I think that people on this forum emotionally and intellectually actually believe that everyone in the world likes what they like and dislikes what they dislike. The world is vaster than that.
Yes, that's a common behavior.
Common. Speaking about likes and dislikes - there is also a science based on common psychological patterns. The world is vast, but we are not that different.
Speed. That is the quibble. Nothing forces people to try and level to unlock things like the mini-bike.....on or before day 10...............The people who say that the game is forcing them to do things are those who want to get to high level and unlock everything in order to start playing because everything below the top of the progression ladder is seen as boring and tedious to them.
First of all let me say that the slower progression of A17 was one of the best changes for me (I just disagree with how it was done, not because it affects me much, but because "check the forums"), since I enjoy the earlier stages of the game as well - not to mention that it was a huge waste of game content to completely skip them or use them for half a day and building steel fortresses early on. But imho, you can't be more wrong with this kind of logic.
Here is a similar thing we discussed prior A17, which was about balancing xp sources (you never replied to
the last post). I'll quote the relevant part:
"-There is character progression, which naturally becomes desirable because there is an incentive behind it.
-We have a strong incentive, if I may say, which includes unlocking content, gameplay QOL, becoming more powerful.
-We are presented with choices to achieve it. Each choice has a significantly different speed factor while leading to this result.
When, in general, one is incentivized to progress and is presented with various choices to achieve that progression, what is the most humanly sensible thing for that person to do?
The answer explains why more and more players perceive the game as a grindfest. It's not because they are completionists, it's not because they have to be pvp'ers, it's because it's the most logical thing to do, considering the above, established factors that the
game design is responsible for. "
That was specifically about balancing zombie xp, with you expecting people not to particularly care about it and pace themselves, like you do. Doesn't that fall in the same category you mentioned in the first post I quoted? What I am asking is - since there are strong incentives towards a goal, is it logical to ask someone to pace himself towards that goal?
That's what the gating is for. Gating by levels, statistics, exploration, time, enemies and whatever else. That is the game design's job - not the player's job, to pace the player and that's how it works in almost every game.
Edit note: And before someone says "gating sux": unless you strictly play pure sandbox games (which is more or less like MC's creative mode), you enjoy gating. Not liking gating in the form it was implemented in A17 (rigid level locks) is a different matter.