VDZ wrote:I am not at all opposed to timegating content. Palisades are timegated behind leather, which are timegated behind hides. Normal crops are timegated behind primitive crop evolution. Metal used to be timegated behind coal. For hermits, snekkjas (before that knarrs) used to be timegated behind mass cloth production. Skills and forageables are timegated behind getting enough LP. And so on, and so forth. I have zero issues with mine pyres, and I had no issue with them back when it took everyone a week even if someone else already finished theirs.
The problem is that after a while of good progression in various different areas (which you can lag behind on or be right on top of while affecting the other elements, but only weakly so), suddenly everything grinds to a sudden halt due to a massive bottleneck, after which suddenly everything unlocks at the same time without progression in-between.
Take alchemy for example. Since day 1 it's been possible to make Herbal Swills and Herbal Grinds, with the only upgrades being gradually finding more different forageables by raising your PER*EXP over time. After that is a long, long time of no progression whatsoever. Then you get hard metal, which instantly also gets you glassmaking (because you have the spare LP to unlock the skill way, WAY before you get to use it, and sand and lye are trivial to get) and by that time you'll also have plenty of cloth, so you instantly unlock Mushroom Decoction, Lye Ablution, Fiery combustion and Mineral Calcination, with the only upgrade left being getting precious metal to unlock the rest. Give me something in-between so I can do more than combine stuff at random until I suddenly have tons of options! The same thing with meat, which goes from roasted meat, followed by a long period of no upgrades, to suddenly all sausages at once. There is no excitement in getting new kinds of meat to get new sausages because I can already get all relevant kinds of meat by the time I can make any sausages.
Spreading it out to beyond hard metal is part of the solution, but some of it could also be pulled forward a bit to fill the gap that currently exists.
I think you hit the nail on the head regarding the "progression gap." However, in my view, the core issue isn't the accessibility of Hard Metal itself, but rather the lack of meaningful content during that long "no-progression" period you described.
I believe we should actually extend the primitive era, but make it more dense. The reason everything feels like it grinds to a halt at Soft Metal is that we reach that stage too quickly and then get stuck behind the wax/minehole wall.
For example, Boards are currently too easy to produce. If Boards were moved further down the tech tree, it would naturally slow the game down. Of course, this would normally break progression (no Rope Walk, no Palisade, no Tanning Tub, etc.), but that’s where "Primitive" versions of these structures come in.
Primitive Palisades (made without boards/rope walks)
Primitive Furnaces (made purely from clay)
Primitive Tanning Tubs (large ceramic pots)
By adding these "Primitive ○○" alternatives, we create a smoother gradation of what players can and cannot do. As for your point about sausages, re-introducing the Ceramic Meat Grinder (as seen in Legacy) would be a perfect bridge. It could allow for early sausage making but with a significant Quality penalty or debuff, making the Hard Metal version still feel like a true upgrade.