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But you can? There's shrines, chests and all kinds of other stuff hidden in the overworld non-town tiles. Additionally, you can also find the corpses of other players with their loot and/or their pets, at least I think they are from players because they have atypical names. There's also digging spots everywhere for stuff.
You started as a Tourist. Tourist is not a generalist class, they're not even "just not specialized", they are horrible on purpose. Tourist is a joke class with significant penalties to buying items and zero starting starts - a fat 0 in everything. It is considered to be a Hardcore/Masochist option for diehard fans. You will objectively have a better time baseline rerolling to anything else.
Edited to add: if you want an actual generalist to go for, tick the box that says Extra Races and Classes on the character creation screen, then pick Race: Demigod, and whichever Class interests you the most. Demigod is the generalist race, and allows for great flexibility in every class.
In saying that, you've made the game significantly more difficult on yourself for no reason or real gain. Something that has to be said is for people who come into games and jack up the difficulty losing the right to complain about the difficulty.
That also relates to you feeling landlocked to your starting plot of land for 7 hours. Puppy Cave is your primary first exploration/dungeon goal, and starting with zero combat capability means it's going to be a slugfest trying to get through it. You dying to rabbits should be indicative of that - no other class struggles that much in earlygame.
You get Letters from Lutz that are explicit gameplay hints - one of which is the easiest method to keeping yourself fed and alive: harvesting bamboo shoots from forest (tree) tiles.
You do find old gear in spades, in the overworld and in dungeons. You find shrines, chests, and all sorts of goodies, in the overworld and in dungeons. They just so happen to be more common in dungeons.
I cannot stress enough how bad of an introduction Tourist is to the game, it's alike to trying to Naked your very first attempt in any Dark Souls game: you don't know how the game works, and you don't know what you're doing, and you're gonna have a bad time.
Uhoh.... When I played Demon's Souls back at launch (it's my favorite Souls title to this day, I cant stop playing it), I started as a naked Barbarian. It was a hell of a time.
I am aware that the Tourist comes with that sort of reputation - it's why I started with one, I just don't have an immediate frame of reference for comparing it to any of the other standard starting professions. When I do my big main perma playthrough, I am definitely trying a few other classes first. Even if I restarted as another Tourist now, I've got most of the new player onboarding parts of the game down to a science now & know where everything is and what I'm looking out for.
In actuality, now that I got the land setup & am in fact a bit more confident going out and exploring, I have been making some pretty good money and finding equipment and spells, though most of them have been coming from the dungeons & chests within them. ~Now~, my largest new-player issue is that with each new random spell or equip I pick off the floor, I don't really have a frame of reference for what is worth keeping and what is worth selling/dismantling. I randomly popped an Earthquake scroll to see what would happen though, that was a blast.
I have indeed been finding stray points of interest out in the fields, but I have yet to find any bodies lying around at all, I have only found a single chest outside of a dungeon, and it had an unreadable map, there was a shrine that blessed my chest armor, and my character is pretty durable with everything I've managed to amass at this point.
It's the ~precedent~ bit that has me thinking in hindsight, that until I actually left my character's land and happened to stumble across a shrine or a chest (they've been pretty few and far between), that it's hard to recognise what I'm looking for out there until I see it for the first time - hopefully I'm describing that right. Like, you start the game off, and you have 3 characters at your camp talking up farming and crafting, and then one of them mentions "and oh by the way there's dangerous dungeons" sort of in the middle of everything else you're being bombarded with at that point. The first time I stepped into the Puppy Cave, a Mercenary was right at the bottom of the steps and basically one-shot me. The next time I saw one, I immediately left.
The part where I feel like a ~slight~ tweak might be nice, is if one of the story characters actively walked with you to a small 2 or 3 room dungeon and simply just explained dungeon gameplay flow (like with the crafting) and that apparently (certainly from my experience) the best loot seems to only/~mostly~ be found in dungeons. Mind you, I have now rescued the Puppy and am now mowing my way across the countryside. If I were to start a new character, I could probably blaze through that cave in record time.
It took me a hot second to realise the letters weren't just talking about the beach for the sake of flavour text too, but that a couple key crafting components need be found there. After I learned that point, the next time the letters started talking about pickaxes, I instantly caught the vibe and now I'm digging up a storm.
So after another 3 or 4 hours of running around outside of my plot of land, I am LOVING the gameplay loop. Dungeons are definitely the part that I'm having the most fun with, but I think the next time I sit down, I want to try and figure out how I can set up some workers so that when I return home, there is food ready to go. It feels like a waste to just let my house and farm sit neglected while I'm out adventuring. And then there's the prospect of establishing other plots of land as small towns or tourist spots later as extra sources of income? I wonder if raising an army to protect said land from invasion could potentially be a distant goal for Elin, beyond just having a couple guards to keep squirrels away from the tomatoes.
Also farming should be your pet project as well as cooking. Anything you cook or farm will have piddly bonuses compared to cream bread or whatever you can buy off bakers. Once you're a competent farmer/cook you will be able to chose what potential boosting food you make mid to late game and it's super useful.
This is an open world. Your incentive should be to explore it at first, and make goals during your exploration.
As an example, I wanted to farm and cook as well, once I visited a town I realized how good bakery shop goods were but food was 60-300 Orins. So I started raiding dungeons. A few hours in I realized that I wasn't able to stock food, pay taxes, and buy supplies well enough with just dungeon raiding. So I swallowed my pride and learned music. Now, in my mind, I'm a celebrity in the casino. I'm a level 98 Musician. I have so much money, I feel bad just having it sitting there. So now I'm investing in improving the quality of life for my residents. My goals and ambitions have evolved during my game time.
Pfff. I wanted to farm and adventure at first. Now I'm a diva and land baron, and my starting class is an executioner. My character is a psychopath.
Essentially, my character chopped heads for a living, got gifted land, wanted to eat good so they became an adventurer, failed to be an adventurer, learned she had talent for music, became a diva, and now she's racked with guilt for abandoning her residents so she's trying to rectify her mistake.
DyNaMiC cHaReCtEr GrOwTh!!1!2!
Your class in this game actually matters for longer term progression, it isn't just a different starting point like in dark souls, every class can still do everything (minus some class specific special abilities) but how good you are at things, and how fast you level up is based on your class. If you want a good all rounder then I would pick farmer, they have a lot of good all round skills, a solid stamina pool and no major weakness, or you can just pick whichever combat class sounds like what you enjoy doing. Tourist having 0 potential bonuses in any of their attributes will absolutely cripple their levelling progression unless you know how to play the game well enough to mitigate that.
I'll keep that in mind, that is definitely something to be consciously aware of. I've been paying attention to food buffs and platinum coins as I go, and I have not yet hit a wall. Traveling and combat has been going pretty smoothly for now.
I noticed when I started my character that a basic cave was already a starting option, similar to Elona - though I don't know how complete the option is at current. I'm interested in trying it soon with another character. I'm not sure if starting in the cave includes taxes, but I think picking a different starting option like that and then ~eventually~ getting a land deed and taxes ~slightly later~ is a really great alternative to toning down or removing any taxes or farming elements. I ~don't~ want to see any of the current content removed in any capacity, only ~added~ upon.
I've also been seeing the shops selling different foods, and it's definitely an exciting prospect to think that eventually, my character that started with nothing could potentially be running a bakery or similar. I notice the Tinker Camp has a pot to boil things in - I'm not sure where my camp could get one unless those furniture tickets I have would allow me to take a pot home. However, I ~also~ notice there's a bewitched tent there, and I wonder if I couldn't just set a bed and some crafting stations inside it and be a tent-dwelling bum.
Things have definitely opened up now that I'm able to safely travel and handle combat, and I have a positive impression that all of the various systems like dungeoneering, farming, and taxes are all working pretty well in tandem for now.
It was only that (self-inflicted) first 7 hours of bashing my head against the instruction manuals & FAQs that was a little brutal so far, while setting up the initial land plot. If I were to recommend friends and other new people to start playing Elin, I would definitely advise against starting as Tourist in favour of one of the more normal ones. And so far as any dev requests I have, I think the game's main starting scenario is VERY solid as-is, but wouldn't mind seeing some small story event proactively show ~other~ adventurers traveling and combatting monsters along the road. I cant find "where Waldo is" if I don't know what "Waldo" looks like in the first place, and watching other story NPCs show off different combat styles early-on would have been the burst of excitement I think I might have been missing in my early hours of cleaning up my camp.
7 hours on the plot is not a good way to learn the game. After 33 hours of playing I feel like there is nothing to do at the plot. I am always going out. The problem is that there aren't that may recipes, and progress is slowed by low skills/limited resources. For example you can only efficiently grow a limited number of crops without upgrading your plots soil rating. Here is some stuff I do outside of the plot while I wait for my crops to grow.
1. Random dark ruins are a great source of granite which can be turned into stone weapons and armor you can sell to get gold bars faster so you can upgrade your soil rating. There are a few other random dungeons that you can farm by destroying the walls (and other things in them) and collecting the resources they drop. Some resources might only be obtained from dungeons (It is possible they can be bought somewhere but I haven't found any such vendor yet). Doing so levels some of your skills faster.
2. Some skills can only be unlocked by finding the correct skill trainer. Some recipes are only found on vendors outside your plot.
3. Leveling up guild ranks requires going out.
4. Forest tiles, beach tiles, and orange mountain tiles are a great source of resources. You can get non-farmable resources much quicker by going to those tiles than you can by staying at base.
5. Dungeons contain some good loot that occasionally includes items you can't craft. You also get some good stuff for defeating a dungeon boss. If you have the scavenger trait, you can make more money by visiting dungeons than you can by staying at your base in the early game. There are also some unique shrines that are worth a visit. One thing I like to do is when I find a recipe shrine, I save right before, and then I click-load on it until I get a recipe I don't already have. Doing this has allowed me to unlock some of the more difficult to obtain recipes (like the backpack recipe).
6. There are some unique locations that might be worth visiting, and I think it is possible to have more than one plot. I think I am doing a quest that gives you a second plot right now, but I won't know till I finish the quest. I also saw land deed for sale in one of the towns.
7. To get initial seeds for some crops you have to do a bit of exploring.
8. If I really have nothing else to do I just dump a bunch of granite in my inventory until I am burdened then I go walking around the map. This is the fastest way I found to level up weightlifting without paying platinum.
If you increase weightlifting, increase stamina, and max out the scavenger trait raiding dungeons is waaaaaay more profitable early game than staying on your plot.
Low level dungeons are the target. I don't necessarily want to complete them, just get in as far as I can, look around for goodies, and then escape with my pockets full.
I'll eventually accrue valuables and equipment, and usually can sell unwanted gear in order to make my tax payments. As I get stronger, I can take on tougher dungeons and get better gear and loot.
Building up my town is something I do when I just want to unwind. Farming is... I just turn auto-farm on and leave it at that, if I use it at all. It's not really a focus.
Point is, how much you engage with it is entirely up to you. It's by no means mandatory.
I'm mostly in agreement with that, I want to start a farm or a business, or a something on the land, but getting it profitable is taking time, especially as I only can blindly experiment with it. I have 21 hours on my save now and have actually been doing all of the things that you listed with fair proficiency. Running around, taking quests, finding dungeon items, kitting my character and my pet out, saving up money... etc... Tourist has not ~noticeably~ been making the game more challenging, but given what other posts have said, it's possible all of this will go faster when I try a different class for my perma run - especially knowing now how to set the starting plot up faster.
My current hangup is that outside of Ash directing me to go take a look at Nymelle and the fairy telling me that winter is almost upon us, there's actually SO much open-endedness that I'm not really sure what to focus on at the moment, outside of continuing to work for equipment and wealth.
I've been trying to get a small inn/farm set up on my starting plot and it's working "well enough" at the moment, but I'm clearly missing some regular resources or crafting stations that would be taking things to a more-sustainable level. My land is not even generating 100 Orens on its own. I can blindly infer what I would need to do to fix that - better beds, better policies, and trophies to attract folks in, but those are slow to come, and I'm not clear on where I could rush to in order to find them faster (not that I'd wanna be outright told).
Ideally, I'd like to spend my main time doing adventuring stuff like quests, story, and dungeoneering, however the prospect of coming home and immediately having food and a surplus of livable wage waiting for me is nice. I imagine that at some point any player will probably be rich enough that they can afford multiple plots of land, so I would really like to eventually see some sort of Nobunaga's Ambition-style system in place where plots I raise can align with an existing faction and "go to war" in some capacity. I'm not sure if that's a community desire or withing the game's design scope though.
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I've been watching Enns stream their (blind) playthrough of Elin on permadeath, and it's basically taking them about 7 hours to set up their plot as well, and they are also seemingly "too worried" to feel safe enough/confident in leaving their plot of land. So I reiterate that it should possibly be a priority that between the game starting and the point at which you pay your first tax, that a story event should happen that gently nudges you off your land or strand you a few overworld squares away from it, just to put new players in a survival-combat mindset earlier than currently seems natural to new players.
At the 21 hour mark, I have a good loop going of combat, EXP, and questing/money, but there's some slight repetition starting to creep in. This is the point in a Rune Factory where I would start leaning on building relationships with story characters & affinity, and lacking that at current, I'm sort of aimlessly wandering without direction or a driving story campaign to direct me towards anything other than a vague and nebulous end-goal, so I'm hoping that diving into Nymelle the next time I play will start to fix some of that for me.
With winter approaching, the farming has come to a dead stop (at the behest of my fairy). I don't mind that, but as my land is only generating 15 Orens per day at current, I'm a bit stuck as to how to push it further and get more revenue. I'm gonna experiment some more and see if I can figure that bit out on my own.
you can always farm mushrooms during winter
This is a game that lets you freely choose your experience and difficulty.