Kaios wrote:VDZ wrote:It's not that bad. Fully casual play (the kind where sprucecaps don't have a palisade up even a week after starting) can be done on any schedule. Even more serious play can be feasibly done especially if you take some time off work near the start. You just can't stay competitive on the highest level unless you plan your life around the game, and you're pretty much locked out of a small handful of aspects of the game (notably taming and steelmaking), but you can generally make up for it via trade.
Disagree. How much of that stuff you're doing as a casual player is actual, fun content versus waiting for mechanics based around time gating. There's about 5% of the player base that actually manages to get in to anything related to PvP while 90% of the "content" is filler nonsense intended to slow down progression. If a game forces you to push through boring tedium to get to the interesting stuff, then it's not really giving you content at all. You're being given chores.
Or, you can trade someone $120 in tokens to skip all that. Huh, that's not too different from the latest MMO cash shop strategies.
wolf1000wolf wrote:I think the issue here is what you consider the fun stuff.
Kaios wrote:Text
VDZ wrote:It's not that bad. Fully casual play (the kind where sprucecaps don't have a palisade up even a week after starting) can be done on any schedule. Even more serious play can be feasibly done especially if you take some time off work near the start. You just can't stay competitive on the highest level unless you plan your life around the game, and you're pretty much locked out of a small handful of aspects of the game (notably taming and steelmaking), but you can generally make up for it via trade.
Zampfeo wrote:I agree, but I wouldn't really consider these things "boring tedium" as much as just being badly designed, balanced, and convoluted mechanics. Doing tedious activities for a sense of progression is the main draw of the game, so I don't see that as a problem nor that these activities are delaying the "interesting stuff". That is supposed to be the interesting stuff. The problem is a lot of those activities have become increasingly convoluted or unbalanced in terms of effort-reward and hermit punishment over the years.
Zampfeo wrote:Casual vs hardcore play has been a hot topic since this game's beginning and, and other than it being harder to outright die, I think the casual experience has immensely diminished since I first began playing.
Sevenless wrote:Kinda funny the way some people interpreted it. I'm saying people who don't meet those criteria will always struggle with elements of the gameplay design, and that they're definitely going to have more fun in other games. Haven is pretty brutal on time and dedication requirements. If you can't "work" a fulltime job in haven, there's always elements of the game that will be painful.
evilboy666 wrote:Last time ive played, I had to forage everyday so that my study box would not go empty( it should be as full as it can be ofc ). I realized even my casual foraging, quest tree trips would reach 2 hours or so.
Kaios wrote:What makes those activities any more fun than what any one of the other numerous MMOs have to offer?
Kaios wrote:What makes it more fun to go from Point A to Point B in Haven & Hearth in comparison to any other game that offers something of a similar nature? In what way are the repetitive tasks more interesting than other MMO activities like Gathering, Farming, Mining, Questing, Exploration, and so forth?
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