Tbf, different people relax differently.
Some, such as yourself if I may presume, like a direction or goal. Whereas others such as myself can find relaxation in aimlessness.
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It's accurate to say it's removed from the rest of the game. Most of what you find here is aesthetics. The featured items are all unique and untradable. Nothing will give you any kind of advantage in the game. The materia can be gained so much faster and easier elsewhere. It's just there as something to buy once you pass the point of getting all the other items.
Picking up 1 piece of sand with your hands.
Seems viable.
Digging up sand? Here have ONE PIECE OF SAND.
Upgraded tools should allow you to gather more of an item, similar to how perception works in actual gathering.
An increased yield would be nice, even if not an increase to EXP, but seeing as I've gone through around 4000 Sand already, not entirely sure how I feel about 8,000 (Sulks). They could've also used this as a way to play into introducing other gathered items to potentially upgrade tools. e.g., Bronze > Iron > Steel, whilst granting benefits beyond just a second item from where you are gathering. Shame, really. Could have been a nice mechanic early on too
I wish more things in the game were slow and inefficient. This is an MMORPG, not Fortnite. It's purpose is to literally waste your time, without making you feel like it's a waste.
The biggest misconception about island sanctuary is a notion that it's supposed to be a sandbox farming simulator when in reality it isn't. Once your stuff is all upgraded and production scheduled there's literally nothing to do. The island is empty just like the gameplay. In stardew valley there's lots of content outside of timegated farming; while your crops are set up you can go mining, talk to villagers, explore new areas, go fishing, do quests etc. And on your island in this game once production is set up you just... log off. And no, going around a small island in circles collecting the same stuff that respawns in like minutes is not engaging gameplay. There's no skill expression or thought involved on game's part to actually be invested or interested about this reject of a mindless diadem 2.0 grind. It's just something that exists so you could log in every day to schedule your production and water crops or else you'll be missing out. Once I get my glamour out of this predatory excuse of "content" I'm dipping immediately.
Actually diadem seems to be more involved and engaging than island sanctuary now that I think about it lol.
Just gather some materials...let your workshops do the rest...come back after a week and level up like 3 or 4 levels at once and get tons of cowries. That way doesn't take more than like 2 hours of prep, lol. Ofc if you want everything the fastest way possible yes then it is a grindfest but that is your personal choice duh. It's not like you get better pve gear from it or any other advantage besides glamour and mounts.
I feel like you didn't pay attention to anything YoshiP kept telling players.
"Lower your expectations"
"Intended to be relaxing content done at a leisurely pace when you want a break from other content in the game"
"More features to be added in future patches"
You aren't intended to have a maxed out, optimized island in a week.
Kinda wish they would've given us a grid system where we can place workshops etc. and fields and like everything manually to customize our island just a little bit. Would've been great, they could've mixed in some little decorations you could place freely around and it would feel more personal. But it is what it is, i hope there will be more customization options in the future...
I like how they said over and over that they wanted to limit the rewards so you didn't feel obligated, and that you should do the content slowly. And people are still complaining "Why cant I minmax this in 2 days for optimal gains?" So they go out and gather 10,000 items and say "I cant believe Yoshida would make me do this.."
> Tries to speedrun a dripfeed type of content
> Surprised he has slow process
I swear, you people aren't even trying anymore..
Timmy A and Timmy B are casual and they can only play 1h per day but every 30 days they can play as long as they want.
Tedd A and Tedd B play 10h per day.
Timmy A and Tedd A live in a timeline with gatekeeping and Timmy B and Tedd B in one without.
SE introduce a new outfit that you get for actively play the game for 30h.
Timeline A:
Only 1h per day will count.
Timmy A and Tedd A will get the outfit after 30 days despite Tedd A had played for 300h and Timmy for 30h
Timeline B
Tedd B after 3 days has unlocked the outfit meanwhile Timmy B won't get it for another 27 days.
I'm sorry but no timegate clearly favor casuals.
This issue is a mostly psychological one and depends strongly on the player. If you are the type of player who enjoy grinding as an activity by itself, all is well. If you are the type who likes to optimise, then it's not very enjoyable. Island sanctuary operates on a single pace with no consideration for the speed at which the player wants to take it.
The timegating is also of a type we have rarely seen before in XIV. Usually it's "you've done all you can this week/day", come back another time, and that's it. The timegating is "hard" in content like the Doman Enclave, the Ishgard Restoration or Custom Deliveries. By comparison, Island Sanctuary has "soft" timegates where you are forced to wait for certain things to complete, but you could still keep doing the content on the side, it's just horribly inefficient to not wait. To some people, this works just fine, to others it is a nagging annoyance since they want to be as efficient as possible, especially if they otherwise enjoy the content. They'd like to keep going and feel like the game artificially holds them back.
Neither side is wrong here, cause both want different things out of this new content.
Can we get daily activities, where we have to catch certain animals. Introduce tools for fishing, so you can catch rare giant large fish. Build something for your farm, so animals are protected by the rain and their mood goes up. Certain animals you keep can accompany you in the wild, during this time they can fight other wild life. If you win, you can take it back to the farm with you or collect rare material it was holding. If you lose the mood of your animal will go down greatly and can no longer bring it along. Windmill can help with crops, making the time for them to grow faster. Some NPCs will require help in gathering rare materials but are scared to go into the wild, so you have to collect alone. Similar to nodes, these nodes will have like a little minigame attached to it. If you win, the reward will net you a lot of currency and if you lose you'll get some average materials for trying.
These are just some of the ideas I wish Island Sanctuary had. I would love more content to this Island. Especially as a daily activity. :)
I'd blame comprehension but the "marketing" of Island Sanctuary have been pretty clear and simple.
My general expectation is that people will enjoy it for a bit until the new car smell wears off and people hit the big time gate / grind walls. At that point, if it's an efficient means of gaining materia or something else people will do it out of a sense of obligation, if not then people will get the cosmetics they want and leave it. Lord knows I don't expect SE to produce any sizable content additions for it, considering they never have for other side content they have added into the game prior...
https://memegenerator.net/img/instan...u-dont-say.jpg
Were you expecting to finish it after one day of playing? Have you ever played literally any other farming game to ever exist? Animal Crossing, Stardew Valley, Rune Factory, Harvest Moon, Story of Seasons, etc.?
Edit: You think crops take too long? I've been growing Thavnarian Onions for years at this point, and those take ten IRL days to grow.
Add Farmville; Pixel Federation games and other browser games to the list :p Folks were too busy playing only "real games", sticking their nose up at simple idle games :p
I like the new island I just wish the gathering had more had like a skill with a hit box feeling. Not a point and click, stop and get. Like in other games where you break a rock and it splits open or a tree falls over. Maybe give the different recourses hit points. When we swing out weapon around a tree we can see it being shaken and it’s life decreases. I hope the developers continue to build upon this. It’s a fun beta.
I don’t like the point and click to gather. I want to run by and swing my axe actively and do some damage.
Island sanctuary is not without it's problems, (island coweries are next to useless, nothing can be bought with them that can't be found easier elsewhere, and seafarer coweries are rather difficult to accumulate) but overall it's a great addition to the game. it's a different style of content to what we've gotten before. it's a piece of content that keeps be occupied when i'm not doing battle content and it's something that will keep me occupied as a slowly build up my sanctuary over the next few weeks.
Thus far the workshops won't do anything unless I manually gather every item they need to do things with.
I've just unlocked the granary so perhaps that will be better for acquiring materials. But up to this point there's been very little timegating and a whole lot of "this won't progress until you do it all by yourself".
Also, the mammets are obnoxious.
Yes gather materials in like 1 hour then set up the workshop to produce for the rest of the week if you are lazy and you can ignore the island basically, not the optimal way cause the market will change and obviously that way you can't harvest crops or take care of animals (in the early stage). But it is totally possible to put just in an hour of work each week and then at the end of the week just get the exp and cowries from what they shipped out.
But yeah the mammets are obnoxious...i hope we can toggle them invisible someday, i really really don't want to have them running around tbh. especially them setting up a shop inside MY house...