Why no quest for biome progression?

pApA^LeGBa

Hunter
It would be a way more natural way that is more immersive than a chekc list in the menu. It almost feels like working trough a shopping list your SO made for you after you were "forced" to do the shopping.

After 10 quests you get a special quest from rekt, that contains all that stuff from the biome badge to be completed, but instead of a badge you get an item that makes it possible to survive in the burnt biome. Like a gas mask. For snow warm clothing and so on.

Why does it have to be so video gamey when it could be immerisve? What is the decision making behind this? I mean i can´t imagine this is the only way they could think of to do this. There must have been a decision to make this less immerdive and more video gamey. Why?

And yes i know i can turn it off, but i like the general idea. The execution is just very poorly done, if you consider that making this a quest with an actual item that helps to survive isn´t exactly hard to do.
 
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I I like the idea but you can do parts of them out of order. By the time I got my desert badge I had killed a few Yeti and harvested all the blueberries I needed. I've killed a few pukers and met the mushroom requirement in the wasteland. Then I got the snow badge.

I wouldn't like to be forced to do everything in particular order.
 
@ElCabong I am sure there is a solution for this aswell. Anything is better than just a text checklist.

There is either a valid reason or they are just being lazy or stingy. I would just like to know what on earth could make someone deceide that a text checklist is a good idea in a game in 2025.
 
There must have been a decision to make this less immerdive and more video gamey. Why?
I'm guessing a combination of "we need to make it a thing" and "we want to be different". Gathering realistic gear sounds dull and boring, making magic potions makes so much awesome ..

Tbh, I have no idea. I'm not sure anyone* else does either.

*literally
 
I'm sure there are a variety of reasons. But some possibilities come to mind, even though they could be worked around. I'm not saying these are the actual reasons or that these are true in any way, of course.

  • They don't want it to be an item that can be given to other players, so they aren't doing regular quest rewards and they don't want players to gain quest progress together. This can of course be made as a quest that can't be shared like the intro buried supplies quest, and the item could be made "bound" even though that mechanic isn't currently in the game. There are other ways around this.
  • They don't want the game to have quests that are one-shots. They made the quest system to use repeatable quests (different locations, but the same idea) and don't want to have quests you do only once.
  • Quests require you to do things in order and they want people to be able to do things in any order (other than actually completing the badges).
  • They want to increase the kinds of challenges that are available.
  • They liked the idea (nothing wrong with that).
I really don't see a problem with using challenges instead of quests. It's the same thing. Sure, you can drop a minimal amount of text onto a quest (have you ever actually read those?) to make it seem like it's more immersive, but the end result is the same thing other than that you have to keep going to the trader over and over for each quest instead of only once for each biome to turn in the completed set of challenges. I think the complaint isn't really about challenges versus quests, is it? It seems it's more about what you are actually doing to complete the badge. They could just as easily make the challenges require doing something that makes more sense for completing the badge than gathering mushrooms or whatever. If they made this as a series of quests that had you do the same activities, that wouldn't really be better, right? So the focus should be more on changing the challenge requirements to things that would make more sense rather than trying to get them to make these quests instead (the latter is unlikely to happen, while the former has at least a chance if you can give them good suggestions for challenges).
 
  • They don't want it to be an item that can be given to other players, so they aren't doing regular quest rewards and they don't want players to gain quest progress together. This can of course be made as a quest that can't be shared like the intro buried supplies quest, and the item could be made "bound" even though that mechanic isn't currently in the game. There are other ways around this.
Well then make it an item that has a special slot in your character screen and it can´t be removed. So you actually never get it, it get´s installed by the trader so to say.

  • They don't want the game to have quests that are one-shots. They made the quest system to use repeatable quests (different locations, but the same idea) and don't want to have quests you do only once.
Well that one is just a weird reason tbh.


  • Quests require you to do things in order and they want people to be able to do things in any order (other than actually completing the badges).
Easy solution, just let the player choose which biome badge they want to earn after completing a quest tier. Wether it makes sense or not, is fully up to the player then.

  • They want to increase the kinds of challenges that are available.
I don´t even know why those are in the game tbh. There is games where this fits. A survival game is not one of them. Those should be deleted from the game entirely if you ask me. Wrong genre for this imo.
  • They liked the idea (nothing wrong with that).
Except the fact that this is the laziest idea i have seen in a long time to keep players busy the easy way. I mean, yeah nothing wrong with doing what you like, but if your idea of fun is to check boxes on a checklist and have no immersion at all, than you should have choosen another job than game dev maybe.
 
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It's simple really. They want you to progress at it at your own pace. They don't want it to be something that is given by a trader. its just something you gain as you explore.
 
  • They don't want it to be an item that can be given to other players, so they aren't doing regular quest rewards and they don't want players to gain quest progress together. This can of course be made as a quest that can't be shared like the intro buried supplies quest, and the item could be made "bound" even though that mechanic isn't currently in the game. There are other ways around this.
Well then make it an item that has a special slot in your character screen and it can´t be removed. So you actually never get it, it get´s installed by the trader so to say.
This is just a visual change. Does it really matter that much?

  • They liked the idea (nothing wrong with that).
Except the fact that this is the laziest idea i have seen in a long time to keep players busy the easy way. I mean, yeah nothing wrong with doing what you like, but if your idea of fun is to check boxes on a checklist and have no immersion at all, than you should have choosen another job than game dev maybe.
I've played lots of games (including this one) that I didn't find particularly immersive. If the system are fun to engage with, I don't think immersion really matters that much. Granted, I feel the systems in this game have become less entertaining over time (I still enjoy building, though.)
 
@Vaeliorin No, it´s not. It´s an immersive change. It´s a huge difference if you get a quest by an NPC or if you just press a button and check a list. And the whole make it permanent in a special slot is just to stop players from giving those away to others.

And the next things is, backers and early access buyers didn´t sing up for arcade like challenges and checklists. I am not sure if i would buy this game again today as a new customer tbh.

@Javabean867 You can still do that. You know that you can choose when to do your quests? It must be like the opening trade routes ofc in the matter that we can still do normal quests in the meantime. Maybe even merge it with opening trade route? It´s not like we have any time pressure with quests in this game. @Riamus, There you have it. One time quests already exist, dunno why i couldn´t think of those before.
 
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@Vaeliorin No, it´s not. It´s an immersive change. It´s a huge difference if you get a quest by an NPC or if you just press a button and check a list. And the whole make it permanent in a special slot is just to stop players from giving those away to others.

And the next things is, backers and early access buyers didn´t sing up for arcade like challenges and checklists. I am not sure if i would buy this game again today as a new customer tbh.
I was just referring to the badge versus gear as just a cosmetic change. It would just be a different icon. I don't get why that would be better, but people are different, obviously.

And yes, I'm definitely in agreement that I probably wouldn't buy the game if it was the way it is now when i bought it. Too run and gun/loot focused for my tastes.
 
  • They don't want it to be an item that can be given to other players, so they aren't doing regular quest rewards and they don't want players to gain quest progress together. This can of course be made as a quest that can't be shared like the intro buried supplies quest, and the item could be made "bound" even though that mechanic isn't currently in the game. There are other ways around this.
Well then make it an item that has a special slot in your character screen and it can´t be removed. So you actually never get it, it get´s installed by the trader so to say.

  • They don't want the game to have quests that are one-shots. They made the quest system to use repeatable quests (different locations, but the same idea) and don't want to have quests you do only once.
Well that one is just a weird reason tbh.


  • Quests require you to do things in order and they want people to be able to do things in any order (other than actually completing the badges).
Easy solution, just let the player choose which biome badge they want to earn after completing a quest tier. Wether it makes sense or not, is fully up to the player then.

  • They want to increase the kinds of challenges that are available.
I don´t even know why those are in the game tbh. There is games where this fits. A survival game is not one of them. Those should be deleted from the game entirely if you ask me. Wrong genre for this imo.
  • They liked the idea (nothing wrong with that).
Except the fact that this is the laziest idea i have seen in a long time to keep players busy the easy way. I mean, yeah nothing wrong with doing what you like, but if your idea of fun is to check boxes on a checklist and have no immersion at all, than you should have choosen another job than game dev maybe.
Didn't I point out that these can all be worked around and that they are just possible reasons and not necessarily the actual reasons? There isn't any reason to debate them. I never even said they were good reasons or that I supported any of them.
 
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