Wasteland is different than gamestage progress. Wasteland provides a visual clue and you can test it easily by going in and out. Gamestage could simply be derived from time elapsed, a new player has nearly no chance to understand this (except through carefully observing the gamestage value in the multiplayer tab for quite some time).While giving the noobie a helping hand every once in a while is necessary imo (journal entries, etc.), allowing the process of self-discovery is, imo, a valuable "feature" to have. If a new player is in a situation where they are outgunned by tougher zombies because they leveled too quickly, they could then deduce that maybe they should leave those settings on default.
Another example is the wasteland; even now, experienced [enough] players know to avoid that biome so long as they are lacking the weapons, armor, etc. to fend off the threats it presents. Oh, and at some point, they would have discovered that naturally spawning landmines in the wasteland are a thing. While having any newbie player get their head chewed off five seconds after entering the wasteland biome would be poor game design imo, letting them discover this for themselves (that maybe they should gear up for the wasteland before daring to venture into it) through personal experience is a whole part of the natural learning process that must take place in some way, shape, or form. Again, imo.
Or maybe additional "tooltips" are needed, idk. *Shrugs*
And really, players should have no need to know the internal algorithms the game uses to generate an immersive and fun world. MM himself said players should not know how the breadcrumb system works in detail, it demystifies the zombies and the game .
The wasteland is a good incentive to "git gud" so you can finally enter it. Gamestage, if known by the player, is a negative incentive as it practically says "don't git gud, only better equipped".
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