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https://cdn.discordapp.com/attachments/822245149483597864/1055670678587723786/A2665450-A97F-472C-A5D1-278DBEA828BD.jpg
Missions: One and done. Complete a single mission. Evacuate to orbit. Loose everything on the planet.
Open World: Persistent world. Loose nothing. Drop in and evacuate as often as you want if you have dropship recall device. Drop in and evacuate as many characters as you want. Can do missions but they are different missions than the 'Mission' game mode.
Outposts: This is sandbox mode. Persistent world, free build, no missions. Passive Fauna, weather is a cakewalk.
The new Open World mode allows you to play on the much bigger mission maps however there is currently no plant regeneration and the ore nodes can only be regenerated using the new Thumper device. I believe they're working on something for plants but no time frame on that as far as I'm aware.
While you are playing open world on the main mission maps you do not have any access to the exotics resource which is a type of currency. These exotics and ren (the money they use) are only obtained from doing actual missions.
If you do decide to get the game, I really recommend giving the missions an honest try at some point. It can be a good change of pace. Once you've established yourself in an open world map you can leave it and return to it at any time. You can even bring the workshop items you can buy with mission rewards back down with you.
So, something to clarify here: you do not lose all *progress*.
When you complete a mission, you still retain:
- levels you earned
- talents taken
- blueprints learned
- workshop items you brought back with you
What you lose is anything *crafted on the planet*. Those items cannot come back with you.
This is similar to other session-based games (e.g. Deep Rock Galactic), where, once you return from a mission, anything you "built" on the session (like a drop pod, mules, anything related to the quest/mission, etc.) does NOT return with you. But your character still "progresses", retaining levels, skills, and any currency earned can be used to purchase new items for the next drop.
So, if for you, "progress" is your base and any gear you've made using the workstations in it, Open World is the way to go, as all those will remain (and you can play indefinately).
But as others have said, you will NOT get exotics on open world, as those are used in the mission gameplay loop to purchase the workshop items used to make your next mission go faster/easier...
I really am tempted to get into a deeper debate of the particulars you mention. My perspective at this point is, why am I expected to build anything at all? Why is everything not prefab? In the Let's Play videos I've watched some folks build magnificently designed structures. The options for building although not epic are very good, but are a complete waste of time in regular play mode. In regular play mode you build a boxy box with boxy boxes inside to satisfy whatever minimum is needed to push forward. There is no incentive to build anything complex or carefully thought out, game pushes you away from that. That element is actually insulting to my desired play styles.
And if building big structures are your thing that you enjoy, that's why there is "open world" mode: that is more like a traditional survival experience, where you play in a persistent world, and nothing is deleted or removed (unless destroyed by a storm, which is part of the gameplay), no time limits. The open world option is more like a traditional survival game, where you drop in and see how long you can survive, building up your base and tech as you go.
Clearly the game is not for you and never will.
Initially it was missions only, and you loose everything you have built everytime you finish a mission. You also need to restart from scratch on next mission. You just keep your character progression and items you buy out of mission with currencies you earn throug missions.
And there's a timer, they have switched it from real time to game time, meaning that now timers are really generous, but they are there thicking down.
Then they added Open World, wich has no timer. But also no goal and no story, and little reasons to move too far from your base and explore. There's an open world mission system, but it's quite simplicistic.
Then there's an Outpost mode, wich can be set as a supereasy mode where you build stuff without dangers. But the maps are ultratiny, and the only big outpost map is at the end of a long chain of missions you would have to complete to unlock it.
Reading your posts none of these options appeal to you, and the game will never stir in a direction you like. Or at least I hope so, becouse they are already making it to have too many options, and they are loosing their initial scope and still struggling to give content for all the game modes they did to make everyone happy. And they are quite late on DLCs they have already presold.
So long story short, this game is not for you, it can happen, if I were you I would move on and look for something else.
My point about making the building a 'point and click' simplistic experience instead of a hand crafted survival experience would go a long way to bridge the gap for me. It is this aspect which irritates my sense of 'balance'. The effort and time to build things just to have them erased is stupid, when various systems of point and click prefab structures are a thing. In specific, a modular survival habitat that could be purchased and then 'deployed' on touch down. Why is this not a thing here?
That's the appeal for some people though. They enjoy gathering with the purpose to enjoy building. Playing in a persistent world typically means you only do that part of the game heavily at the beginning and then it's a matter of rebuilding after a zombie horde night or rebuilding after some other player group raids you while you're offline etc.
So it's a matter of where and why the loss happens that causes the game play loop to start over. In Icarus the loss happens when you chose to complete the mission, not when some timer says the next horde is here or some 12 year old doesn't like that you built a base in his spot. Plus, you go in knowing exactly what the loss will be so there's less to stress over.
Some people this game scratches that itch. They get to enjoy the gathering/building loop or grind (whatever you'd like to call it) as much as they like - as high up the tech tree as they think they'll need, and with as elaborate buildings as they want to make - before then running off somewhere to accomplish the mission tasks.
I only bought the game after the open world became available. I though the same as you that I didn't really want to accumulate things and then just lose them in the mission. Then I gave the missions a try after I leveled all the way up and established a big base and wondered what I should do next. The missions grew on me. That's why I suggested giving them an honest try as a change of pace if you do decide to try the game out.
Not all games are made to be played by everyone, and clearly, as you have admitted, this one is just not for you.
Doesn't make any facet of it "stupid", nor will any amount of your whinging change it :)