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  1. #1
    Player
    Aergad's Avatar
    Join Date
    Sep 2022
    Posts
    2
    Character
    Aer'gad Moranidal
    World
    Midgardsormr
    Main Class
    Bard Lv 90
    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.
    (1)

  2. #2
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Aergad View Post
    I took some time to contemplate why Square added the rest cycle, and here's what I'm thinking...


    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.
    (3)

  3. #3
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,631
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deveryn View Post
    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.
    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.
    (2)