Really? I would have thought there simply are no small town stamps/tiles/whatever_they_are_called big enough for T5s to fit in, and that was used by TFP as a way to make T5s mostly appear only in big cities in snow or wasteland. In previous alphas this was the case I think, did this change?
Also between forest and wasteland there should be a 4 skull difference for everything. Going into a basic 2 skull POI in the wasteland means going into a 6 skull POI. And I would suspect that 6 skulls would be guaranteed glowies in there on day 1, whereas you wouldn't even see a feral there in the forest.
Agreed. As I said in another thread, the POI refresh removes the incentive to explore for unlooted POIs. Which led to the map being largely irrelevant. So some other incentives were needed to go to other biomes. But POI refresh has been part of the basic equation and a solution for MP for so long I don't think it will get removed, meaning we depend on something like the current solution to draw people to venture out.
No contest from me about using quests instead of challenges. But when you say alternative methods for living in a biome, what else are the smoothies if not an alternative method? First you go into the biome to get materials for a smoothie, then with the help of those smoothies you go in for extended times.
5 minutes per smoothie seems a bit short for the amount of ingredients (especially looking at you, 5 mushrooms), and it definitely is too short and expensive to make a permanent base there before having a badge. But it is enough for say staying on the border and making excursions into the biome for quests and scrounging. This is something I had hoped for when the system was revealed:
https://community.thefunpimps.com/threads/v2-0-storms-brewing-dev-diary.42281/page-2#post-584978
Maybe after experiencing the other biomes myself I would campain for extending the 5 minutes. Or making the smoothie cheaper to craft. I'll have to see.
Knowing TFPs method of balancing I also suspect that right now the damage over time is probably too high. Essentially any damage that ticks down will feel like impending doom to a player even if it is practically too low.
Maybe it would even be better to decrease the damage further and remove the time before the DOT starts completely. This way there would be no cheesy warning in the display and factually more options for the player (i.e. you could risk longer times in the biome without smoothie but would also be induced to do more risky stuff
But I really should be playing now before too much theorycrafting. Still I think the dot is fundamentally the correct detriment. Even if we had heat or thirst instead like you suggest it would have to eventually result in health damage, otherwise everyone would largely ignore it like in previous alphas. I think what you really want with those suggestions is a longer delay before your time runs out in a biome. And maybe I'll eventually come to the same conclusion.