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.
I am not sure that I agree the activities need to be tedious in nature in order to offer a sense of progression but I will concede that my examples were not the greatest in relation to that and you are right that their issues are mostly related to poorly designed or needlessly complex mechanics. Although, I do think that compounds the overall effect the monotonous activities do have when everything else kind of feels like a slog to get through.
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.
Yes, and I can't put my finger on what it is exactly that has caused this but if I had to guess, the reason for that is because it is likely a culmination of many changes.
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.
I got your point but I don't think I agree with you that any mechanic, in an MMO or otherwise, needs to be designed in that way intentionally or for any longer than as a placeholder system until something better can be implemented. I realize that it is difficult to strike a reasonable balance in the competitive field between casual and hardcore players, but the only thing that makes it impossible is not trying to do so.
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.
What makes those activities any more fun than what any one of the other numerous MMOs have to offer? If I play Lord of the Rings Online for two hours and during that time, I complete a storyline quest then I have probably done some number of the following things; Progressed the storyline, likely completed other side quests, progressed my character in skills and experience, gained better equipment and/or other useful loot, gold, etc., discovered and explored new location(s), discovered other quests and/or activities, met other players along the way, and hopefully enjoyed the process throughout all of that along with the sense of progression it offers.
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?