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crafting in Oceans is still very RF1-3/Frontier very basic unlike the crafting seen in RF4.
as for farming it is easier in Oceans-RF5, hell farming is the easiest part in RF5 logically speaking you are only maintaining 1 plot of land AND THATS LITERALLY OUTSIDE YOUR HOUSE, once you set up the farm dragons (monster barns and max plot upgrades) you only need to visit them twice a season every 2 weeks to feed them wind crystals let your monsters do all the farm work for you, of course you still visit the dragons every day to collect your daily monster loot and heal your.... uhhh workers
... Are you having a laugh with this? You're talking about late/end-game content or mods that make the farming easier. What you described is something that isn't possible until you've completed the main story of the game.
Also, this is a post showing love for ToD and requesting a pc port of the game, and here you are bashing on it? Why?
More complicated does not mean better. In most cases, that actually means it worse.
RF5 excels at it's story, the main quest.
RF5 excels with it's warping around the map, as otherwise the game would be impossible to complete.
RF5 has complicated crafting that's hard to understand, with RP requirements that don't make a lot of sense for what you get from them. (What was wrong with the ToD crafting? IMO, that was the peak of the series)
RF5 has oversimplified combat that it requires zero skill to win fights so long as you don't get ahead of the story and upgrade your gear once a chapter. You just sit there and spam a button, tanking the damage, then you win. There's no challenge to it, so it just feels like a chore.
RF5 has such impersonal side missions and quests too. All you do is go to the board, fetch, sell, grow, or kill something, and then return to the board. That's it. No interaction with NPCs, no connection to what you're doing whatsoever, just extra content, an extra chore, to keep you busy and to farm the points needed to throw the next town event.
RF5's time management is non-existent, requiring 2-3 hours per dragon for tending to your farms and monsters, adding up to 1/2 - 1/3 the in-game day before you can actually pursue the story, combat, relationships, events, or anything else about the game. Perhaps the late or post game content reduces that time, but it's horrendous in the mid-game.
RF5 only pauses time in menus. So moving furniture, crafting, in any building, saving, reloading a save, etc, all progress your very limited time, so you never get a break.
RF5 is Brutally Realistic when it comes to the passage of time for an anime farming game with dragons and magic where time is the one thing you cannot farm and is your most limited resource.
RF5's crafting system, specifically the RP requirements, make little to no sense. It's also more complicated to learn and use, with a somewhat broken ui that will never get patched.
RF5's storage system is tedious since it forces item sorting on you, whether you want it or not. And unless you install a mod that lets you access any category of chest from any chest, there's no redemption for it in the vanilla game.
How can you possible claim that any but the story and transportation is better than ToD? RF5 is unplayable without mods for me. And even with mods, it's rough once you get to the mid-game grind.
In my opinion, ToD was the peak of the Rune Factory series. There's just no competition for it aside from Stardew Valley if you ask me.
In my personal opinion though, it is absolutely worth trying out if you can as it is a far cry better than the more recent Rune Factory titles as it gives a far more personal touch and feels far more immersive and interactive. For example, modern RF titles have quest boards that magically reward you without needing to speak with the questgiver whatsoever. But in ToD you actually need to talk to the person who placed the quest on the quest board to get the details and accept it, then when you complete it you speak to them again and they hand you the quest reward directly. That little touch makes it feel far better, more personal and immersive, rather than interacting with a magical quest board.
On top of that, but you don't have the extra chore of having to personally fund and approve town festivals in ToD as you do in modern RF titles, as they happen whether you choose to participate or not and are run by another towns member, usually one of the marriageable candidates, which just makes it infinitely better if you ask me.
I'd say that the relationships and combat are the best parts of the game, as the farming takes a back burner in favor of exploration, story, and combat, which I personally prefer. And the combat is actually well fleshed out, as you actually have to jump around and dodge attacks, swapping weapons to get an advantage against certain enemies, etc. You can't just stack every status ailment on a single weapon or tank 20 special boss attacks as you can in modern titles, which again is much better in my opinion.
The story is more down to earth too, as you're discovering what was lost to time after stumbling across your primary means of transport and growing it yourself. And you're bringing new life to a community that was slowly dying out, likely on it's final generation of residents, because of something that I won't spoil. In that game, your presence and actions mean something significant.
That versus modern RF titles where you are simply there along for the ride of the story and events around you aren't impacted by you in the slightest. If anything, you're a burden in modern RF titles, getting in the way of the story because your character doesn't understand or is too naive to realise the consequences to their actions. Genuinely, without your character in some RF titles, the story would likely happen in exactly the same with though with different characters and very minor differences.
So yeah, I consider ToD to be the peak of the RF series, so definitely check it out if you can!
Now you see, what you hate about ToD, I love.
I love the ToD combat because it actually requires a having some skill. You need to dodge attacks, you need to prepare food/healing in advance, you need to watch your stamina gauge, you need to level up by farming enemies for mats, etc. It's a far cry better in my opinion than the modern version when you can tank every hit from nearly every enemy without issue and just button-mash your way to victory without ever dodging, drinking a health or stamina potion, worrying about resistances, or doing anything special really. Especially since you can get a strong weapon pretty much right away from a side quest that you can stack with status ailments making it overpowered.
So I love ToD's combat since it's skill-based, not overly simplified, and always feels rewarding.
And the farming seems like it takes a back burner because you don't have to spend 2/3 of the in-game day on it. It's a lot closer to Stardew Valley in that regard, except instead of choosing what seeds you plant, it's randomly determined by what animals you have tending your farm. It's also so much easier to set up the animals in an effective manner since it clearly tells you what they're good with and at. Not to mention, you start small and gradually work your way up as you increase the level of the island through spirits. Makes it feel all the more rewarding when you're able to add another tree or three plants to your farm. Compare to modern RF titles where you get what you get, and there's no upgrades, no gradual progression, it just throws it at you all at once. You suddenly find another farm dragon which nearly twice as big as your first one barely three days after you found the first one, and you have to do it all yourself because there's no way to know what animals do what outside of using an external guide.
So I love ToD's farming since it's easier to understand, has a gradual progression system in place, and doesn't take the majority of the in-game day to maintain.