Thoughts on 2.0 (Dev stream)

I get the logic as I said; not view it as punishing, but limiting. Just am not keen on it as a philosophy, my views were generally positive, I just don't like gating.

If you turn what you write on its head, this change limits my ability to go to the desert on day2 for instance. Or spot a poi in the snow and just do it, didn't need an incentive. It removes the freedom of spontaneity - gating.

Also brand new players may get so freaked out by dying when entering other biomes you may put em off exploration if they not know the game well.

But hey its just my opinion dropping in the pond, some folks may like it.
Hey! I’ve been following the new Storm’s Brewing update, and I like the direction with biome progression—but I think there’s room to make it even more compelling.

Here’s my take:

  1. Add Biome Bosses as Progression Gates
    The new environmental hazards and loot caps are a solid start and make the biomes feel more meaningful. But I’d love to see it go a step further. What if, to unlock full access to the next biome, players had to defeat a powerful biome boss or retrieve a unique item? It would create a sense of challenge and accomplishment, making biome progression feel truly earned.
  2. One Unique Trader Per Biome
    Instead of having several traders scattered within a biome, I think it would be better if each biome had only one trader—so five total on the whole map. This would make traders feel more important and give players a real reason to travel and strategize across biomes.
  3. Make It Optional
    Just like the current progression system, this could be an optional feature. Let players choose if they want to enable boss-based progression and limited trader setups. That way, those who enjoy open exploration can keep it that way, while others who prefer more structured progression can opt in.

Why it matters:
  • It adds depth and a stronger sense of progression.
  • It makes exploration more rewarding and deliberate.
  • It gives players more control over the experience through options.

That’s just my two cents—I really love the direction things are headed and hope ideas like this can help enhance the experience even further.
 
Based on what I've heard so far, I'm not too enthusiastic. I was already encouraged to branch out into other Biomes, just at my pace. Maybe my mind will change after playing it but it feels so controlling.

Question, if I want to go to the Snow Biome first, craft the magic smoothie, can I skip over the desert and burnt forest and go to them later when I want to? If yes, then it may not be as limiting as it seems right now.

My playstyle is to go to the Snow Biome immediately, set up camp and work from there.
 
Hey! I’ve been following the new Storm’s Brewing update, and I like the direction with biome progression—but I think there’s room to make it even more compelling.

Here’s my take:

  1. Add Biome Bosses as Progression Gates
    The new environmental hazards and loot caps are a solid start and make the biomes feel more meaningful. But I’d love to see it go a step further. What if, to unlock full access to the next biome, players had to defeat a powerful biome boss or retrieve a unique item? It would create a sense of challenge and accomplishment, making biome progression feel truly earned.
  2. One Unique Trader Per Biome
    Instead of having several traders scattered within a biome, I think it would be better if each biome had only one trader—so five total on the whole map. This would make traders feel more important and give players a real reason to travel and strategize across biomes.
  3. Make It Optional
    Just like the current progression system, this could be an optional feature. Let players choose if they want to enable boss-based progression and limited trader setups. That way, those who enjoy open exploration can keep it that way, while others who prefer more structured progression can opt in.

Why it matters:
  • It adds depth and a stronger sense of progression.
  • It makes exploration more rewarding and deliberate.
  • It gives players more control over the experience through options.

That’s just my two cents—I really love the direction things are headed and hope ideas like this can help enhance the experience even further.
=)

I think the games customisation in settings is a key strength.

At the end of the day people look for different things from a game, adding end of level bosses is very much a game style, I get it.

Folks like me prefer a world which is less gamey and more immersive, I mean am the sort of player who does not nerf pole or drop hatches in doors, as its kinda unrealistic, for me personally. This is why I don't like gating. The more I feel am in a zombie apocalypse the better.

But I get there are schools of thought. Am feeding back my opinions, I don't see a right or wrong answer, just a spectrum of thought.

End game boss type fights being compulsory would probably made me cringe, while it would make you euphoric. Broad churches and all.

As we have such customisable settings, the only time any of this truly matters is in multiplayer be it cooperative or pvp.

Am glad you like the look of things to come.
 
With the caveat of "haven't played it" of course, but the logic won't change by playing:

- Badges. This lil boy scout has completed "burned forest training", look how cute it is!
"Welp, I guess I shouldn't hurt him anymore" said the burning landscape.

- Loot cap. This number on the UI isn't high enough for this sealed shipping box to contain "that thing". Sure, gathering silver in the mountains for better swords (valheim) is a weird take for the physics department, but at least there's an in-game reason for the progression.

IF you have a badge, the only thing it can actually effect are people; make the "biome badge" grant access to an NPC-quartermaster that'll give you good quality survival magic consumables, for free or cheap. If you're intent on sticking to a badge.

If you have number on the UI .. don't. Or at least spawn broken containers, "someone already went thru this, and left behind their junk". Maybe spawn "rusted / burned" M60s and such - which will only scrap to parts. Less rusting in permanent subzero (C) temps.

In short, I hope the limiters are eventually implemented in the world instead of the UI...
 
- Badges. This lil boy scout has completed "burned forest training", look how cute it is!
"Welp, I guess I shouldn't hurt him anymore" said the burning landscape.

I don't mind the mechanic, but the iconography and label of "badge" I think is better represented by the concept of acclimation.

If they wanted to simulate acclimation more, then maybe the little achievements would be replaced by being able to spend longer and longer periods of time in the environment, but that's kind of what you do while performing the little achievements, so I'm okay with it even though I agree the presentation leads people to think of merit badges.

EDIT: To me, the weird part is that I can't acclimate to the Desert before acclimating to the Burnt Forest. Those middle biomes (Burnt, Desert, Snow) I think should be equally open after the Forest. Only the Wasteland to me seems worthy of being gated for the end, but I get their logic and I'll certainly play it.
 
so I'm okay with it even though I agree the presentation leads people to think of merit badges.
The biggest insult is that it feels like TFP has just given up. At best it's a self-deprecating meta-joke about such mechanics, but since it's "implemented with a straight face", even in that case it feels like: "Here, have your stupid gating mechanic. Happy now?".

I'll prolly leave em on in my games, but can't predict much happiness from it...
 
I'll play the first game leaving the weather and biome progression turned on in Nava. Although Nava ain't what it used to be. It'll feel like coming home after being away for a long time.
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Based on what I've heard so far, I'm not too enthusiastic. I was already encouraged to branch out into other Biomes, just at my pace. Maybe my mind will change after playing it but it feels so controlling.

Question, if I want to go to the Snow Biome first, craft the magic smoothie, can I skip over the desert and burnt forest and go to them later when I want to? If yes, then it may not be as limiting as it seems right now.

My playstyle is to go to the Snow Biome immediately, set up camp and work from there.
You can turn that off and keep the same biome progression we have now. You can turn the storms off but I'm not sure if the environment is going to get you anyway when you turn progression off.
 
EDIT: To me, the weird part is that I can't acclimate to the Desert before acclimating to the Burnt Forest. Those middle biomes (Burnt, Desert, Snow) I think should be equally open after the Forest. Only the Wasteland to me seems worthy of being gated for the end, but I get their logic and I'll certainly play it.

It should be easy to change that simply by removing the first task from each challenge set. The first task is to have the previous biome's badge. So if you remove that or replace it with something like complete a quest in that biome then you could do the biomes in any order and still have the biome hazards.
 
Question, if I want to go to the Snow Biome first, craft the magic smoothie, can I skip over the desert and burnt forest and go to them later when I want to? If yes, then it may not be as limiting as it seems right now.
You have to complete each biome in order. You can't jump ahead unless you use the Creative Menu to give yourself the higher badge, of course. And you can mod it to remove that requirement if you're on PC.
 
The biggest insult is that it feels like TFP has just given up. At best it's a self-deprecating meta-joke about such mechanics, but since it's "implemented with a straight face", even in that case it feels like: "Here, have your stupid gating mechanic. Happy now?".

I'll prolly leave em on in my games, but can't predict much happiness from it...
The biome progression could have been implemented in a meaningful way that added to the survival element. The current badge system is, as you said, a complete joke.

"Complete X amount of unrelated tasks to get a gold star that allows you to be unaffected by smoke inhalation or radiation poisoning"

Really? The game used to have gas masks in the code, the hazmat suit, and clothing for cold and warm climates. Yet they're going with this arcade-style perk that adds nothing to the player experience, and if anything, makes biome hazards just an extra step in tedium.

Ultimately, I won't 100% know how it plays until I try it. But knowing how progression has been ruined for quite a while in favor of an arcade looter shooter style, I doubt I'll eat my words.
 
You have to complete each biome in order. You can't jump ahead unless you use the Creative Menu to give yourself the higher badge, of course. And you can mod it to remove that requirement if you're on PC.
Not quite. You could live on smoothies and go wherever you want in whatever order you want. You could easily make enough smoothies to go clear a POI in the wasteland before going anywhere else. But permanent immunity must be done in order.
 
Not quite. You could live on smoothies and go wherever you want in whatever order you want. You could easily make enough smoothies to go clear a POI in the wasteland before going anywhere else. But permanent immunity must be done in order.
Great point, thx. This will more than likely be the route I take. I would much rather have the ability to tackle any Biome in any order I choose, not the order the dungeon master has laid out for me.
 
Not quite. You could live on smoothies and go wherever you want in whatever order you want. You could easily make enough smoothies to go clear a POI in the wasteland before going anywhere else. But permanent immunity must be done in order.
True. I took the question to mean whether or not they could just complete the badge for a different biome (like snow) before the earlier biomes. If they meant to just go into the biome, then they can keep crafting smoothies (that don't exactly make sense as protection except for dessert) and go do the higher biomes for quests or loot. Of course, if you are going to ignore the hazards that way, then why have them enabled to begin with? Note that I'm talking about doing it constantly and not just to give yourself a little extra time. If you are just drinking smoothies over and over, then you might as well just disable the hazards.
 
I actually don't mind having to perform some task to gain access to a Biome. I just don't like having to do it in a specific order. Gimme the option to tackle it my way.
 
I agree. If you just want to live in a non forest biome from the start then just disable biome progression and play classic. But if you see a tantalizing POI across the border and are hoping for better loot then slam three smoothies and go clear the POI.

It should be noted that there’s no real downside to disabling biome progression if you don’t want to play with it. You’d only be “missing out” on something you don’t want anyway. I guess there are xp awards for completing each task of the challenge but that’s pretty negligible.
 
The biggest insult is that it feels like TFP has just given up. At best it's a self-deprecating meta-joke about such mechanics, but since it's "implemented with a straight face", even in that case it feels like: "Here, have your stupid gating mechanic. Happy now?".

I'll prolly leave em on in my games, but can't predict much happiness from it...

Agreed. It's just such a drab uninspiring and and unexciting implementation. The Trader Quest Treadmill players likely don't care, but those players that enjoy a little non-trader centric role play and immersion are left out. At least throw in a book series, or schematics, for some form of protective equipment or acclimatization, to allow breaking from the hard coded progression.

I have no doubt modders will come through at some point but this is a serious missed opportunity for TFPs, IMHO.
 
Other than picking up your badge, traders aren’t at all involved with biome progression. I wouldn’t call it trader centric by a long shot.

You can safely ignore all traders except for four 1-minute instances in your entire play-through and still keep biome hazards in your game.
 
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