Which mechanic do you detest the most in SDV?

Which mechanic within the game do you detest the most?

  • Collecting (Museum, Foraging, Collection Tab, Community Center)

  • Combat

  • Cooking

  • Crafting

  • Decorating (or customizing)

  • Events (Holidays, Festivals, NPCs, Random)

  • Farming (...interesting choice)

  • Fishing

  • Mining

  • Questing

  • Relationships (NPC Dating, Gift Giving, Marriage)


Results are only viewable after voting.

LRangerR

Local Legend
I would rather stick needles in my eyeballs than go running around getting NPC's to 7/10 hearts, but It is a requirement for crafting and cooking recipes to complete those challenges and 12 hearts to get the stardrop from a spouse, urgh what a chore. Then it is off to Mayor Lewis with 50,000g and freedom once again.
It's always okay to not do the challenges, y'know :P
 

Denthris

Newcomer
FIshing.... Hate fishing in general, hating fishing Mini Games in General. Hate the fact that I must fish to complete the story. I don't even like Fishing in other games, its just boring. Even in the Rune Factory series I still hate fishing but its simplicity is still vastly superior to the stupid mini game. I like mouse and keyboard, but you absoltely need to have a controller to do well at fishing. Its slightly more tolerable on the Switch version, but its still the most dreaded part of the game. Not to mention have to live off the WIKI for when those needed fish are available. The first play through I completee my first two years and had everything done, only two have missed a single stupid fish in the fall, and it was Winter in that game.
 
I think a lot of people don't realize that a training rod can be bought from Willy's shop that makes fishing easier at the cost of limiting the fish you can catch. Make sure to stop using it after level 5 though because at that point there is no benefit to the rod.
Oh yeah, no, I know about the training rod, but it doesn't help the fact that I still intensely dislike the fishing mini game itself, especially when it comes time to finish out the community center or try to 100% the game.

I also agree with the points about crafting/cooking; I don't explore those because honestly... Well, as has been said, there's a LOT of effort for comparatively little reward ¯\_(ツ)_/¯ I craft sprinklers, and artisan machines, but that's about it. I don't make recipes at all, really; I'll wait to buy and stock up on any good foods from Krobus or something.
 

Slypenslyde

Tiller
Spouses only do this is you are dating the person a gift is given to, and only if it is not that person's birthday. If you only give a bouquet to the person you marry, you'll never have to worry about jealousy. You don't have to get all the marriageable folk up to 10, as the game considers getting them to 8 max anyway.
Ooooooh. For some reason I missed the "dating" part when I was reading up about it.
 

Ralij

Cowpoke
I don't detest it, but I do wish that cooking had more recipes using a wider array of ingredients and had a better profit ratio. A lot of recipes just aren't worth cooking except for the buffs, when they exist, and those that are require multi-season planning. I'd like to think that if something is going to require a year round investment, especially for recipe's that use animal products followed by some intensive seasonal agriculture, that it would be worth more. I really didn't realize it before attempting a bakery run, but there's not a lot of stuff that I can make with a single season's crops. Also, no crab legs or lobster tail recipes? Aww... In the same vein I'm kinda surprised I can't churn butter.

I also wish the forestry side of things had a bit more to it. Being able to construct a sawmill to turn all the random wood lying around into more profitable planks to sell directly to the carpenter would be neat and opens up a new avenue of play or income source. Right now lumberjack/forester playstyle is...very very slow on the income.
 

LRangerR

Local Legend
I don't detest it, but I do wish that cooking had more recipes using a wider array of ingredients and had a better profit ratio. A lot of recipes just aren't worth cooking except for the buffs, when they exist, and those that are require multi-season planning. I'd like to think that if something is going to require a year round investment, especially for recipe's that use animal products followed by some intensive seasonal agriculture, that it would be worth more. I really didn't realize it before attempting a bakery run, but there's not a lot of stuff that I can make with a single season's crops. Also, no crab legs or lobster tail recipes? Aww... In the same vein I'm kinda surprised I can't churn butter.

I also wish the forestry side of things had a bit more to it. Being able to construct a sawmill to turn all the random wood lying around into more profitable planks to sell directly to the carpenter would be neat and opens up a new avenue of play or income source. Right now lumberjack/forester playstyle is...very very slow on the income.
I agree. Although I've just started to farm mahogany trees, so maybe having heaps of hardwood will improve the income rate.
 

goboking

Rancher
I don't detest it, but I do wish that cooking had more recipes using a wider array of ingredients and had a better profit ratio. A lot of recipes just aren't worth cooking except for the buffs, when they exist, and those that are require multi-season planning. I'd like to think that if something is going to require a year round investment, especially for recipe's that use animal products followed by some intensive seasonal agriculture, that it would be worth more. I really didn't realize it before attempting a bakery run, but there's not a lot of stuff that I can make with a single season's crops. Also, no crab legs or lobster tail recipes? Aww... In the same vein I'm kinda surprised I can't churn butter.

I also wish the forestry side of things had a bit more to it. Being able to construct a sawmill to turn all the random wood lying around into more profitable planks to sell directly to the carpenter would be neat and opens up a new avenue of play or income source. Right now lumberjack/forester playstyle is...very very slow on the income.
I fully agree on both counts.
 
FIshing.... Hate fishing in general, hating fishing Mini Games in General. Hate the fact that I must fish to complete the story. I don't even like Fishing in other games, its just boring.
The fishing for SDV works, but I'm with you here. It can definitely be rough and when I play on a console, I miss my mod that instantly catches anything :D That said, I have grown to love the fishing in most other games because they're simply optional and don't affect the game world at all. With SDV, fishing is somewhat integral if you're looking to complete the Community Center (which also affects the game world so I feel compelled to do it).

One thing I do like with the Fishing is the upgrades you get with the rod as well as the lures really do make an impact with the activity. Many of these things in other games have minimal impact or are simply cosmetic, so I appreciate that CA didn't do that here.
 

Dragonheardt

Planter
Despite most people saying fishing, i actually love the fishing minigame. What I dont like is the cooking aspect, but only because it feels like it is tacked on the game. I wish there was a cooking skill in the base game, with integrations into other mechanics, events, story, etc. But after automating a lot of the farm with sprinklers, huts, etc, and getting stardrops, its almost difficult to run out of energy quick enough to need food. That is, unless you're doing a day-long dungeon run.

I realize there is a mod for what cooking additions I'd like to see, but i typically stay away from mods that are overhauls so that my savegames don't have any excuse to get corrupted.
 

LRangerR

Local Legend
Despite most people saying fishing, i actually love the fishing minigame. What I dont like is the cooking aspect, but only because it feels like it is tacked on the game. I wish there was a cooking skill in the base game, with integrations into other mechanics, events, story, etc. But after automating a lot of the farm with sprinklers, huts, etc, and getting stardrops, its almost difficult to run out of energy quick enough to need food. That is, unless you're doing a day-long dungeon run.

I realize there is a mod for what cooking additions I'd like to see, but i typically stay away from mods that are overhauls so that my savegames don't have any excuse to get corrupted.
I don't think cooking was very well thought out, but if any aspect of the game seems tacked on it'd definitely have to be combat. Also the Night Market.
 

Dragonheardt

Planter
I don't think cooking was very well thought out, but if any aspect of the game seems tacked on it'd definitely have to be combat. Also the Night Market.
Haven't thought about those. Me feeling like they're tacked on is very subjective, but I don't actually know. I wish night market was more expansive and went on for more time!
 

LRangerR

Local Legend
Haven't thought about those. Me feeling like they're tacked on is very subjective, but I don't actually know. I wish night market was more expansive and went on for more time!
The night market is definitely tacked on. (does that make it tacky? lol)

As for combat, it's less tacked on and more of an afterthought. I had one friend say something like "it feels like they put it in because 'oh this is a game, it needs to have fighting'". He didn't like combat so much but i don't mind it. I can see his point of view though, as some of the more hardcore gamers i've seen talking about it don't enjoy the combat aspect.
 
Top