getting a single kill in counter strike is far more rewarding, especially so against better opponents.
i simply don’t have the addictive urge to level/improve/play as i did a month ago. started 3 months ago or so.
there’s less of an urge to continue playing for the gameplay factor than there is for a ‘numeric’ weapon stat gambling feature.
like chasing ‘sniper’ and ‘specialist’ quickkills
karnak twins is okay, not enough teamwork or synergy is available for pugs to do hard mode. systematically prohibitive, not by true difficulty, to a degree, not saying it is easy. lots of non-hard mode completed
game is now objectively too difficult with too little reward per timing,
‘games’ are by definition casual.
cater to casual players and allow a limitless skill ceiling to develop adaptively.
the planned and predictable playstyle is less enticing than something that can promote tighter ‘sensory’ development
:flow of enemies is now much better, as a mention
pvp is a difficult frontier
battlerite failed because of a developed battle royale that apparently didn’t take off, and killed the company. it just had a ‘lackluster’ pvp audience
monster hunter world is taking off again despite being a game with old gameplay and no pvp, just team pve, because of hype around its new installment that literally only features open world vs ‘instances’
that people were fickle and needed to be sold on goodwill was hopefully a lesson that developers have learnt from the last 13 years. and so on.
what exactly was the reinforcement of negative experience for? wasn’t it more effective to highlight the negative experience of ‘others’?