That's exactly what the title says, the introduction of an NPC that in this post I'll just call "Farmer" which consists of an NPC that regardless of how it is implemented, whether you buy the NPC or pay a fee for the collection, would automatically collect the farm for you already delivering the collected materials is a bad and lazy solution to the current problem of instanced gathering (community farm, open world house, forts, fortresses, etc.) and in this post I will talk a little about the problem and a possible plausible solution for it and why I disagree with the introduction of this NPC.
Today the problem of gathering and the high complaint of players about this farm system comes down to two main points:
High number of interactions to collect
Number of collections/interactions made per day (Here I am talking about the time of planting/interactions)
Let's talk more about them below.
P.s: I will take into account the accounts with a player who only has the community land
High number of interactions to collect
This complaint mainly comes from players who already have a lot of land and/or plant a high number of items daily, mainly focused on plantations that occupy the 1x1 space. To give you an idea in the community farm, planting in an optimized way it is possible to plant 155 1x1 items, 49 2x2 items or 18 3x3 items (+14 2x2).
Now let's evaluate the number of items and their sizes by profession:
**Farming: **24 items, being 18 1x1 and 16 2x2
**Animal Husbandry: **16 items, being 2 1x1, 7 2x2 and 7 3x3
Logging: 6 items, all 2x2
Herbalism: 24 items, all 1x1
Crafting: 1 item 1x2
This shows us that a player who plants 1x1 items, mainly present today in herbalism, agriculture and crafting (I know that crafting is 1x2 but I couldn't fail to mention) has approximately three times more interactions than a player who plants 2x2 items and five times more interactions than a player who plants 3x3, more present in logging and animal husbandry, with each interaction with their farm.
Number of collections/interactions made per day
Here if I were to calculate each interaction time and compare the post would be too gigantic (even more) so I'll summarize it in: Today many professions and crafts in the game need items with very short planting and interaction time like 1, 2, 4, 6 hours and other times below 12 hours, which makes players need to keep "taking care" of the plantation many times throughout the day and multiplying the amount of interactions mentioned in the previous item several times and even hindering those who don't have so much time available throughout the day to play, making some plantations unfeasible as it hinders the planting rotation and productivity of the player in terms of gathering xp.
HAVING SAID THAT, WITH THIS INFORMATION, I WILL TELL YOU THE REASON WHY MUNK FARMER IS BAD AND A LAZY SOLUTION AND MY PROPOSAL
I think the explanation about the Farmer is simple. The introduction of an NPC that automatically collects everything for you on the farm takes away the player's interaction with their land, making the game much more automatic and less interactive and closer to an "afk" game than necessary, killing the planting and gathering mechanics, closer to "farm games" which is interesting and something proposed from the beginning of the game and is part of the "core" of the game and removing that would lose that. In my view the problem is not the interaction with the land but the points brought up above, which boil down to: A HIGH VOLUME OF DAILY INTERACTIONS
Interacting with the land, planting and harvesting is a cool mechanic
Doing this more than 1000 times a day (if you plant something 1x1 for 1 hour like the potato) is not

CONTINUED IN THE FIRST COMMENT