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.Some players will actually sit there and just admire the view or wander around or whatever takes their fancy. They're there to relax. not to be constantly productive.
If you find it boring, don't do it. Just because something exists doesn't mean you have to do it. Spend your time doing other things you don't find boring instead.
If you need reasons to visit your island, then don't hire the mammets for the cropland and pasture. Those are there more for players who are unable to log in daily not to mention they're cutting into the cowries you make for whatever items you're trying to buy.
You're assuming you know what I was thinking.
Hint: you're wrong. I wasn't thinking about people hitting max rank in my response to you or the other poster. I was thinking that neither of you understand the purpose of the content and it appears that it's not right for you. If it was right for you, you wouldn't be making the specific complaints you have.
You've also spent more than the bare minimum amount of time on the island if you're already rank 10 and other players that have also visited their island daily aren't.
Here's another hint: "bare minimum of time" would be one second. You would not have a rank 10 island if that's all the time you'd spent there. There is no specific schedule of time commitment for this content. There's also no specific schedule of activity commitment. You do what you want when you want. If you choose to do nothing then your crops stop growing, your creatures' moods drop to Angry, your mammet foragers stop foraging and your workshops stop producing cowries. Not a big deal. Feel like doing something later? Then those things will change their status.
Again, if you're bored with the content why are you there instead of doing things you don't find boring?
Except the rare materials aren't a Workshop production requirement. You can still make a lot of cowries without them. And generating too much of any item will create the Overflow problem where the item brings in very little
The rest days make no sense at all unless they're supposed to be a reminded to the player to take breaks, and that's going to end up counterproductive for many players since it's going to decrease how much they're making.
sagacious
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.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.
Ah, the usual "I gonna insult anyone who disagree". I have nothing to argue with you beside saying: maturity is something dictated by behavior, not age.
"If you pay attention to the world, it's an amazing place. If you don't, it's whatever you think it is.” – Reggie Watts
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...)
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