That's actually the worst example. If you want to heat water, sure. Proper meals? There will be cold spots!
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I agree with all you have said. I very much enjoy the Island and did fast grind to level 10. Once I got there I hunted rare animals and even have now 2 alligators which I am so proud of. I set up my workshops and tend to the animals and water the plants then I go to the lighthouse and que for expert roulette. When that is done I am back at the Island and ready for some fishing. I have fun everyday this way.
I took some time to contemplate why Square added the rest cycle, and here's what I'm thinking...
I don't think it's a matter of forcing players to rest for the sake of taking it easy and having breaks. The main reason I think that is that, frankly, setting up your workshop for the next 24 hours takes about 5 minutes. Forcing players to not use the workshop twice a week saves players around 10 minutes. That's hardly any time, so I can't imagine it justifies taking a break being the reason. Besides, we can STILL use the workshop on those days, so it's not like you're really forced to take a break. You can instead just use that time to plan out the next day you CAN use the workshop. Also, even if we WERE allowed to not have rest days, the days we'd get back would still be "time gated" by virtue of the fact that producing goods takes time.
So I think it's really just gating how quickly we get cowries, and I don't think that's a bad thing. I feel like Square was pretty intentional in choosing how quickly we can earn that currency; how much we get from the workshop each day has to meet a balance of feeling impactful without being OP. If square were to allow workshop 7 days a week but kept the same weekly cowrie income, they'd have to decrease a day's workshop income by about 29%, which would make it feel less impactful. Players wouldn't feel rewarded for their efforts, and those who weren't paying attention might think the workshop wasn't even worthwhile. On the other hand, if Square kept the daily cowrie income but allowed all 7 days, we'd be getting about 40% more cowries a week, and that would throw off how quickly we earn everything else besides Island XP (another can of worms entirely).
You could also make the argument that by having 2 less days of workshop, we go through resources less quickly. This also allows us to get away with storing less of it, which helps them feel better IMO. To me, the more of a resource you have to store, the less it feels like a real item and the more it feels like a number or piece of data. By keeping the number of rare resources that we get to use smaller, they can keep the number that we're able to earn smaller, which helps them FEEL rare and makes for a subliminally more rewarding experience... IMO.
Given the speed that you get the rare materials, it helps to build up a stock. Two days off is 16 more units of rare goods you have to work with. It's not about keeping the cowry count down, but giving us a chance to make those better items to try and hit that 17k mark.
So, please keep in mind that while SE could have easily just made every day an active day, this would have just resulted in the currency we get being balanced downward to compensate (or, perhaps, costs upward).
I'm fine with 2 days off. First day gives me time to plan things out when I can see the actual supply and demand. Second day... means a bit less to manage, and time to build up resources. I'm perfectly OK with a time gate that means the time we do spend is much more effective.
Another way to consider it is this: What if there was no time gating/weekly limit on tomestones? It's not so far fetched - most older MMOs did exactly that. Except... then you had to grind 8 hrs a day or more to keep up, and deal with the RNG fun of things like 0.01% drop rates (because if they didn't, people would finish within a week and then complain about no content). Me, personally - I'd rather have a weekly limit that lets me keep up without turning the game into a full time job.
Cowries are the same principle, just with slightly different mechanics. You have X earning potential per week. Removing the rest days wouldn't change that, they'd just rebalance income and/or expenses. (Also, what are you doing that you need more than 17k/wk? You can already blitz through everything pretty quick...)
Think it as a way to prolong the island's content (require more weeks to grind rewards).
Also add a bit of depth into when you place your Rest Day. Day 1 is a given because it is weekly reset and you need time to realize the new patterns. The second rest day can be put on a day when the profit is less attractive or when you lack materials to do any good chain.
While I think there should be more to do on the island, I don't know if the Mammets having two days off is an issue. It's kind of cute.
Honestly, the only things I've used a search engine for are for the animal spawn timers because weather tracking in this game is total crap. Also wanted to see where I could get different seeds to sow. But yeah, beyond that I've just kinda rolled with it. Didn't even check to see what was optimal to build or not. I just...built stuff. Going on 3 weeks or so now and I'm still not rank 10. But I've been enjoying myself well enough despite having gotten information from elsewhere. Is IS perfect? Nah, I wouldn't say so, but I enjoy it well enough for what it is. I can't say I like the 2 rest days myself though, but obvious time gating is obvious. Such is the way of MMOs.
The problem is we're not dealing with a single time gate in the form of rest days.
We're dealing with 2 time gates - the rest days and the recipe durations. We're still waiting on the last item to complete production before the workshop can start on the next.
The double gate makes no sense since it's not supposed to be competitive content and other player progress isn't supposed to impact game play. A double gate only makes sense if you're trying to even the pace so players who only play a couple of days a week don't fall drastically behind the daily players, and even that becomes irrelevant since we can schedule thru the end of the next season in advance.
Rest cycles make zero sense unless we're supposed to think of the mammets as people, which they aren't. Even if they were, any production facility is going to have staggered shift schedules to keep production going unless equipment needs to be shut down for daily cleaning, maintenance and repair. Go to the Workshop on a rest cycle and what do we see? Mammets are still in the Workshop instead of wandering other areas of the Hideaway and island. Must be good to be a Workshop mammet that gets to stand and do nothing 2 days a week - those poor foraging, cropland and pasture mammets are still stuck working 24/7.
The rest cycles do not make sense for the reason we're given considering the same reasoning isn't applied to all the mammets.
Island Sanctuary is such a waste of resources.
Imagine what Yoshi could have done with those resources.
- Bug fixes
- Fix clippings in Hairstyles, Glamour
- Fixed Hairstyles for some races
- 1-2 new Maps with new Monsters and not the old used Models like in the entire Expansion
- Better Seasonal Events with new Rewards
- Expand Apartments to 1-2 more rooms and increase the decoration limit there
Let's face the facts:
A lot of Players had their Island on Rank 10 in the first week, if you were slow then in 10 days.
From then on there is nothing more to do.
You instruct your Mammets to earn Cowries for you so you can buy a handful of new Items.
All new Items together cost 109000 Cowrie, you can easily earn 20000+ Cowrie per week.
So how long does it take to be able to buy everything?
5.45 - 6 Weeks maximum. And then what?
Your Island becomes a Ghost Island somewhere in the Ocean with a bunch of Mammets living there.
Players can't decorate "their" Island, can't customize it to their liking, so why even invite friends to my Island when all Islands look the same?
To me it looks like Yoshi knew Endwalker had a bad Story, so he unthinkingly announced Island Sanctuary in the Live Letter, not knowing how it was all going to play out.
9 Months later and a few sleepless nights from the Employees, Yoshi then presented our Island to us, which he tried to make palatable to everyone in Live Letter.
Does anyone really believe that there will be updates for this Island? Maybe in 1-2 years, a few new items and that's it.
He could have added all those new Items to the Grand Companys for 90000 Company Seals each.
The problem with the Servers is no longer a new problem. SE had 2 years to upgrade the Hardware, but they didn't. Corona is no longer an excuse, because despite Corona, SE earns millions every month.
I think they use that as a standard excuse so they don't have to fix the old Stuff like the Glamour Dresser problem. On average, we get new Armor every 4 Months, a lot Players collect them as Glamours. But what to do with all that Stuff when you already have 9 Retainers. In addition to the new Armor there are new Weapons, new Resources, countless Fishing Baits and and and. I have a feeling Yoshi is going to destroy the Game in favor of Final Fantasy 16. He said there will be a Grafik Update, how the heck should this Servers handle new and better Grafiks?
I seriously question whether or not some people that comment on this have even played the content. The whole island itself is basically a daily after you get to rank 5 or 6.
The mammets having two days off might sound cool for lore purposes, but as a mechanic it's absolutely nothing but slowing you down for the purpose of slowing you down.
"Oh no, this daily content isn't slow enough, it won't last long enough between the next updates we have planned. Let's just artificially slow it down by stopping a large portion of progression for a couple of days." It's such a cop out.
Either they should've designed the content at a slower pace or they should've made sure that there was enough content to last as long as they intended.
But why not have rest days? It can give players time to set up a game plan of getting materials and deciding what to make for the week. The rest days can be changed from week to week so you can fit it to your schedule to when you want it like maybe you might not have much computer time tues or wed because of work so you can just make them the rest day. Not to mention the island sanctuary isnt a race so the stuff available arent going anywhere any time soon so plenty of time to get them cowries.
I've spent literal hours on my island while doing roulettes. Just chilling. Enjoying the atmosphere without getting FC recruitment spam or limsa piss chat or tells about someone giving away gil because they're leaving the game. It's MY space. Being able to come back to the calm of my island was rejuvenating after hours of unsuccessful pf Savage prog attempts. It is a joy to go tearing around my island on Fatter Cat with its rushed pitter patter, hilariously launching myself off ledges to see what kind of distance I can get. I love going down to the beach on a clear day/night and just enjoying the view. If I bring all my mats with me, I can even spend time crafting there without anyone bothering me (or standing on me). I do a lot of content with other people, and the island gives me a change of pace for when I want a break but would like to keep playing.
If you don't view the island purely as a set of daily tasks to be performed, there are plenty of reasons to hang out there for more than 15 minutes.
Personally, I see the Islands coming from the same place as the patch release extension from 3.5 months to 4. Self-care and occasionally slowing down is important, and it's clearly important to Yoshi-P and the Devs to enact those values a bit through the game.
And as for the rest cycles, I think it's just intended to be another element of the workshop minigame, where you have to plan for them in your production efforts. (That, or it's a keen reminder to respect our robot workers so you survive their eventual uprising.)
Adapt to it... resistance is futile.
Personal choice? I mean the way the system is set up you could skip any number days voluntarily. Here I'm being forced to do so because the devs were thinking...
You know I have no idea what the devs were thinking.
I just think it should be up to the player to decide how to approach this sort of content and not have arbitrary limitations foisted upon them.
I want fire the worthless mammets. Why do robot mammets get 2 days off but your retainers never get a day off and there alive. Rest time needs to be done away with. Not like I need the mammets anymore since i'm max rank and have all items now.
Also makes it a bit more of a challenge. Now you have to get that 17k in 5 cycles instead of 7. I think that factored into rest days as well. Like putting the square in the middle of Red Girl, maybe that made the cowrie acquisition too high so the achievement may not have meant as much.
For the topic of the island itself and longevity, everyone interacts with content in this game to their own level. SE did say that this was casual, solo, do-at-your-own-pace content. It does have some things like the workshops if someone wants to play with min/max on that. But I can't see where they gave the impression this was something that would last for months and months and keep us busy for hours a day every day for that long. All content ends at some point, sooner rather than later for those who engage more. And then we have to find our own reasons to engage or interact with it while also engaging with other activities.
Didn't read all this.
What time gating? The workshop has been cracked. People are pulling in 20k cowries a season for this. Rest Cycles are a joke. Set first on Tuesdays and adjust the other through the week to a poor value day. Simple.
Season 2 was enough to get me Trader of Paradise and the motorcycle, Season 3 is also finishing at 21k+ and I've already bought the outfit pieces.
I spend a lot of time where waiting for the weather and time to combine and enable the last couple rare animals. Once I have them all, I may automate the garden and pasture again, collecting the drops only once a week to minimize the awful repetitive collection interface.
I suppose it'll serve as a good source of gathering and crafting materia if I ever decide to get back into that grind again.
No, you need to be capable of slowing down and relaxing instead of running around doing everything as fast as possible.
That doesn't take a high IQ. That takes common sense (which as they say is not common).
Again, take a good look at those who are happy with the content versus those who aren't. Those who aren't almost exclusively rushed to reach rank 10 and then said "now what?".
What is "good" content depends on the individual and what they're looking for. It's subjective. I don't find PvP "good" content. Others do.
SE never said this content was intended to appeal to everyone. I can't remember what thread I said it in, but I'm pointed out it's fine to say "this isn't content that appeals to me". But people going on a rant about how terrible the content is after describing the ways they're rushing through the content after the developers specifically stated it's intended to be slow paced, relaxing content is almost as amusing as it is pathetic.
What's funnier is the number of them that will continue to do the content despite dismissing it as boring, dumb and the other negative things they said.
here's the cut and dry..,
does anyone here actually care what everyone else wants, or how they do it..,
Nnno.., they don't.
does what everyone else do affect them asides them getting access to items faster that are just cosmetic..,?
no
Does the way people enjoy things seem different/is different than others..,?
Yes
my island was rank 10 like a week or two ago. and idrc. and I don't min max.
and since it isn't going to affect everyone if you can choose rest days or not.
there is no reason to restrict.[they honestly could of added a benefit that is a per basis benefit if they wanted people to use the rest days, instead of a slow down for those who want to get it done within a week]
Saying people should relax, or touch grass is ridiculous..,
That debate was done ages ago.
the topic is the rest days of creations that aren't exactly living. and how it was implemented was a delay. if they've had made it to how many rest days you can give them[with one day being a gain, and no loss if none] it would be a better working activity.
<besides. everyone knows no matter what, people will get it done asap of they wish. just like everyone else is perfectly fine if you dont.>
That doesn't make it "good", just look at pvp and how long it was openly mocked and ridiculed. Just because it has some time gates reward doesn't justify it being objectively bad, nor does it make it "good". And liking objectively bad content doesn't make it "good" either.
I'm happy with the content. The Island is gorgeous. It has a lot of potential.
I've got the fountain. I have everything maxed. Perfect crop layout, great selection of animals including most of the variants/rares. It's all automated. I've got a spreadsheet that tells me daily what to focus in my workshop for upcoming cycles, which takes all of 10 minutes or so. Leaving me time to enjoy the peaceful side of the Island.
With updates coming in 6.3 and again in 6.4/6.5, and rumors I've heard of datamined stuff, I'm having no problems with the Island at all.
Give us more resource types.
Give us an underground area for more exploration.
More underwater areas.
More "cabins" to build on the Island and expand where we can relax.
More creatures to capture and work with.
More landmarks to play around with.
The Island is cake. And anything we get beyond what is available now is just icing.
What rewards are time-gated? Nothing ever goes away. You get them as fast or as slow as you desire. Why any would call them that seems kinda silly.
It's like saying PvP rewards are time-gated because you have to take the time to earn Trophy Crystals or Wolf Marks.
Tomestone gear is time-gated because you have to take time to earn Tomestones to get them.
I mean, realistically, everything in the game is time-gated. Because you have to spend some time in getting any of it.
Rest Cycles aren't time gating. The Workshop values are designed around a 5 day week.
Realistically, if the Rest Cycles were removed, the values would all be decreased to fit into a 7 day week instead. They wouldn't remain what they are now. The bonus % values on Supply and Popularity would be decreased, in addition to Groove and workshop values.
I agree with most everything else you said, except for this. Time gating is exactly what it is. Is it effective at being a time gate for anyone wanting or willing to brute force the grind? Nope, not really. But it's a time gate all the same. It is very clearly intended to slow people down. I'd be very surprised if there was another explanation at the core of its design. I've been around the block way more than once. I know a time gate when I see it.
Timegating go brrrrrr.