I would love to have some chickens. Where are all my chickens!?
I would love to have some chickens. Where are all my chickens!?
₍ᐢ. .ᐢ₎
Even in this scenario, neighborhoods would be the primary source of social housing, ie venues, etc, and that still requires a demo timer. Demo timer prevents stagnation so you don't end up with neighborhoods full of untouched houses.
Enkidu would like a word. :P
I suspect the main reason they won't ever allow a Retainer Bell is because they don't want people constantly staying on the island as it keeps an instance open indefinitely. This caused enough load back when IS released that people couldn't assess their houses.Some changes I would like to see...
1. Move the 2 plots across from your cabin somewhere else and allow landmarks put there or just open area. Maybe either or, you can just select to have it open so it's just stone ground where you can place housing items.
2. Allow moving of the NPC's. Having the Granary and Workshop NPC's smack in the middle of my open area is an eye sore.
3. Expand placement of housing items just a little off into the grassy areas around your cabin. Don't expand the stone ground though, leave it as grass.
I could see myself enjoying the Island more than my house. In fact I might even be willing to give up my house if they allowed garden plots, retainer bell, mog mailbox, and an teleport aetheryt as well. I think if you do not own a house plot then those items should be allowed, else they are disabled. Hell, retainer bell and mog mailbox should be allowed now IMO.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Wonder if they could add a counter / npc that accesses it for you like Feo Ul- costs progressively more tokens each time you access it for that day and has a timer. 200 for starting, 5-10 minutes. Doubles or even triples for each access there after. I mean you could just... access it elsewhere lol, but I feel something akin to that might /help/. Unpopular but using the kupo nut system part of the companion App would be even stronger limiter, and pay SE more money XD. I feel a little dirty suggesting it though haha.
I've got some mild-to-hot takes about the Island Sanctuary building aesthetics.
Namely: As the tech level increases, it becomes less of an "Island Sanctuary," and more of a "Tax Haven Colony." And just because you poke fun at the idea with a few selectable quotes and bits of item description, doesn't absolve you from actually doing the thing. It's like an FPS going "oH nO, a SeWeR lEvEl?!" And then having a sewer level. You're not as clever as you think you are.
As the Workshops and Granaries increase in tech level, the various landmarks that came 'first' to the IS gradually feel more and more out of place. Case in point: The Windmill. (Also applicable to the Lighthouse and Tree Fort, but I'm bullying the Windmill here a bit).
Sturdy construction, fits with the aesthetic / tech-level of the levels 1 and 2 Cabin, Workshop, and Granary buildings. See![]()
And compare the two pictures.
However, as the tech level has increased, the Windmill subsequently feels outdated and left-behind as a structure. Which would be fine and fitting if the Windmill were an ancient structure, part of a village or town that was growing through the ages, like a lot of historical landmarks are. But that isn't the case: This Windmill can be constructed just last week while your Workshop is over there billowing steam and smoke. This can be fixed by customizing your cabin and buildings back down to previous tech levels, of course. But if you want the newer buildings, the brickwork pathing and squares, etc. you end up having the constant clash of aesthetics and technological levels. Even the Bathhouse, which is "newer" than the Windmill and Tree Fort, suffers from this gap in development, operating on different principles compared to the new Clock Tower.
Which brings me to my second point: Even if you were to dial back the appearances of your various buildings and Cabins, having everything ran by these fluorescent, futuristic magic-worker-bots creates a whole other source of clashing aesthetic and energy that only as the tech level of the colony increases, does this tension fade. And in order to progress your Island, or make things work, you can't ignore the magic machines: You have to interact with them every time, a constant reminder that your Island Sanctuary is only a tax haven for Tataru's new business ventures. The only reason we haven't been turned into a tobacco plantation is because the game has to keep a certain Rating, and even then it can probably be danced around.
Edit: Actually hold on. While I'm cracking tasteless jokes and rambling to avoid having to be sincere and genuine; Do the spriggans qualify as sapient enough to be an 'indigenous population'?
Last edited by Simple_Barghest; 06-12-2023 at 04:40 AM.
I don't really mind the more urban developed aesthetic they're going for, it's not like the content itself really ever revolved around much else but scheduling an off-shore sweatshop for Tataru, and at least the general vibe of the area is reasonably consistent with that gameplay.
One thing to keep in mind though is that the mammets are very clearly unionized.Which brings me to my second point: Even if you were to dial back the appearances of your various buildings and Cabins, having everything ran by these fluorescent, futuristic magic-worker-bots creates a whole other source of clashing aesthetic and energy that only as the tech level of the colony increases, does this tension fade. And in order to progress your Island, or make things work, you can't ignore the magic machines: You have to interact with them every time, a constant reminder that your Island Sanctuary is only a tax haven for Tataru's new business ventures. The only reason we haven't been turned into a tobacco plantation is because the game has to keep a certain Rating, and even then it can probably be danced around.
Edit: Actually hold on. While I'm cracking tasteless jokes and rambling to avoid having to be sincere and genuine; Do the spriggans qualify as sapient enough to be an 'indigenous population'?
I'd honestly rather remove all the workshops and granaries and have a huge location for outdoor furniture.
As it stands right now there isn't even a reason to go up the hills on the right side.
Idk what I want theme wise but there are a few cutesy things I want.
- Deeper bathhouse. You cant use the cute waterfloat emote in sit-deep water.
- This may be more of an outdoor housing item but I'd like a hammock and the hammock has little table next to it and then you get an emote specifically on the hammock that causes your character to sit up just slightly, reach over, and take a cup off the table for a refreshing sip. Drink will have an appropriate paper umbrella.
- No more palm leafy hawaiian tee glams two is plenty (plus that south seas crafted mb glam).
- I want the next mount to be the big crystal spriggan, idk 75000 cowries. Your character would cling to the side a la Eden
- Add cactuars and behemoths as catchable monsters
- The cowrie glam for the final update in ew should a) work on hrothgar and viera because god knows we aint getting hats after being in the game 4 years in 7.0 and b) I think it should be one of the Festival Goer sets the ladies wear in ffx2.
- As for the final storyline glam Idk. I do know everyone wants hien and hildas hairs. Nobody wants more genderlocking but I figure they could plop both braids in the same MA like the 13 hairstyles and then you can use either dependent on gender but you have both forever regardless.
- Maybe add a few weapon glams for cowries? A beach parasol for drk, a pool noodle for dragoon maybe beach balls for dancer idk I just think a few summery weapon glams would be fun.
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