WARNING: Wall of text!There is a good amount of difference between botting because you are bored and botting because the mechanics make the entire progress a bunch of series of wasted clicks due to mechanics problem. I believe a method of reducing the "necessity" (your milage may vary) of bots is to implement some automated features that will reduces the sheer amount of clicks and repetition to perform one task.
As reiterated by many others, a reason why people bot is mitigrate some of the sheer tedium of some the task that is required in Haven. While it is arguable that some repetition is required, Haven and Hearth have some flaws within its current mechanics. A notable one that is often cited (from the people that I've spoken and worked with) is farming which involves quite a lot of clicking in a system that essentially forces you to work in an inefficient manner.
A good amount of people that I know of uses farm bots due to the tedium of harvesting the entire field, even if it is a relatively small one (compared to important factions). You first have to right click, select harvest, wait for a duration to harvest, take a seed from your inventory, and right click the tile. That is 4 actions (plus the wait time) to process just one single tile and you cannot queue all of the actions either so you must keep your attention on the field during the entire process * the amount of tiles you have on the field. And this is not even touching on other important things such as manually sorting out your seeds in your seed bags and picking up important byproducts such as fiber or pumpkins which requires a different procedure.
The other issue with the current farming system is the current inventory system not able to fulfill the needs of a dedicated manual farmer. Seed bags alleviate this problem to a decent degree for harvesting, but when it is time to sort them, they won't be able to sort them efficiently with a seed bag unless sorted by a bot. People often bypass this by dividing the crop field type into two section, one of them consisting of 33% of the field which they will place they highest quality seeds and only sort those.
Let me compare this to some of the other games that I know of that have some sort of farming system:
This is a bunch of listing of other games and comparing their farming system to Haven so it is skippable if you not interested.Relevant games- Unreal World- I haven't played a dedicated farmer before so I am not sure if you can utilize farming as a main source of food but farming is one of the ways to provide a staple amount of food to live off of. A large amount of the effort for farming actually takes place before you farm which requires you first till the field (Haven equivalent to plowing) and to burn firewood over the tiles you want to farm to nourish the soil. After you let the ash cool down, then you can start using the tile to farm. You do need to take into account if crop growth time and when they can be planted and when will they die off. This makes every factor pretty important in comparison especially considering that this is a perma-death game where every bit of food is important to survive. Fortunately each tile that is ready to be harvest provided a good amount of crops which you can cook them into dishes for greater nutrients.
Overall the pace of the farming and game is a lot slower, the repetition itself requires more step then Haven. Tedium mostly sets in for planting and harvesting due to how long each of the step takes (2-3 times the hour glass wait time for Haven without a scythe). Aside from the pace of the game, I believe the biggest difference between Unreal World and Haven and Hearth, as survival games, is the fact that in Unreal World, food is pretty important where you generally don't want to waste any food (unless it is spoiled) while in Haven, hunger is virtually a non-existing problem even in the very beginning.
- Harvest Moon/Rune Factory- Farming is pretty much the main feature of the Harvest Moon/Rune Factory series where the first thing you do is clear up your field of debris and plow the cleared fields. Plowing takes place instantly when you hit the ground in front of you. Seeding the field actually causes you to throw seeds in a 3x3 area around you which harvesting initially limited to one at a time with your current tool but you can upgrade the scythe to the amount where you can mass harvest field in a 5x5 area around you. Both series does input an extra step in the process which is to water your crops every day. Rune Factory did had a mechanics that allow you to queue tasks (which just the tool you are holding) by using the touch screen. I do recall Rune Factory allows you to tame monsters that will help water and harvest for you. A whole squad of max skilled monsters can potentially water/harvest the entire field for you.
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Simfarm- I never really touched much on this though I do recall there is crop rotation. Someone that knows more about this game can probably give more information than me.
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Borrowed conceptsNote- I do not expect all, if any, of these concept to be used in Haven v2.
- In light to Unreal World, something I would like to utilize is giving a significantly longer duration for when crops are ready to be harvested but almost making them more filling. This will slow that the quality race, make food commodity more important, and reduce the amount of intervals you have to perform repetitive actions, perhaps to a degree where you can only afford to trade in surplus instead of having a mass production sweat-shop farm.
- In light to Harvest Moon/Rune Factory, the commonly suggested idea is to make higher scythe have additional benefit such as faster harvesting speed or allowing someone to harvest in an area around them. One suggestion that one of my old villager suggested is to be able to harvest through a field in the same sense that a plow goes through a field.
PS: I did not completely finish what I wanted to say in my mind due to time constraint. For that, I apologize for the hasted post.