Vigilance wrote:the thing is that if the beginning pacing of the game was dragged out any longer than it already is people would get bored sooner purely off of the fact that the sticks and stones to palisades tier takes a couple weeks and the fact that, for one instance, instead of taking a couple weeks to go down minehole layers it would, in your example of 1000 strength being "legendary," take several months at a certain point to descend. arbitrarily prolonging gameplay can make some elements seem to overstay their welcome. i've seen quite a few instances of otherwise very enjoyable things (mostly in MMO's) get repeated for so long that the novelty wears out and you're just suffering waiting to get to the next step.
the pacing is fine as-is, we just need meaningful content once the walls are set and the infrastructure is all built, and it can't be in the form of "oh, well, you can do some dungeons if you find them and your stats are unreasonably high." or "oh, well, if you have an abundance of these random materials or an excess of time you can do this weird credo or craft these weird items." bigger mobs don't solve anything.
it needs to just come from the core gameplay loop at the "end" being different from it is now-- which is realistically "Do the same thing you've been doing for months" (farming, treeplanting, mining, spiraling)
you havent known true suffering until you've mined thousands and thousands of cast iron bars worth of ore to watch it turn in to a small anvil quality upgrade, rinse and repeat.
I still think it's not just an issue with the endgame. The end loop is not something that can ever be fixed because no matter how much content you add, even if it is good content, people will burn through it and get to the end loop again. I honestly think that we need to make more in the middle to make getting to the end game not happen so quick, and i do agree that if we were to extend the lifespan of alot of the things people find fun, then maybe the fun things in the game, would become tedious. I still stand by that it needs to take ALOT longer to get to lower level mines, it needs to be alot harder to get the unreasonably high stats that allow you to roflstomp all the mobs in the world, it just needs to take longer to get to the insane levels that people get, but maybe we don't do it by stat crunching and extending the lifespan of all the content in the middle.
I have been wondering recently if we couldn't kill 2 birds with one stone and fix foraging and sorta fix some of the problems i have with people racing to the end, by bumping up the stat requirements of mining and bumping up the stat requirements of getting quality farming, both by alot and then flood the game with more forageables and more stuff to do in the stone age. It's always bugged me how short the stone age lasts in this game and i find the stone age to be really fun and enjoyable.... mostly cause i like foraging but still, maybe we could try to extend the life of the Stone Age alot, this would in turn slow down the stat boosting because it will take people longer to get sausage makers and good tables. If we simply raise the stat requirements it takes to start mining and farming AND add alot of early game content in order to keep it interesting till you get to that point, then once you got to mining and farming, you would get a good table and all the other things people use to stat boost and people could progress through it similarly to now where it's still fun, but it took them longer to get there so there was more playtime in between. As well as, if we did do this, early game foraging would last longer, so people would put way more points into exploration and survival, meaning when people got to farming, the farm stuff would be low Q and forageables would be higher Q, keeping foraging viable. To make this work i also feel like we need to greatly increase the quality of forageables as a whole.
but as you said, maybe even this won't fix it, as it does seem to be a problem that goes deeper than can just be fixed by adding some light content and playing with stats.