When they added biome progression they also altered the difficulty per biome drastically. It's not simply a matter of turning off progression.
The things that changed, regarding biome progression.
1 The storms brewing redo added damaging storms that seem to rotate like every 13 or so ingame hours.
2 It seems like one storm but there are 3. Each with varying levels of intensity. The asthetics just look very similar.
3 The default length of storms was approx just over or under an hour ingame time. Mine progress in intensity with biome
to stay true to form.
4 The biomes have temperature re-added but had to be a time in country sort of thing because, the playing field has become
more planar. The old system was based on elevation. My map is 3d, altitude associated biomes, it's a visual thing for me. Dark
Souls technique to make environment feel and look larger more expansive.
5 The vultures don't attack unless you lose at least 20% health by default, or disturbed a volume that they are a part of.
Mine do
6 The biomes have a temporary gate, which is described as the biological conditions per biome. They require 4 different sequences,
of resources. I don't collect them by default, just as I play, it is more reminiscent of the before time. But still a minority personal
preference.
7 Resources have been redispersed instead of prevalent in all biomes. It use to be similar before, just that the boulders, had a combo
of resources and an LOD or downgrade of 3 additional pieces but certain resources you had to go elsewhere to get them.
8 There was an an initial loot stage cap per biome, it has since been removed, updated, changed, It has been increased, per biome,
meaning better loot per biome but simultaneously the caveat is tougher spawn. I rolled mine back, personal preference again.
9 The starting zombies and entities per biome have been raised meaning hp and xp kills. It seems like a repeat of 8 but it isn't. This
is a gimme that I rolled back, meaning the xp.
10 I don't know if this was left in, but the original thought was if you crafted a biome pass key that lets you last longer in country,
then died, you lost it and had to craft another. I achieve the ability to craft, but don't rush to make them, points is points.
11 The last one that I remember was a secondary additional change. Faatal said that the zombie sense distance was too short. So it and
the zombie difficulty both in and out of the pois, is in the preliminary stage of progressing with the player. Similar to what horde night was
originally intended to do. But volume outside, and respawn time was still days away. Kill a few in an area from day and night spawn and
woohoo you are free and clear for days and nights. I Changed it: Logic, if it supposedly was capped to spawn 30 or 32 or something close.
I set mine to 8 constant, originally it was 16, But I observed and paid attention, 16 would be over multiple areas until others despawned.
So with 8 I get constatly around 16 to 20 through the day and night, always searching always fighting always eating, leaving just enough
room and fps for Poi internal spawn. In walking dead, Zombies were a danger, and an inconvenience, I just added it back.
This is a straight question, which of the above are you referring to? Or are you referencing the manner of the delivery vs the content?