Biome progression

4sheetzngeegles

Well-known member
A recent post by @Suxar Prompted this thought.

To simplify my interpretation of that post is that it pointed out a potential for trader
diversification, not as a waste; a waste is only if it can't be changed. The basis of this
game is morph ability, it just has not been enacted in this instance yet.

Basic progression

The change could be to have quests availability be based on player level and or gamestage,
instead of linear. The reasoning brought up by the post is not everyone follows the same path
to get to the end, so along the way linear game logic in a nonlinear game environment becomes
illogical for that type of progression. The mechanic is already in place for multilevel and accelerated
quests being instantly available. It's just presently based on count of quests completed.

The mechanic or logic that can be adapted for that is the gamestage progression of the hordes.

Trader viability in regard to a story

But the traders should stay true to their course or inferred storyline, main trade for Rekt should be
foodstuffs, and beginning gear. Poi levels, chosen could be the same pois, but at elevated levels to
match the player's. Any poi can be set to a different difficulty tier. The introductory quest could just
be the first one of a specific level or multiple fetches or clears etc, basically just more difficult.

Reputation

This could be the beginning of a trader reputation system. If each of the Items or gear had a biome tag
associated with them then playing in that biome would regulate the limit of player progression.

Promotion for map exploration

Example; the forest can have high tier quests but a player could only progress to the limit of the stone
age or primitive equipment. Using equipment work benches forges etc. would have a lock for progression
to the next age, be based on being able to complete the next trader's quests. This would promote trader
interactivity, and map expansion in order to progress to the next age iron, then tech, then concrete then
steel.

A no risk no reward system.

Books titles, if biome tagged would only have a chance to spawn in elevated biomes and further tagged to
elevated poi honeypots. 5 biomes, 5 levels of progression, 5 traders to provide inroads. Coveted items
tagged to the highest tier quests which associate with the highest tier pois. Resources and commodities
tagged to a lesser biome would either not be sell-able to higher tier traders or have extremely diminished
returns.

You've gotta fight for your right to party system.

Each biome progressively more dangerous externally, and the quests to match. Example: Forest: tier 1-5
quests primarily level one enemies with an addition of 2-5 at the higher tiers. Burnt: tier 2-5 more multiple
quests, primarily level 2 enemies with an a larger addition of 3-5 at the higher tiers. Until you reach the
wasteland here is level 5 enemies in the streets and pois period. A much greater chance of the dreaded
creatures screamer, direwolf, bombers that can destroy a honeypot if not disposed of, flocks of vultures,
zombie bears, basically the wasteland would become a nightmare, and justifiably so.

Environmental progression

Screamers if biome tagged, or groups associated with screames if biome tagged would be balanced yet still
dangerous. Basically a combo biome and tier tagging for assets and events would progressively increase the
intensity of play per area visited.

Side note burnt zombies projecting fire and exploding without damaging massive blocks, but setting player on

fire. The bubblehead radiated converting zombies to rads with his radiated bombs would be a nice touch.

 
No, thanks.  I already don't like the locked progression and adding more locks is even worse.  People should be able to play the game in the forest if they choose.  The only limitation in the past was you got better loot in the higher biomes.  Now you can't do tier 4+ quests in the forest with vanilla because of the towns.  Your idea would increase the restrictions for playing in the forest even more.  It would be fine as a mod, but not in vanilla.  It is bad enough that you have to mod the game now if you want to have a truly random map because of their restrictions in 1.0.

I always explore the map and do stuff in all biomes, but I still don't see any reason to force people to go to other biomes if they don't want to.

 
I always explore the map and do stuff in all biomes
I usually don’t do anything in a burning forest. In winter, I usually only go for snow, and into the desert for shale. And so I live in the forest and wasteland.

 
I didn't mean it like that, I go everywhere usually before I'm leveled up, it is more a mod that i'm trying to do, similar to

Elden Ring trader progression, and A16 with trader differentiation and specification in types of goods.

The main thing I was thinking about with 7days is the traders, pois, and loot, be tied into progression instead of feeling

like separate entities. The part about the snow and wasteland is more along the line of the hubs, and the frigid temps.

Right now I am playing around with the vultures, giving them multiple attack patterns, with about 15 constantly circling

and a few attacking at random in the desert. Fps stability is my main goal, with more activity per biome.

 
@Riamus

First I like the direct responses I get from you, thank you.
They have often shown the short or conflictual point of my posts.

The work bench gate, as it would be conceived, that I posted is because
of posts stating that there is no point to a trader, because you can far
out do them quickly with the benches. This was to create a secondary desire
for exploration, and adding questing, which at this moment is mostly stated
as either or. in posts read. It is/was an offered option, not a definitive, to
help develop an integrated system.

The main key to progression, achievement, and full gameplay was organizing
the best or most wanted things into 5 groups for the biome count, and spread among
the pois with increasing tier level to match. As it is now you can find high
tier items in basic places, so not much inspiration for exploration and taking
risks or Poi spelunking. This thought was for those type of game experiences posted.

A person could still easily transgress biomes and high threat level pois early
game if they choose, but the organization of the system above was an attempt to
fill some of the gaps, and link the subsystems that are common place.

Other than the benches, what else would you propose as a developmental thought
on a wide scale vs a singular experience? In the end for me it's just a pimp dream
or thought and if it has nothing to do with the game roadmap, it will be completely
ignored.

Any descriptive responses I get are my way to broaden my view and see what
other people see or experience when they play. Then I play with numbers and settings
on my own to see if I can achieve a balance for that. This is along side me playing
between multiple Alphas with limited IRL time. Like making a personal book on

developing a game from multiple laymen's views.

 
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@Riamus

First I like the direct responses I get from you, thank you.
They have often shown the short or conflictual point of my posts.

The work bench gate, as it would be conceived, that I posted is because
of posts stating that there is no point to a trader, because you can far
out do them quickly with the benches. This was to create a secondary desire
for exploration, and adding questing, which at this moment is mostly stated
as either or. in posts read. It is/was an offered option, not a definitive, to
help develop an integrated system.

The main key to progression, achievement, and full gameplay was organizing
the best or most wanted things into 5 groups for the biome count, and spread among
the pois with increasing tier level to match. As it is now you can find high
tier items in basic places, so not much inspiration for exploration and taking
risks or Poi spelunking. This thought was for those type of game experiences posted.

A person could still easily transgress biomes and high threat level pois early
game if they choose, but the organization of the system above was an attempt to
fill some of the gaps, and link the subsystems that are common place.

Other than the benches, what else would you propose as a developmental thought
on a wide scale vs a singular experience? In the end for me it's just a pimp dream
or thought and if it has nothing to do with the game roadmap, it will be completely
ignored.

Any descriptive responses I get are my way to broaden my view and see what
other people see or experience when they play. Then I play with numbers and settings
on my own to see if I can achieve a balance for that. This is along side me playing
between multiple Alphas with limited IRL time. Like making a personal book on

developing a game from multiple laymen's views.
Thanks.  And please don't take my opinions on suggestions as meaning the ideas aren't good even if I personally don't like them.  My ideas of what's good aren't going to be the same as yours or other people's.  Nothing wrong with that.  :)

I'm curious what posts you're seeing that say the workbenches are faster than traders.  Most posts I'm seeing are the opposite... that traders are OP and that you can buy far better stuff from them than you can loot or craft... at least in the beginning of the game.  And that's been my experience as well.  The only crafting that is faster from my own experience is armor crafting because you get way too many armor magazines right now.  Even my main weapon (spear) was only about even with the trader for crafting.  Everything I'm not perked into is far behind the trader.

You do get better loot in higher tier POI and biomes, though it doesn't prevent you from getting good stuff in low tier POI in the forest if your game stage / loot stage is high enough.

My own personal opinion regarding biome progression is to make biomes more interesting and worth going to for more than just the increased game stage / loot stage.  When you start putting restrictions on what you can get in a given biome, then you're reducing the sandbox part of the game.  Many people prefer the forest... either because it just looks nicer or because they don't like the difficulty of the higher biomes or they don't like certain enemies like vultures.  Forcing them to play the way I do - traveling around the whole map, going through the different towns, etc. - isn't really a good thing, imo.  If people want to stay in the forest, why not let them?  That's part of why I don't like the 1.0 restrictions on town size in RWG and the trader biome restrictions.  I don't use RWG, so it doesn't impact me too much other than the open trade route quests not starting until you find Rekt, who might not be your first trader if you allow traders to be in any biome.  But I try to consider how it impacts everyone else who does use RWG since that's used by a lot of players.

Now, what would make biomes more interesting?  That's a question I don't have an answer for.  I might be able to think of some ideas if I take time to do so, but I don't have anything immediately in mind.  I enjoy exploring, so just making the biomes look far more interesting and unique with different terrain in each would interest me, but that won't matter to a lot of players.  If you limit certain POI to certain biomes, you can get people to go to other biomes if they want to experience those POI, but you're once again forcing players to play a certain way to get that experience.  Now, if the game had options that let you choose to enable these types of restrictions or disable them, then I'd be very happy to see a wide range of these kinds of settings to allow a game to push you into other biomes while still letting players who don't want that to play the sandbox game that they want to play.  If these ideas were for a mod, then that's the same idea as having options, and I'd be fine with these kinds of things in a mod that people can choose to use or not use based on their preferences.

 
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