After
@RyanX answered my multipart question. I think I finally understood. It's a sort of you would have to have been there
to get it. Prior the way the game played out, was as close to open sandbox as possible.
It was just a big lonesome expanse, that you had to travel through to get anything done. Traders, were not associated with
steps to progress, They were pretty much just hidden pois that you were really thankful when you came across them.
The key phrase was acceptable expected inconvenience, over time it has leaned more to convenience.
The biomes were just naturally more dangerous if you went there, mainly because there were the equivalent of horde level
entities wandering everywhere. Their sensitivity setting was one step away from feral. They did not have a small patrol area,
it was just more the length of time they would remember where you were headed if they lost sight of you.
Going to the wasteland, as a starter was a hard pass for many, just because everything was amped up.
Going to the Desert, had it's own sense of foreboding, because vultures attacked on sight.
If I am understanding correctly, Ryan wants to turn off any progression mechanic, if traders are spawned, then just have
them be randomized in the wilderness, turn up the entity volume. Instead of being guided, gen a map and make all of
your own choices from the start, with out the any guidance even though guidance can be ignored.
That is why I responded regarding the verbal intent of the options, maybe bridging the gap.
@RyanX correct me on any parts i misunderstand.