The newer tutorials have been great, but they hand-hold through solo, low-interaction play, for long enough that that's what is expected by the new players. Previously, there was less support, but more emphasis on exploring for yourself... which was often less effective at introducing players to some major areas of the game, but let them stand around, waste time, talk, and find other aspects of the game, which might turn out to be their preference, or click with them, becoming their content niche, in which they become long-term players, and from which they slowly explore the rest of the game.
A lack of this, has caused a lack of retention of those new players who are geared towards interaction, and competitive play, in a non-grindy way - which, as an old player, who skilled a lot, before make-x, does seem a little pointless, now it's all comparatively AFKable, so if you
like
competitive-grinding, it seems an odd choice. Agility was one of the last skill-based holdouts, for this, and had a great community (some of whom were even big posters on this Forum), but automation, and various other cuts in utility of some skills, in a general-game-mechanicy way, has lead to skills losing a lot of their uniqueness in grind-form, and thus deprived the game of different niches, for different types of gamer to find as a home.
Even
grinding
used to have more mechanical differentiation, so despite the game becoming geared towards grinding, it's actually less diverse, even within that, and has lost other elements of the game, in furthering that cause. Now that skills have become easier (both in overall in-put terms, and in being so similar, in terms of what inputs you perform, and that you can AFK them), there's little reason why anyone wouldn't train all skills, or view maxing them out as an achievable goal, so everyone aims for that, and doesn't explore other content, which might delay it.
23-Dec-2022 10:42:31
- Last edited on
23-Dec-2022 10:51:01
by
Yusou Bhoroi