I'm all for optional settings but I wouldn't call allowing self-regulation outright bad design. If you are going to have a game that is at least partly sandbox then there is going to be some self-regulation and personal objective manufacturing going on.
Agreed. Although TFPs do lean extremely heavily into the trader-centric and trader quest treadmill progression, it does limit the options. Especially when key progression is linked to traders.
The other thing with options is that they don't seem to make people as happy as you would think. The biome progression is optional. The storms are optional. Yet....the critics use those options against TFP sneering that the Devs themselves had so little confidence in their new designs that they made them optional.
This is more complex than just having binary options. Notwithstanding, horses for courses and all that. There is no reason to visit a trader to complete the biome challenges, other than the challenge mechanic is what the TFPs chose to bind biome progression to.
I have only been here a short time but TFPs development approach seems to always be from the mindset of "lets get it working" first. Then they refine it (sometimes overly), or it gets a second pass, or it gets set on the back-burner never to be touched again. It seems rarely do they ever push the prototype 60% systems and mechanics to 98% completion. As the game moves further along to "gold" many players expect this depth, detail, and polish to be implemented even at the prototype stage.
I suggest most if not all players like the hand waving concept of storms, environmental damage, and biome progression. However, many players are simply disappointed with the current implementation. It was not what they hoped for, wanted, or expected. Meaning many find fault with the working 60% solution TFPs rolled out.
I know for a fact from many conversations that the Hueninks value the aspect of the sandbox that allows players to do things in the game in different ways. Players can choose to play how they want. They can use the trader to purchase loot, or scavenge it themselves, or craft it themselves. They can double dip POIs or not.
That's good news, and taking your statement at face value, those discussions do not include "not use traders at all". Trader-centric progression breaks the sandbox. Notwithstanding, 7d2d needs "The Purge" mode option implemented in vanilla.
They enjoy the story telling aspect of the game and taking a nice long and slow progression route and aren't tempted to play in a way to be at endgame by Day 30. They've made the xmls available for the community to create the options and make the game more sim-like and less arcade-like.
As do I. But not every story needs a trader, 7d2d needs to allow progression outside of Traders.