Zak The Slack retweetledi
Zak The Slack
316 posts

Zak The Slack retweetledi
Zak The Slack retweetledi
Zak The Slack retweetledi
Zak The Slack retweetledi
Zak The Slack retweetledi
Zak The Slack retweetledi

Some really cool behind the scenes from our team! Exciting times for Wicked ❤️
thomasmahler@thomasmahler
Our animators have been doing an AMAZING job recently coming up with all the new moves for the various weapons we still need to finish for 1.0. Let's celebrate that today! ❤️👍
English

@ArnoldJMejia @thomasmahler Does it already have all the acts?
English
Zak The Slack retweetledi

Hey folks,
I met Chris Wilson, the former head of Grinding Gear Games, a month or so ago at GDC for the first time.
I had some chats with Chris before and he struck me as a pretty genius designer - a few days ago, I had the great pleasure of him inviting me on his podcast.
Instead of doing a straight-up interview like he usually does with his guests, I thought it'd be more interesting if him and me would just openly talk about ARPGs and that's what we did, so... Here's the podcast:
youtube.com/watch?v=85YWm2…
It's been a pretty enlightening discussion since the two of us have been approaching ARPG design from two very different angles.
I'm really looking forward to what Chris will come up with next - and if you're interested in hearing more about how No Rest for the Wicked came to be and what drives us at Moon in terms of design, you'll definitely wanna tune in! 👍

YouTube
English

@wickedgame Is it ever going to release on the PS5?
English
Zak The Slack retweetledi

Hey folks,
This update brings performance improvements, combat tuning, and a round of fixes shaped by player feedback. Before we head down the final stretch toward 1.0 launch, we wanted to get this into your hands.
Regarding the issue that hit certain users causing their realms to become hidden, we had already deployed a partial fix to prevent this issue from happening again but now, with the maintenance period before this hotfix, we’ve also fixed all accounts that had hidden realms as well.
If you have any concerns/suggestions or are looking for players to play co-op with, please head over to No Rest for the Wicked official Discord or official Forums, we are all ears ❤️
Read the full Patch Notes here: store.steampowered.com/news/app/13719…
English
Zak The Slack retweetledi

Yes, folks, I know I’ve been very quiet in the past few weeks - but there’s no big secret there, we’re just getting the entire class system and all the 1.0 content polished up and ready! 👍
I’m confident that if you liked Wicked before, you’ll be gobsmacked by what’s coming next!
Elena Muzek@EMuzek
@thomasmahler Hi there, you have been really quiet these days. Hope you have been preparing a little something for us Wicked fans … I don’t want to play to something else, but i am starting to turn round and round … 😜
English
Zak The Slack retweetledi

There’s a pattern we should talk about that has quietly killed a lot of great games over the years.
It usually pans out like so:
1) Developers listen to players and think they do them a favor by giving them exactly what they asked for.
2) Players love it - at first.
3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened.
The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc.
And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first.
But you also just removed some of the very things that made the game special.
Magic in games often comes from limitations.
Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning.
Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special.
As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be.
They start talking about which awesome presents they'll receive and every day they come up with new things.
The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present.
You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are.
And the same is true for games.
When everything is always available, then:
- Nothing feels special
- Nothing is worth planning for
- Nothing creates stories anymore
You’ve optimized the fun out of the system.
We’ve seen this over and over:
You remove keys, costs, or gates and players gleefully cheer you on.
But suddenly:
- The gameplay loop breaks
- The economy collapses
- The sense of progression disappears
Another example: social friction.
The magic of early World of Warcraft was that it was basically the first social network.
You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends.
Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good.
But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be.
Here’s the uncomfortable truth:
Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun.
THAT is the developer’s job.
Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience.
Because if you give players everything they want…
You might be taking away the reason they loved your game in the first place.
English

@thomasmahler You’re reverting back/reducing the nerf of this bow range thing, right?
I get the damage drop off, and arrows shouldn’t fly forever. But they should fly to the edge of a normal sized screen.
We’re not shooting plastic kids toys here 🙈
English
Zak The Slack retweetledi

Folks, Patch 1 for No Rest for the Wicked Together just dropped and we're already busy working on some hotfixes to clean things up a tad more! 👍
No Rest for the Wicked is also 30% off during Steam's Spring Sale!
store.steampowered.com/app/1371980/No…
You can now play PVP duels, let us know how it goes! ♥️
English


@PDuchacek @thomasmahler I think the point is for people to engage with combat more instead of destroying enemies from afar and having bows as an “easy mode”.
English

@thomasmahler I understand, but the point of the archer class is to fight from a distance. Right now, that’s just not the case, and the class isn’t very useful...
English
Zak The Slack retweetledi



