Creative mode (used sparringly and with self-inflicted rules) is a way to remove elements from the game someone can't live with. I am not advocating getting everything from there, except if someone really wants a real sandbox. Your statement that you can't stand the look of wasteland is a very subjective feeling, I don't think a developer should follow such sentiments unless most players feel the same. It means you would have to do any correction yourself.
100% agree that the developers shouldn't base decisions on subjective feelings. Me saying I didn't like the wasteland isn't the rationale behind my statements. So if I worded that poorly let me take a step back and apologize for that.
My critique is that every end game would effectively push you to the wasteland forever. Every game would end you up in the Wasteland and lowers the replayability. It is the antithesis of a sandbox. Now the issue is how to go about that.
I think spawns come from your general gamestage + biome bonus + POI bonus. Also the most dangerous POIs will be mostly in higher biomes. In the first experimental the biome bonus was missing, but added in one of the patches. Everything AFAIR.
Indeed that is of the most recent patches but the only POI changes as far as danger goes is whether they are positioned in a city, large city, wasteland city. Those are the three main types of city spawners in the game xmls. So you could just as easily find a T5 POI in the forest as you could in the snow biome as an example.
You have any specific ideas? Make a suggestion.
I was very happy to hear they made ores biome-specific again. Apart from that there are plants you can get only in specific biomes, but lets face it, you can simply go in, collect a few and be done with it for a while, it is not a reason to stay there for some time. Except for mining I don't see any easy way to make the player want to spent lots of time in every biome except for progression, which is the thing you want removed.
While writing this segment I found that at the end of the day the developers created a progression system without thinking about the rest of the game. Currently they removed a large portion of the open world aspect for not a lot of gain. If you enjoyed going to the Wasteland or Snow biome you could still do that in the old version. The forced progression doesn't really add much to the game that you couldn't just do without it by assigning your own guiderails.
As far as making each biome viable I think that will have to be scrapped without major investment from the developers. With each biome being quite far from each other and how city generation is handled one would have to shrink the map a bit to make each biome viable to visit frequently. The ore nodes would help in this endeavor if the resources they represented were not so readily available elsewhere, but again with distance/time constraints I don't think that is a good idea either at this point. I wish I had more ideas, but the distance between areas is a major inhibiting factor so even trying to think of a possible solution I have to backpedal my current stance. I think map generation would have to be addressed to make significant strides in this regard or people would have to just be accustomed to traveling an entire day into a new zone and spending the night there before returning.
Also I don't want progression removed. If I did I could simply disable it. I am simply suggesting ways to make it more tenable. Currently whether on the forums or on youtube there are only a handful that actually think this iteration of gameplay is good. Most think it could use some tweaks to be better and a minority think that the whole thing is terrible. I fall into the middle camp where I think it could be a good system but with some tweaks that do not inhibit the open world spirit of the game we were sold on.
Without making each biome offer something the only things I can think of to make the progression system better would be slightly lowering the loot stage disparity between each zone such that there isn't an overwhelming gap between them but significant enough to encourage exploration in such zones.
Second, I think they should have the other biomes loot stages rise as the game progresses and is not capped. You can have a gap between the zones as you suggested.
Third, I would change the smoothie concept into something based more in reality.
Fourth, I would change progression from it's current state into one that is built within the quests. Think of it like having a quest that has you go find a part that would be needed to complete an item that would allow you to breathe in the burnt forest for good. The burnt forest would maybe be like a 2 part quest, the desert a 3 part quest, etc and so forth. This would make the stay in each biome more impactful and it would tie in with the current questing system we have.
Fifth, you should have alternative methods of living in the biomes but in a much more difficult state. Remove damage over time from each biome, with perhaps the Wasteland being an exception. Living in the desert would make you more thirsty and the snow biome more hungry and with hot and cold days you could perhaps have negative maladies associated with venturing out in the elements with a percent chance of a negative externality happening every x minutes without proper gear (badge). The burnt forest could lower visibility at range by a good amount and make wandering there dangerous as you can't see very well. Being the first zone after the forest you may not need anything else there to inhibit you. The Wasteland would require iodine tablets that you can find in the world that would give you x minutes of protection each. Being a resource you would have to gather it is not ideal to keep using them as you would have to resupply frequently. Without the tablets you would take radiation damage that would get progressively worse over time. At first perhaps you would have lowered stamina and max health, followed by radiation poisoning which mandates a vomit animation that could happen in the middle of a fight potentially ending in your death and then after x hours you would slowly take damage over time. These are just some rough ideas but the general concept is that each zone can be accessed but at a cost. This allows players the freedom to venture how they wish but with manageable repercussions attached to make it more difficult.
One point here is that the "easier" biomes are also there as a choice for players if they feel that the wasteland is too hard right now. If every biome is suddenly the same difficulty there is no way to go back into a safer zone.
What I could live with would be a system like in previous alphas where the gamestage/lootstage was always trailing behind in lower biomes so that you would just be delayed in those biomes.
That is a good point, but is also contingent on the other zones actually being more difficult outside of the biome itself getting an extra skull which could still be the differentiating factor in either scenario. Outside of the wasteland getting "Wasteland_City" in the xml and the skull variance I don't see anything specific to that biome.
I think a trailing system would be fine assuming eventually you would get the sweet spot of 245 loot stage I think it was for the cutoff of T2.