PC What do you think of the progression change in v1.0?

zombiehunter

New member
Personally, I am not a fan.  I think I am in the minority on this, but I really dislike how each trader no longer has their own quest progress.  The reason is that before (because I'm somewhat of a completionist) I would go through all of the quests for each trader for each tier.  If I did T6 quests, that would take me into the day 80 to 90 range in a playthrough.  Now, I'm in T5 quests somewhere between day 22 and day 28, depending on how much building and/or mining I'm doing.  By day 22, I don't feel like I'm prepared for T5 quests because of my weapons and armor I'm able to gather up by that time.  I get through the T6 quests in the day 48 to day 54 range, after which I feel like there is nothing left to do so I quit that playthrough, making my playthroughs much shorter than they used to be.  Additionally, there is no reason to go find the other traders beyond the ones you get sent to, unless you just want to I guess.

Has anybody else had the same experience?  

Maybe trying a no trader playthrough would be an idea to keep it interesting longer?

I've loved this game ever since I started playing it but this change, to me anyway, is disappointing, along with having the traders tied to their own biomes.  

 
Sounds you like you need to start creating your own goals and objectives to make it more enjoyable for you.

I don't think the Trader Quest Tier system was intended as - go to Tier 6, end the game and start again. That's you putting that weight on it.

Set up objectives for a run that sound interesting to you, change it up, and the game life maybe extended.

Also, you could look at mods for extending the life of the game.

 
Try adjusting the new quest option to 1 quest per day that will count towards your trader reputation. I have a game right now where that is what I am doing and I'm enjoying it quite a bit. In my opinion, questing dominates the game too much and reducing it's importance allows many other aspects of the game to shine-- including personal objectives. Now I do one quest each morning and spend the rest of the day doing other things.

 
I can see Roland's day. 4 am rolls around - He puts on a single bacon and eggs, along with a coffee, after all they're much better hot off the campfire.

Eats a hearty breakfast before setting off to do his morning work for the trader. Gets that done, and doesn't take any of Rekt's guff, telling him off about his low pay, and random bonus gifts. After work today, he checks on his vehicle, tuning it up a bit with a upgrade and repair kit. Then spends the afternoon hiking in the woods, admiring the nearly lake, and getting lucky with a rabbit. Does some weeding in the garden when he gets home, before cooking up a single stew, leisurely enjoying it alongside a beer before settling down for the night.

 
Try adjusting the new quest option to 1 quest per day that will count towards your trader reputation. I have a game right now where that is what I am doing and I'm enjoying it quite a bit. In my opinion, questing dominates the game too much and reducing it's importance allows many other aspects of the game to shine-- including personal objectives. Now I do one quest each morning and spend the rest of the day doing other things.
That's an interesting idea.  Thanks Roland.

 
I don't think you're in a minority. Personally, I think the linearity would better be reserved for Navezgane/story mode and the random put back in random world generation to keep freeplay as separate from all that linearity as possible. As for the "trader progression," I think that should be player progression through the tiers regardless which trader happens to be in proximity, which is to say tied to the player and what the player chooses to do, not traders. Trader odd jobs might be a pool of odd jobs among them and not tied to any one specifically. They may spawn in different biomes, but they're all still in the same region as Duke and Noah and, hopefully, there will be actual questgivers at some point, though again I think that should be confined to a "story mode" and the Navezgane map. In the meantime, just player tier progression and, again, regardless where the vendors may be. The traders are being made all important and treated as though they were questgivers in a RPG when, at best, those odd jobs would be purely optional busywork in any other game. The handholding is for new players, I'm sure, who've no idea where to go or what to do, but everyone playing it now was in that same boat at some point and doing just fine. These kinds of changes need to wait for that story mode and be cordoned off from RWG, imo.

 
I don't think you're in a minority. Personally, I think the linearity would better be reserved for Navezgane/story mode and the random put back in random world generation to keep freeplay as separate from all that linearity as possible. As for the "trader progression," I think that should be player progression through the tiers regardless which trader happens to be in proximity, which is to say tied to the player and what the player chooses to do, not traders. Trader odd jobs might be a pool of odd jobs among them and not tied to any one specifically. They may spawn in different biomes, but they're all still in the same region as Duke and Noah and, hopefully, there will be actual questgivers at some point, though again I think that should be confined to a "story mode" and the Navezgane map. In the meantime, just player tier progression and, again, regardless where the vendors may be. The traders are being made all important and treated as though they were questgivers in a RPG when, at best, those odd jobs would be purely optional busywork in any other game. The handholding is for new players, I'm sure, who've no idea where to go or what to do, but everyone playing it now was in that same boat at some point and doing just fine. These kinds of changes need to wait for that story mode and be cordoned off from RWG, imo.
Agree with all of that.

 
I also don't agree with having such restrictions on traders for RWG.  If it was optional, I wouldn't care.  If it was only for Navesgane or Pregen, I wouldn't care.  But it shouldn't be required for RWG.  RWG is a "Random" World Generator (hence the "R" in RWG).  It should be random, at least optionally.  You should be able to get any size towns in any biome and any traders in any biome if you want.

 
The RWG just needs a lot of work in general. The maps are very boring and all have a lot of "sameness" these days.

There may have been some whacky ass MC worthy gen in the old days, but it really made me enjoy exploring.

 
The RWG just needs a lot of work in general. The maps are very boring and all have a lot of "sameness" these days.

There may have been some whacky ass MC worthy gen in the old days, but it really made me enjoy exploring.
RWG has few options in order for it to be more accessible and easier to use, which unfortunately means little variety in maps.  For those who want variety in maps and are willing to learn a ton of parameters, Teragon is what I use for all my games.  It takes time to learn, and I don't recommend going into with a specific map design in mind until you've taken time making less specific maps to learn the program, but it's well worth it if you want variety in your maps.

 
The RWG just needs a lot of work in general. The maps are very boring and all have a lot of "sameness" these days.

There may have been some whacky ass MC worthy gen in the old days, but it really made me enjoy exploring.
Honestly, I don't think it needs a lot of work. I think it needs to be reverted back to A21's RWG sans the linearity of biome locked vendors; restrictions on where larger cities will spawn; railroads railroading players, new and otherwise, through the biomes; etc. That's why I think that stuff should be confined to the forthcoming story mode/Navezgane map. Only thing that needs to happen with A21's RWG is to make player progression universal, which is to say, applicable regardless where the player may be (which biome) and regardless which randomly generated trader is in proximity and/or they're dealing with at any given time. The initial pointer to that first trader is enough to get new players off on the right foot. The rest is obviously intended for the story mode, which is being applied to everything, taking the random out of RWG, instead of just Navezgane.

 
It's.. not the greatest. Especially for the just over a decade of work put in. Don't get me wrong, the game is fun, in multiplayer, but progression and perks just don't feel very fleshed out.

 
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