Granger wrote:Any particular reason why actions (like felling trees, building stuff, harvesting selected areas) should be aborted halfway? If not then it's just extra busywork to restart the action over and over that doesn't add to the experience but takes from it.
In the case of trees, it changes my behavior precisely because it's tedious, and that has further consequences on my gameplay. In Legacy, whenever I would hearth home without being at my carrying capacity (i.e., not lifting any item, or still empty slots left in boat) I would chop down a tree to hearth home with extra logs. This made building stuff much more convenient, particularly in caves. Now that chopping trees costs 2.5 stamina bars (which makes me not chop them even if I have the water in my inventory), I actually have to go out and collect wood whenever I want to build something requiring a lot of wood. It also changed the world compared to Legacy; there used to be logs everywhere due to people like me (chopping a tree and taking only a single log). Now those same people collect logs if they happen to already be on the ground without generating any new ones. This looks a lot neater, but also has the gameplay effect that you can't just easily find a log to chop some blocks or saw some boards from without actually having to go through the effort of chopping down a tree.
TL;DR: Deliberate tedium changes player behavior and this might be desirable.