lol, this post is so condescending :XYes, you can. You don't even have to gather. You can just walk around. You can also choose to not even walk around and just look around at the scenery. You can choose not to look around and just listen to the music and ambient sound effects with your eyes closed.
Does no one understand the concept of "relax" these days?
In the end, the content is what you make of it. Instead of focusing on one very specific portion of the content and telling yourself that's all there is, try looking at all of it including the ability to "touch grass" for a change.
If you're incapable of seeing that there are more things to do, I feel sorry for you. It's a sad life when you're unable to recognize the little pleasures that are available.
Ultimately, you are the architect of your own happiness - or your own misery - when it comes to playing a game. If you're not enjoying the content, be good to yourself and choose something else to do that you will enjoy. The content isn't going to suddenly change to make you happy and the game has plenty of content options to choose from.


You don't even know what 'relax' means, you just have the tiniest inkling of it based on what relaxes *you*. It does not mean 'be bored'. Different brains will have different relaxation needs, informed by different preferences and different stimulation requirements.
You can't just smugly prescribe "stare at scenery" to every person you talk to and expect it to work the same for all of them, get a clue.
he/him
you get 2 days off from work, you think they dont deserve it or what?
its their right
mammet lifes matter


If it was for casual content and not min-maxers it would just tell you the prices of workshop items in game for the week. There's a bunch of ways it's designed towards mon-max and away from casual. Like supply and efficiency bonuses. And then the island corwies being next to useless which should be the main driver of it as casual content.
I use the rest cycles as the days where I plan the next 5 days of agenda.
I can just load up all the workshops full of things to do, check the material needs and patch up any deficiencies if there are any.
So for me, rest cycles are useful.



And yet again. People are missing the point just because you CAN optimize the absolute crap out of something doesn't mean you HAVE to.
You wanna look up everything and follow the formula, get rank 10 ASAP, suck up all the rewards and never go back to the island again?
Cool. You do the content as you like.
BUT.. for a lot of other people the island has been a place of discovery, relaxation, and progression. And this is what it feels like it was meant for.
Think about if y'all HADN'T googled anything, or come here gleaning information on what to look for where and what was coming and what dropped what and how exactly to layout your manufacturing?
Would have been a neat couple weeks at least of trying out things, trial and error, and being excited about what exactly would unlock as you progressed eh?
What are the "days off" for? Another cog in figuring out the cycles that work for you.
Technically there don't have to be days off. Technically the gathering didn't have to be 1 item at a time. Technically they didn't have to have "build" time for the buildings or make them require different materials.
They could have viciously narrowed it down to gather stuff, get stuff.
But they tried something.
Yeah there's a lot to be desired and even by slow measure of just plugging in stuff most people will probably have all the items within the next couple months, but that, I think, was the idea. By then maybe we'll have more stuff. All those obviously clear able paths and caves will show their uses and the empty tiers you can only get to by flying will have items on them for the new stuff.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?





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.BUT.. for a lot of other people the island has been a place of discovery, relaxation, and progression. And this is what it feels like it was meant for.
Think about if y'all HADN'T googled anything, or come here gleaning information on what to look for where and what was coming and what dropped what and how exactly to layout your manufacturing?

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.
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