Job rewards. What fun, having some neat cosmetics tied behind your dedication to a role. But alas! You find yourself as a botanist, sitting in one place, harvesting an infinite amount of immortal watermelons. You, as a bartender, apply salt to the brim of hundreds of cocktail glasses while your patrons look on in horror. Janitors, mopping perfectly clean floors just for that low level dopamine hit of earning XP. Tragic! Eventually you begin to grow sick of the grind. You question the meaning of it all.
I suggest that we do one simple thing: instead of having job activity related XP, give players job XP for simply completing a shift as their role. That way your dedication to a role can be measured in playtime, not your ability to grind miniature activities over and over for as long as you can stand it.
I think this would be a simple but positive change, and could encourage new job rewards now that they're not tied toward a mentally taxing grind.
I suggest that we do one simple thing: instead of having job activity related XP, give players job XP for simply completing a shift as their role. That way your dedication to a role can be measured in playtime, not your ability to grind miniature activities over and over for as long as you can stand it.
I think this would be a simple but positive change, and could encourage new job rewards now that they're not tied toward a mentally taxing grind.

Goonhub