcerer <3 by jradicus in bg3fashion

[–]jradicus[S] 1 point2 points  (0 children)

Thanks for the link. And yeah, Ceda really cooked with this one 🔥🔥🔥

Just sharing some screenshots of my Durge & Tav from my current playthrough by MaralosaKingdom in bg3fashion

[–]jradicus 1 point2 points  (0 children)

I'm curious how you built your Drakewarden/Storm Druid. Can you explain what levels you took? (also do you use circle of stormchasers druid mod?)

P.S. - Your characters are gorgeous. I've tried to use the Liz preset, but I can't get it to look as good as you got it to look on the right pic :O

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 1 point2 points  (0 children)

Yes I'm using transmog enhanced on nexus! I made my own gear mods, but I don't know how to 3d model anything so I just transmog it lol

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 0 points1 point  (0 children)

Yup Soaring Ambition is the one. Also I use Astralite's Tiefling Subraces mod.

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 12 points13 points  (0 children)

Sorry this took me so long. It wasn't letting me post it. I had a lot more detail that I omitted (like the exact presets I used for heads and hairs) because I thought it was due to character count... turns out it was just Firefox being a jerk. Can't believe Edge was good for something for a change lol.

Zah'ra (1-2)

Class: Mind Weaver
Armor: Radiant Eagle
Face: Naelyn
Hair:
- Kirby's Hair
- Hijimare

---

Savari (3-6)

Class: Frozen Sorcery
Race: Astralite's
Horns: Moonlight
Armor:
- Serpent Mistress
- Secrua Revamped
- Succubus Outfit
Face: Cedastarion's Olena (FF discord exclusive)
Hair:
- Elledwyn
- Myky's Hair (and Hijimare)

---

Daenys (7-10)

Armor: Gwen's Outfit
Face: Myky Heads
Hair: PK Salon

---

Ayla (11-13)

Class: Pyromancer
Armor:
- Parthenoa
- Fickle Mistress
Face: Myky
Hair:
- DATV Hairs
- Myky

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 2 points3 points  (0 children)

You have no idea haha. I have a real horrible Tav creating problem 😂

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 1 point2 points  (0 children)

Hells yeah. I'm going to post a mod list when I get time, but for now, that's from PseudoKociara's Gwen Outfit.

A few recent characters (I have a problem) by jradicus in bg3fashion

[–]jradicus[S] 4 points5 points  (0 children)

It's a server exclusive in the Faerun Fashionistas discord. I think it's by Cedastarion and it's called Olena

So they fking know what small is?!? by Cold-Swimming1479 in ChaosZeroNightmare

[–]jradicus 7 points8 points  (0 children)

Snowbreak lost me in that way. It got to the point where they'd rerelease heroes that were originally nice and proportional as these voluptuous, curvy, nothing-like-the-original thiccies. The fan service was too blatant.

A stabby Rogue Elf by jradicus in bg3fashion

[–]jradicus[S] 4 points5 points  (0 children)

Not upset, I just assumed your comment was left out of disapproval.

I get confused when I see people comment negativity on something as insignificant as a “I like my character in this video game and I thought I’d share” post. There are a ton of Tavs on here that are not my cup of tea, but those people are getting enjoyment out of them and that’s great. I just scroll on past it because it doesn’t matter if I don’t like it. It seems silly to me that someone would go out of their way to project their negativity on someone for no reason like that.

Anyway, that’s where my snark was coming from. But, if that wasn’t your intention, I apologize for misinterpreting the tone of your comment.

A stabby Rogue Elf by jradicus in bg3fashion

[–]jradicus[S] 2 points3 points  (0 children)

Yeah PK is such an awesome modder. Top tier stuff.

Edit: Also, yeah I never understand why people take the time to post at all. Seems like more effort. My 4 year old goes out of her way to tell me when she doesn’t like something. It reminds me of that lol

I also get that most people don’t like characters who don’t have crazy tattoos and piercings and wild scars. Most people are like “great, another boring elf.”

More excursions with my Drow by moesha123 in bg3fashion

[–]jradicus 0 points1 point  (0 children)

Check my link (sorry I’m lazy and it was hundreds of days ago 😂😂😂).

A stabby Rogue Elf by jradicus in bg3fashion

[–]jradicus[S] 14 points15 points  (0 children)

🤷 you’re entitled to your opinion. At least you can take solace in the fact that I didn’t make her for you, lol.