The goal isn't to push the player base to improve. People will improve if they wish to whether you push them or not. If they don't wish to, your pushing will make no difference. In fact I would argue to pushing creates toxicity. And people most certainly can improve without obstacles in their way. You said that the last dungeon of an expansion should be 'much more difficult' than the first; how do you suppose most people would feel about a dungeon - we're talking the MSQ here, right? - much more difficult than Amaurot? How long before SE had to nerf this 'much more difficult' dungeon because it was stopping people progressing? You are living in some fairy tale land if you think that wouldn't be necessary.
You defined the difficulty level already. As before I will direct you to the statement that the last dungeon of an expansion should be much more difficult than the first.
Growth does NOT require challenge and adversity. Growth requires self-motivation and willingness to learn. It is perfectly possibly to grow in skill and ability without challenge or adversity. Challenge can certainly provide a spur, but adversity is just as likely to have the opposite effect to the one you are anticipating. And it is possible to challenge oneself in order to learn without artificial difficulty being imposed externally in order to force someone to 'git gud or quit'.
If you read my post again, you will perhaps notice this time that at no point did I mention I have stopped trying to improve in either my writing or my gameplay. I am self motivated and proud of my accomplishments and the constant exercise of my skill in order to produce the best work I can in itself causes me to improve. I don't require some arbitary barrier to be imposed in order to motivate me, and nor do most other people, I imagine.
People don't improve because they don't want to improve. The kind of player you want is going to want to improve regardless of the skill floor or ceiling, and they will continue to work on that as long as they play. And when they reach their skill cap - which people do and certainly will if the game difficulty keeps increasing in the way that you suggest - if that blocks their progress, they will stop playing. Since, yes, it IS a game. I'm not sure you understand the term 'hand-waving' but calling a game a game certainly isn't it.
Again, you're the one who said 'much more difficult'. If you don't mean 'much more difficult' but only 'slightly more difficult' you could just have said so instead typing an essay to rebut what I was saying. I mean, if you mean 'slightly more difficult', fair enough. But that is NOT what you said.
The MSQ ramps up the difficulty slowly, it doesn't go from - for example - The Aetherochemical Research Facility (last dungeon of 3.0) to 'much more difficult' by the end of HW. Yes, it's more difficult but the difficulty spike isn't huge. Again, you said 'much more difficult', I am not putting words in your mouth.
A small way? So NOT 'much more difficult' then? Really you could just have redefined your original argument and apologised for the misunderstanding and we wouldn't have needed this discussion. And I'm not being patronising. I make no assumptions about anyone's skill level, and they are welcome to improve or not as they choose. I'm all for them improving. But I'm not going to start demanding artificial increases in the difficulty curve of the kind you first proposed to force people to 'git gud or quit'. You are saying now that isn't what you meant, but you are the person who asked for 'much more difficulty' in the MSQ in the space of one expansion.



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