While I was not a super fan of that system, I hope they add a optional toggle because my friend did enjoyed it playing his solo game so I would not be against them adding Biome Progression back as a optional toggle setting.just reposting (as it got moved) the 2.3 relevant thought i had; yay! linear biome progression is dead?
The option is built in. You simply choose to unlock them in the same order as before. Your friend can still do burnt --> desert --> snow --> wasteland without any toggle setting.While I was not a super fan of that system, I hope they add a optional toggle because my friend did enjoyed it playing his solo game so I would not be against them adding Biome Progression back as a optional toggle setting.
You’re right I am thinking of the loot stage cap.The option is built in. You simply choose to unlock them in the same order as before. Your friend can still do burnt --> desert --> snow --> wasteland without any toggle setting.
For the storms that makes sense. But the biome hazards used for biome progression seem almost pointless if buildings completely protect you from them. If the air in the burnt forest is too smokey to breath till you get the survival gear, hiding in a building shouldn't save you. Most buildings have no power and usually holes in the walls. Same in the wasteland, being in a building saves you from radiation? Makes no sense to me.
Loot Stage Cap is gone now anyway.You’re right I am thinking of the loot stage cap.
Loot Stage Cap is gone now anyway.
I liked this mechanic too. Settings would be nice!While I was not a super fan of that system, I hope they add a optional toggle because my friend did enjoyed it playing his solo game so I would not be against them adding Biome Progression back as a optional toggle setting.
I would be happy to watch you search for errors in such a large project. But there are few like me. And the language barrier has not been abolished.I would love to have some of these people sit next to me for an entire day to introduce them to reality, but that is not practical. They would be bored anyway watching things like tracking down a bug or testing something over and over again.
This also stopped bothering me much since it became possible to create items with quality 6.Loot stage caps never bothered me. Most games (even sandboxes) keep the best loot in harder zones. The push back on this particular issue was a little strange, I think.
Loot stage caps never bothered me. Most games (even sandboxes) keep the best loot in harder zones. The push back on this particular issue was a little strange, I think.
If your friend moves to each biome to start doing the next tier of quests then they’ll naturally loosely follow what the loot caps enforced.You’re right I am thinking of the loot stage cap.
The loot cap appeared to be penalizing players who choose to stay in the same zone, rather than rewarding players for trying harder biomes.Loot stage caps never bothered me. Most games (even sandboxes) keep the best loot in harder zones. The push back on this particular issue was a little strange, I think.
Bonjours, je suis nouveau ici et j'aimerais que l'on me dise où je puis trouver la mise à jour 2.3 exp .Merci
The issue for me was doing t6 missions. The new POIs brought about some decent variety, but in the RWG world I spun up for 2.x, two of the new POIs available for t6 missions (Area 7 and Hybrid Mining) are only available in the forest.
Loot stage (and, sadly, difficulty) is already significantly lower in the earlier biomes. It didn't really strike me as necessary to exacerbate that further by capping the loot stage.