Seems like that might be something that will change. Probably will be default for both modes.
That's good for you. I like biome progression and don't see it as contradictory to an open world game. Just because I have to prep and complete tasks before opening up a new biome doesn't mean that the entire game is non-open world. In the grand scheme of an entire playthrough the entire world is open. It takes 10-20 minutes of real time to earn each badge for maybe 1-2 hours of playtime out of a 50-70 hour playthrough. But that is just my own take.
If they do decide to add jars hopefully they reduce murky water drop rates in loot and make water more difficult to sustain early on.
I feel like Biome Progression has multiple meanings to different people. For me I don't mind making it more difficult to live in the biomes with things that drain resources or limit exposure to the biome in various ways so long as it is still possible to live there. Now there is a balance to that, but generally speaking needing to warm/heat up to stay alive, more difficult zombies, and dealing with dangerous storms would suffice.
The idea, again, is to make living in the biomes far more difficult without making it impossible. The challenge and progress should come naturally and not artificially.
I terms of open world, I don't mind character leveling and spending points on Perks. I don't mind searching the world for magazines and books.
In terms of open world options, turning off quests has some appeal. Turning off traders has some appeal too right now, though that could change with bandits if they lead to factions. I could see wanting to be the last survivor. I could see wanting to fit into a badlands society.
I could also see some alternative stories. Whatever The Duke story is, of course, but I also kind of like an "escape from the badlands" story.
I agree. I don't mind some proper RPG elements to the game so long as they don't overshadow the core of the open world sandbox survival.
Things like leveling and story can accentuate the core game, but again shouldn't detract from it. Games like Subnautica, Grounded, etc are all open world survival games that have a story and leveling elements but you are free to tackle the game how you want to a large degree. I won't say the designs of such games are perfect but it is better than the current questing model and forced biome progression.
Forced to loot specific loot containers to progress, Being forced to chose a set character tree by way of falling behind the zombie progression if you diversify, Loot progression is locked behind skill points and loot tables. There are plenty more but you pointed it out yourself the progression system keeps adding temporary restriction which dictates the way the game is played.
You are right to the extent there is nothing stopping me from going a stun baton melee M60 machine gun and miner build but im now forced to spread the points over 3 trees losing out on all the bonus's (outlined more by the mastery branch)
What loot containers are forced? I'm not understanding. Also I think most if not all of the progression trees can beat the game. Not every one will be the best but they each can.
Loot also isn't locked behind points. It just helps collect certain things faster. You can still get those items with no points.
The loot tables I agree need some work.
Also progression trees are not new to open world sandbox survival games as you can still use each weapon but it will be a hit worse than if you didn't spec into it. I think some of the bonuses are fantasy such as no fall damage and in general the tech tree should be less overpowered though.
If you play at a difficulty level where you need every percentage of DPS and other advantage to stay above the enemy difficulty then you need to play with the best path available in the game. In consequence you only have one path available in any game that isn't perfectly balanced. 7days isn't and can't ever be, because there is no way to bring all play styles and number of players this game can be played with to be perfectly balanced. (Not saying they shouldn't balance it further, it helps, but there will always be a meta that is the best and fastest way to play the game)
So there is a level of play where you may be forced to play only one tree but not the absolute best path, but many players fall outside that path and either could easily do a double-tree game or are fixed to a game where they have no choice anyway and have to follow that one true best path
Very true. If you want to go super max difficulty then not every build will be viable. At that point it's a matter of how impossible it is to balance weapons against all possibilities.
They've nerfed things, yes, based on feedback; but their own implementations are the best indicator of their intent. They added a quest cap to slow the progress down; that was quickly made into a setting. Because there's nothing to do outside what you'd do for questing.
They added biome progression that just happens to line up with the quest progression, and their "intended" rate of progress (I guess the intent about 1 week per biome). They could force a more creative / choicy gameplay by making the biomes progress in a different order to traders. That'd feel less like a monorail. Not much better, but something they probably didn't even think about being a possibility.
At first we chided them for not listening for years and now we think they have. Can't have it both ways.
I think my main critique of TFP is they understand the issues with the game but the fixes are too often not ideal.
Meaning people who cut corners taking shortcuts to objectives instead of the suggested direction?
In terms of this discussion I think people are talking about being encouraged to play a certain way. For example quests being considerably better than just randomly looting. So if don't quest you are actively putting yourself at a disadvantage.