So yesterday I had some free time on my hands and decided to play Salem for a while. I haven't really played in quite a while since I've been kinda busy IRL and I need to set aside at least two hours to get anything done in Salem (a small harvest & replanting, a modest batch of cooking, or an argo hunt). But as I started playing, found it myself more and more annoyed at the game until I quit like 20 minutes in, having done just one round of baking. I was wondering why it felt so tedious to play Salem when playing Haven actually felt quite fun, even in marathon sessions at world start. And then it hit me - it was the intervals between interactions.
In Haven things take either a really short time or a really long time. Short ones, like crafting most stuff in required quantities, just give you enough time to decide what's your next step. Long ones, like fishing, give you plenty of time where you don't need to watch the game, so you can chat with someone or tab over to your browser and read the forums. In Salem most common actions, like processing cotton or cutting boards fall into the "sweet" spot between Haven's two extremes. That is, they take long enough time for you to decide what's your next step and then get annoyed from waiting to execute it, but not enough time to take your attention away from the game and onto something else, lest you spend most of your playtime idling. And this I think is the core reason why Salem feels so much grindier than Haven, and why there has been relatively little transfer of players from Haven to Salem.
Now, to address these issues, we should look for inspiration in Haven. The obvious one is increasing the speed of some actions (cooking, I'm looking at you). Another is Haven's inventory sizes, which allow for larger batches to be crafted at once, giving enough time between interactions for the player to do something else while the character crafts. Obviously, increasing raw inventory size in Salem runs into problem of removing what little decision making there is in foraging (I reckon current inventory sizes are just about right for that). The best thing here would be adding those frequently suggested workstations, where one could store a large amount of raw materials and finished products, to allow for long enough periods without player interaction. Finally, we should look at a solution that Salem already has for tedium of stone chipping and apply it to other problems. Automated infrastructure analogous to stamp mills can solve some of the worst aspects of gameplay pacing, such as cutting boards (sawmill) or cleaning cotton (cotton gin).