PC No cities in the forest biome anymore. What kind of horse hockey is this?

Im currently on day 13. Me and 1 other player, we're finally moving on from the forest and going to the tundra. We stayed in the forest for awhile to get to motorcycles so we can make the 3 km trip to Trader Bob and set up our new base near there.

I like the forest not having cities, it encourages us to move on eventually and make another base somewhere harder. Eventually we plan to have a base near the wasteland but right now were focusing on getting tier 3 quests done so we can unlock the next tier asap. Previosu games we stayed in the forest biome the entire game, finding a city there and settling down for the entire game. Now we're going to seek out a city near harder areas for the better loot and access to the different shops you find there.

 
Riamus said:
If you don't mind, please let me/us know.  I want to use a custom map that doesn't follow these same restrictions but not sure if that will work.  :)
It's actually broken in the quests.xml file because only Rekt gets the first 'find the trader' that takes you to Jen. Then only Jen gives you the quest to go to the next biome. I just added the quests to all of them. I probably should fiddle with the quest itself so it randomizes who it sends you to instead of always a specific trader, but I haven't dug into it that far. I suspect that if I finish up tier 1 with Jen she might just send me back to herself :)  .It might be just a matter of checking A21 and see what the quest looks like there.

 
It's actually broken in the quests.xml file because only Rekt gets the first 'find the trader' that takes you to Jen. Then only Jen gives you the quest to go to the next biome. I just added the quests to all of them. I probably should fiddle with the quest itself so it randomizes who it sends you to instead of always a specific trader, but I haven't dug into it that far. I suspect that if I finish up tier 1 with Jen she might just send me back to herself :)  .It might be just a matter of checking A21 and see what the quest looks like there.
Yeah, that was expected.  It doesn't really matter, though.  I'm on a custom map now and started with Bob.  I won't get the open trade route quests until I find Rekt but that's not exactly a big deal.  I could mod that and maybe I will at some point.  It's easy enough to change.  Just not sure if matters enough to care.  ;)

 
Good afternoon! Please give the green biome back the ability to create cities.I like to develop in a beautiful green city for the first time. Where there are many different locations. And the fact that I can't get a map with the city in the beginning is very annoying. The trader Recta quests either to the same locations or he can send you constantly to dig for supplies. Or quests 1 km from the city, where it takes a very long time to get on foot. I really loved this game, but the fact that there are no cities in the first biome just kills it for me

 
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I may be alone on this one, but the cities-don't-spawn-in-forest change didn't really impact my playstyle much - I always tend to start a small base (crafting stations in the open) in the forest near the first trader, max out the trader, use POIs for horde nights, and then move near the 5-star POIs (and another trader) while building a proper base - this time around, that's starting in the forest, running around to unlock traders and using Rekt for all Tier 1-4 quests, and then moving to the wasteland.

 
Scyris said:
I don't think the tfp devs play their own game at all, as its very easy to see how tedious alot of the v1.0 stuff has become. By Play their own game I mean play it single player, without cheating anything in, pretty much anyone who plays single player dislikes the current skill system as well because it severely gimps you in single player and forces you to take certain stats or else things take forever.
I really don't find this to be the case. TFP are well aware from their analysis tools that the majority of players play single player, even though co-op multiplayer is definitely an area the game shines. 1.0 has been the biggest improvement I've seen (I started in A18) to not having to take certain attributes (STR primarily) when playing solo, because of the armour set bonuses.

Even low quality miner and lumberjack sets increase resource gathering yields (either directly like the lumberjack 'double wood harvest' bonus, or indirectly by things like lowering tool use stamina on the mining set) to the point where side-speccing into STR to pick up miner69er and motherlode are far less necessary. Plus you can still stack a STR mod and a cigar (the only attribute you can push +2 in, except partially FORT from the food buff. I don't think this is an accident) and take the mining perks to level 3 without putting a single point in STR, if you want to. 1-3 points in Miner69er plus the right armour sets is all you need to be a very effective resource gatherer, at a trivial cost of perk points.

In previous Alphas it was incredibly rare I wouldn't go to at least 4 in STR (to hit 5 with a cigar) just to be able to mine and gather wood.

 
I may be alone on this one, but the cities-don't-spawn-in-forest change didn't really impact my playstyle much - I always tend to start a small base (crafting stations in the open) in the forest near the first trader, max out the trader, use POIs for horde nights, and then move near the 5-star POIs (and another trader) while building a proper base - this time around, that's starting in the forest, running around to unlock traders and using Rekt for all Tier 1-4 quests, and then moving to the wasteland.


I'm the same way.  My current playthrough, I am actually setup at the Echo Ranger station just outside of the starting town with Rekt.  I been doing overnight trips to the Burnt forest for doing T2 quests for Jen (I would also take a T2 quest from Rekt so on the return trip I could knock that out also if I wanted to).  I just unlocked T3 quests / Trader Bob in the desert and planning on setting up a small forward base there after the Day 21 horde to knock out T3 quests there.  However, the Ranger base is going to stay as my home base as I like it that way.

My next playthrough I probably will start in the desert, but I am fine not having the Find the next trader quests as that will force me to explore outside of the desert once I get established and have transportation other than running.

 
I really don't find this to be the case. TFP are well aware from their analysis tools that the majority of players play single player, even though co-op multiplayer is definitely an area the game shines. 1.0 has been the biggest improvement I've seen (I started in A18) to not having to take certain attributes (STR primarily) when playing solo, because of the armour set bonuses.

Even low quality miner and lumberjack sets increase resource gathering yields (either directly like the lumberjack 'double wood harvest' bonus, or indirectly by things like lowering tool use stamina on the mining set) to the point where side-speccing into STR to pick up miner69er and motherlode are far less necessary. Plus you can still stack a STR mod and a cigar (the only attribute you can push +2 in, except partially FORT from the food buff. I don't think this is an accident) and take the mining perks to level 3 without putting a single point in STR, if you want to. 1-3 points in Miner69er plus the right armour sets is all you need to be a very effective resource gatherer, at a trivial cost of perk points.

In previous Alphas it was incredibly rare I wouldn't go to at least 4 in STR (to hit 5 with a cigar) just to be able to mine and gather wood.
Yeah, as someone who plays single player in addition to 2 player, I like the perk system.  Some things aren't ever useful to me, but that is true in any skill or perk system.  And I see nothing wrong with putting points into attributes to get stuff.  It works very well.  Yes, it isn't as easy to min/max as it would be if you could focus on a single attribute tree without losing out on stuff from others, but I don't consider that a negative.  Needing to choose and not min/max is a positive as far as I'm concerned.  I'm also very happy not to have LBD.  This version has been a good update for the game and it keeps getting better.

 
Im currently on day 13. Me and 1 other player, we're finally moving on from the forest and going to the tundra. We stayed in the forest for awhile to get to motorcycles so we can make the 3 km trip to Trader Bob and set up our new base near there.

I like the forest not having cities, it encourages us to move on eventually and make another base somewhere harder. Eventually we plan to have a base near the wasteland but right now we’re focusing on getting tier 3 quests done so we can unlock the next tier asap. Previosu games we stayed in the forest biome the entire game, finding a city there and settling down for the entire game. Now we're going to seek out a city near harder areas for the better loot and access to the different shops you find there.
Same here. After literally years of playing the game almost exclusively in the forest, we are exploring and playing in all of the other biomes. The incentive to live in and play in each new biome has really freshened up the game.

It would be good to offer players more control in the advanced generation to allow cities in the forest or do a single biome world without it borking the trader progression but for default, I like the change. 
 

We still have biome progression listed as a future update so I expect there will be more changes that will incentivize players to leave the forest cradle. 

 
It would be good to offer players more control in the advanced generation to allow cities in the forest or do a single biome world without it borking the trader progression but for default, I like the change. 
This is where I stand.  Restrictions are fine in Navesgane or pregen maps, but there should be an option to disable those restrictions for random and custom maps.  The point of a random map is for it to be random and not cookie cutter with a few changes to terrain.

 
Same here. After literally years of playing the game almost exclusively in the forest, we are exploring and playing in all of the other biomes. The incentive to live in and play in each new biome has really freshened up the game.
For me the reason to explore other biomes is due to the loot stage being higher outside the pine forest. My last game in alpha 21 I generated a map that was 16% pine forest, 24% desert/snow, 36% wasteland. The layout of the map was such that making a base in the snow made the most sense and the loot rewards were great. My motivation remains the same in 1.0 except that it feels like difficulty ramps up a bit faster since progression is a little slower. So now im doing quests in biome order that the game is suggesting, which is fine.

 
Scyris said:
... I don't think the tfp devs play their own game at all, as its very easy to see how tedious alot of the v1.0 stuff has become. By Play their own game I mean play it single player, without cheating anything in, pretty much anyone who plays single player dislikes the current skill system as well because it severely gimps you in single player and forces you to take certain stats or else things take forever...


After the last live stream I have to say I wondered about this as well. Both Richard and Joel were apparently unaware or had forgotten some basic features of the game.

 
After the last live stream I have to say I wondered about this as well. Both Richard and Joel were apparently unaware or had forgotten some basic features of the game.


I don't know if Richard ever was a "game dev", he seems to have been the company manager all along. And Joel always called himself game designer. Game design of 7 days to die was finished long ago and I would assume he is working on the secret projects now in early development.

So maybe surprising but easily explainable that they might not know of some latest developments of the game. I hope the actual devs currently in charge of balancing and development are playing the game 😉.

 
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