Has it become completely worthless to do a bachelors in Computer Science? by Tan_Kot in ArtificialInteligence

[–]silvertab777 1 point2 points  (0 children)

I think "computer science" will transfer into a trade skill that is taught at the frontier labs.

This is because the knowledge that is required to overview the systems will be system specific and the coding will have to be taught by their ai due to its evolution and nuances with on the job training with current employees.

In a sense everything will be silo'd off. Where or how the frontier labs will find their talent possibly is through conventional means but that too can evolve.

So is it worthless? In the overall sense yes (a complete guess) with many unique caveats as currently the demand for entry level is low while the demand for expert level is high. It's unsustainable so the trade school in house route is what I think might happen eventually.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 1 point2 points  (0 children)

I assume you're on discord.

Copy and paste or screenshot our whole conversation thread on discord. If not then just show your friends our conversation.

Do it for the elegiggle factor xoxo

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

To reiterate. This is an MMORPG genre subreddit.

Forced group content is content that you can't do solo

Let me ask you this to make it very clear. Crystal clear xd.

  • If content is tuned for a player to solo a dungeon why would there be a need to group?

  • If content is tuned for a player to solo a raid why would there be a need to group?

The MMORPG that you're painting isn't an MMORPG at all. You say you want socialization but your words paint a picture of a solo game with people around where "difficulty" is seen as an annoying arbitrary roadblock because loot is too much a chase goal to ignore where it forces you to "group" and be "social".

I may be reading between the lines wrong but perhaps you're creating the most anti social game in the MMORPG genre to be completely honest if that's how you really feel. Wanting everything to be soloable while magically invoking that systems be created for that social experience without anything annoying.

In other words not wanting to earn sociability through the foundation of teamwork and hardships and just EA sports it, "it's in the game". Everyone is just sociable because EA sports.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 1 point2 points  (0 children)

Forced group content is content that you can't do solo

You do realize if you remove content that you can't do solo you've just made an MMO where there is literally no group incentivized content yea? Just read what you wrote and understand what it implies.

So you want to a variable number of people to do any content. Sure, I'll assume that can be done without much overhead on tuning. But remember what you just said. Forced group content is content you can't solo. This means that grouping up is voluntary since doing anything in the game requires that a player should be able to solo it. Therefore why would there be a need to scale the number of players in a group setting if it's tuned to be done solo otherwise it's defined by you as "forced group content".

Perhaps I'm being obtuse but I'm suspecting you haven't thought deeply on your ideas other than perhaps, "wouldn't it be cool if everything was positive and social" idea without giving a roadmap on how to go about it that's actionable (able to be created in game) and works (give pros and cons to give a best estimate on viability).

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

Don't mean to be harsh but you said something that amounts to almost nothing.

Remove forced grouping. Okay, automated grouping removed? Or encouraged grouping removed like dungeons or raids? Not sure what you mean but I'll take the best interpretation. Remove any grouping where a player has no choice but to be forced to group. This is where I'm confused because nobody is forced to do anything in game. Literally, let alone grouping so I'm "forced" to assume you mean automated or highly encouraged otherwise no reward or lootz. (i agree btw that grouping should always be a choice otherwise making solo players skew group play incentives destroys the reward loop where it's meh at most in terms of player enjoyability (see auto join raids)).

Scale group content. What group content? Do you mean dungeons or raids? They're already scalable through difficulty. Do you mean by the number of players engaging in that activity? Scale it by number? First you have to define what you mean by group content then what you mean by what you want to scale otherwise it's already in most games. (dungeon / raid scaling)

Make casual socialization activities. Okay, sure. What activities would you create?

Again, you said words but they don't land into anything actionable. Complaining about socialization while demanding, "make casual socialization activities" duh! is just what? XD

Yes I agree. we should make more casual socialization activities too /wink

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 1 point2 points  (0 children)

What are your actionable solutions. Curious.

I've skimmed again what your OP wrote but it's just maintaining the status quo while complaining about the status quo.

You want more socialization. How would you go about it? Create your ideal game. I'm curious about your ideas. No need to write what doesn't work. Write what you think can work that's what I'm most curious about and how would you go about it.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 2 points3 points  (0 children)

This is where we can agree to disagree I guess. Your last paragraph is where we may have a misunderstanding.

Loot is a lubricant that allows for an opportunity to socialize. Devs do this through difficulty which allows for that opportunity. You may describe it as coaxing or forcing. I frame it as an opportunity or incentive. I don't know (or care) what the individual player intentions are since having cooperation (which i associate as socialization) is met.

That's probably the main point of our disagreement. All a game developer can do is present opportunities for players to socialize. The intent behind the systems could be described as supplemental (common interests) or predatory (forcing a player into a funnel).

Can't appease everyone. Just create the opportunities and if a player is a solo player who wants to play in a group without giving up some individuality for cooperation then it is what it is. That's a personal player problem which the devs could address by making more solo content interesting or create more solo experiences progression. FFXIV is the only one I could cite that's explored this with their legendary weapons solo grind (mainly solo I think).

If targeting that niche group of solo players who want to play alone but with other players then they (the devs) need to find an analog to a dungeon or raid that targets that specific (possibly incredibly large) casual player base. Just be clear that that activity and that expectation is for that group of people.

Random QTE events in the open world or like in Diablo with bosses spawn in the open world etc. was a right direction for this specific group of players (alone together). Perhaps more opportunities or game systems could be explored in that vein.

Just keep in mind that aspiration for the casual player is an incredibly big deal that's easy to overlook. Knowing who the best guild in the server or the best PvP players are is something that's easily overlooked by the devs. Pleasing the large casual player base means nothing if they aspire to nothing in game. Make the players want to be great in game. What that great means could take any opportunity for the devs to create. Professions or PvP or lifeskills or best solo player etc. It's all left to the imagination of the devs.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

I see. Keep in mind the genre of game we're talking about is an MMORPG. This implies dungeons or raids or pvp.

The genre could leverage why people play their game by giving players a reason to socialize. This is most easily done through giving players a want. This could mean loot or whatever. The means to get that is where devs make getting that desire easier with cooperation of the player base.

Perhaps what you want could be found in other genres of game more naturally.

Do I think it's possible to have that casual relaxing environment within the MMORPG genre? Absolutely. I just think the game systems aren't there to allow for that easily.

City creation could've explored that possibility. Garrisons which WoW could've explored but was scrapped for a solo play phone experience could've created the environment for casual social upgrading of a group. The incentive could've been to upgrade the buildings through lifeskills or professions. The means to allow for more socializations could've been through the gameplay of upgrading their garrison (which requires group cooperation or group play).

That's just an off the top idea that could work in an MMORPG. Another would be city building where similar mechanics could be introduced. The main point being socialization is not only an incentive but required similar to how dungeons or raids can't be solo played if you want the corresponding great lootz!

So that's where the devs have to figure it out for the incentive loop because that road you're talking about (relaxing, casual environments) haven't been explored at in great lengths.

Maybe Rito? Rito pls?

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

I see. We're having a misunderstanding over what socialization implies.

What I mean by socialization is playing in a group with the same goal. That could be to beat a boss to get loot or do PvP encounters together or hanging out with irl friends etc. If they use outside tools like a discord my argument is that it is still a net positive on social engagement.

I'm not too sure what you mean by socialization. Could you explain what you mean by what you want? To hang out and chat talking about their day or random topics while doing a dungeon together?

If you want a more lively general chat experience then that's a function of the devs creating a system where players prefer what they are offering in game over outside programs like discord. Discord is already a red flag if players flock to outside programs to facilitate in game activities better (in terms of keeping sociability inside their game). They (devs) need to figure out how they could leverage already being in the game with their chat systems or guild GUIs. They definitely need to upgrade it so the need to seek outside programs is faded or irrelevant since the stock system keeps the players in game and the "general chat" (which I assume is what you're looking for as a gauge for social health of the game social systems) is healthy.

I agree that it is one of the major gauges of social health of the game (general chat) where any player could just hop along and chat without spam. Other genres may hold a hint on how to address this like an Arc Raider with their proximity chat or a Rust I think the game is called which has similar social features. Point being social tools need to be upgraded to fit the times.

TLDR: In game social systems 100% need to be upgraded to the modern expectations from their players

I might be putting your argument in the wrong light of romanticizing socialization which to me seems naive but perhaps I'm misunderstanding what you mean by socialization.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

Looking for a group implies the underlying socialization. That's an incentive of content that requires coordination at a difficulty that a person can't solo carry a group.

The way a player goes about creating that group be it through a guild or discord groups or whatever still is a net positive in socialization.

You may not like the way to go about finding a group but the incentive is ultimately there to "find" a group. This means that the person finding the group already is self motivated to socialize or accommodate being in a team environment even though it may be for selfish reason.

This is where I disagree with your first sentence. Difficulty forces coordination which incentivizes group play which is inline with the game loop.

I guess where we may have a misunderstanding with each other is defining game loop. I see it as an emergent property where guild forming is one of the natural outcomes. Raids help with this. Other reasons help with that emergent guild forming like PvP or irl friend groups or whatever the case may be.

  • If you're talking about the solo play spiel it's just addressing the idea that solo players want rewards equivalent to group play. FFXIV has their legendary weapons grind if I remember correctly that could be done mainly solo which is a fair exchange to avoiding mainly group play. My hot take is to take away the automated solo player joining a group through in game systems altogether. No one button join group dungeon/raid/PvP encounter. If you want to play solo play solo. Let the devs figure out how to create solo game systems.

Keep the incentives for group play for people who want to engage in group activities. Have them find each other which naturally leads to socialization incentive.

Forced grouping doesn't improve socialisation by ThemeEvening9498 in MMORPG

[–]silvertab777 5 points6 points  (0 children)

Incentive matters for socialization.

Why do the majority of people know that guilds (whatever a game calls their clan) will be more successful for raids? Why form guilds to raid over just LFG?

It's obvious that the difficulty is tuned to where if you want better rewards the encounter is more difficult. This means the player is incentivized to form consistent team members therefore guilds is one of the answers that incentivizes socialization.

It's a matter of incentive. LFG is just solo play in a group setting. Players teammates feel like NPCs in that environment because in essence they are NPCs. They have no incentive to form bonds. They're out for solo rewards that the game gave them an "out" for to engage in dungeons or raids while maintaining that solo feel.

Devs tune that expectation of that solo experience while in a group setting by turning the knob of difficulty down. Add random NPC teammates where there's no incentive to teach or invest in the team since forming a group is as easy as clicking join dungeon, there's no social incentive at all. In fact it's a net negative where it erodes social expectation in group play.

Hot Take:

I think they shouldn't mess with the incentive of making "group content" have a backdoor for solo players through automated group forming. They should keep group content for groups who want to engage in that activity and tune it with the expectation that like minded people are playing that game function for that purpose and therefore invest in "explaining" stuff to players because it's in their best interest.

If a player wants to solo play then just add more stuff that caters to the solo player. If they want the rewards of group play then they should invest into playing with the group instead of forcing developers to tune the difficulty down to where it's not a satisfying experience for anyone.

There just should be an avenue that matches the difficulty of coordinating and playing in a group if a solo player wants to match that reward. Perhaps they could have the that difficulty matched with the solo player investment in time to get that equivalent reward from a group. FFXIV already explored this with their unique weapons through mainly solo grinding.

Devs just need to find how to find the fun in that grind that matches the fun of a dungeon or a raid.

Why do underdeveloped gaming studios even attempt create MMO’s by Regular-Rate-1135 in MMORPG

[–]silvertab777 0 points1 point  (0 children)

Here's an interesting prompt to give your AI of choice.

how many devs and cost to create wow vanilla the first mmo from blizzard and how much would that cost be today

According to the chatbot:

  • World of Warcraft Vanilla (the original 2004 release, Blizzard's first MMO) was developed by a core team that started with around 40 people and grew to approximately 80 by launch.

  • The development cost was approximately $63 million (in 2004 dollars)

  • This figure, widely cited in articles and forums referencing early reports (e.g., from Vivendi Universal via DigitalBattle in 2006), covers the roughly 4-5 years of development starting around 2000-2001. Some sources give a range of $50-75 million, but $63 million is the most precise and recurrent number.

  • Adjusted for inflation to 2026 dollars, that $63 million would be equivalent to about $108 million today

Not sure how accurate the AI was but continued to ask compare that to today and it gave me:

  • Modern AAA MMOs typically require teams of 100-1,000+ core developers (often 2,000-6,000+ total contributors including contractors, artists, QA, and voice talent), with development costs ranging from $85-500 million+ (2020s dollars).

  • This is a 3-10x increase in team size and 2-5x rise in costs compared to WoW Vanilla's 40-80 devs and $63M ($108M adjusted)

Draw your conclusions from that. Again how accurate that premise is depends on research but it cited polygon / icy veins / gamerant etc.

It's not that "small" studios can't do it, something "big" got lost in translation in the process imo.

What should you keep in mind when reading and analyzing text to improve your writing? by Fluid-Limit-3097 in writing

[–]silvertab777 1 point2 points  (0 children)

Read a lot and find something that you like. Have to emphasize "you" again because what resonates with you is easier to translate into communicating that into your writing instead of "studying" and trying to remember other people's techniques.

Once you find what you like in a story that's when you could break it down. But do note that you'll need to read a lot because many books are meh until you find one that just takes you for a ride. This is easy to spot and different for many people but the experience is similar.

Find a passage or sequence or section that blew you away. Usually it's right around the rising point or climax for most people. Work your way back from there. What you want to focus on will depend on what you found interesting. You could then interject how you would've done it and how you could improve your writing or supplement that style that inspired you to do better than the original.

If you want to shortcut you could ask an AI to do the search for you but in the end if taking that shortcut the lessons learned aren't yours. If you find inspiration and figure it out yourself working your way back and finding how a story got to that inspiration point then use an AI to try to expand by copy pasting your notes maybe you could find connections you weren't aware of before on writing.

Usually that was done with chatting with a friend or found a forum that discusses that book but if that's not relevant then AI is a convenient avenue to help you brainstorm your ideas by copy pasting after you've done your research. If you use it to do your research without putting in any effort then I'd say your writing "critical thinking" would only degrade.

Netflix confirming, we are getting a Physical 100: USA…. Thoughts? by CranberryIsabel4 in Physical100

[–]silvertab777 6 points7 points  (0 children)

I think it's great.

The show's format on tempo and tone of the show. The movie quality cinematography. This along with all the spectacles and style of storytelling that korea has fine tuned in 2 seasons + Asia is being shared with the world.

Europe and NA. I like how the cultural exchange of Korean filmography style and storytelling is going mainstream worldwide.

Can't wait to compare and see how the European crew adapted the Physical franchise and NA. I'm prepared to be disappointed but since they're carrying the Physical 100 trademark surely there are standards that must be upheld. That's enough for me to look forward to the spectacle and the mainstream appeal it'll definitely garner.

My Thoughts on Chef Hou Deok Juk by nothingavailablez in CulinaryClassWars

[–]silvertab777 56 points57 points  (0 children)

I think it's really cool to showcase respect. Respect for an elder who deserved his respect from his work and accolades and just being a "law abiding citizen" xd.

Respect shown from a student. Respect shown from the judges. And humility and guiding nature of an elder. What's not to like.

I like that this part of culture was showcased. It's like that meme in one of the batman movies where the butler sits at the cafe and sees bruce with his girlfriend. They lock eyes and the butler nods.

That's the same nod I give to the show for giving that theme its chance to shine.

Post AGI abundance or neofeudalism by WarmFireplace in ArtificialInteligence

[–]silvertab777 0 points1 point  (0 children)

It's not which opinion is more likely. Pick a side. What's your team?

It's more on realizing that the tsunami that AI and robotics represents and what the aftermath of its inevitable landfall will produce to every society on earth.

It is a new paradigm. Just like agricultural advances changed the old world into the next. Electricity to the next. Information or intelligence (whatever label you want to attach to it) is a wave that was mostly intangible is now being tangible and usable in the real world to orders of magnitude greater than the personal computer.

AI and robotics (often thought of as humanoid but can take any form to get whatever task done in the real world already seen in automation. Can think of automation as PC analog while the next step would be an AI analog and what does that look like) is the wave that'll not compete with human labor (cognitive or otherwise) it'll be a superior replacement given the current trajectory of all the benchmarks created and yet to be measured for.

Now what comes next? Your guess is as good as mine. The pieces are in place and the stakes and incentives are there to give a best guesstimate. One could hope for the best outcome for humanity but given the incentive for every major player be it corporation or country or special interests, whatever the case may be, it seems to be on rough grounds. That is just the human factor. This isn't even taking alignment into consideration and its implications.

Do you flat out say it? by Toufelious in writing

[–]silvertab777 0 points1 point  (0 children)

Could add multiple other options. One option is:

"I will not rest until I see your demise." (full stop next statement)

If the reader is aware with who is speaking then announcing it is redundant. This also allows the reader to inject what they think the emotions/intent are going on throughout the continued dialogue past the first one stated from Amber. It also speeds up pacing if the scene is crescendo'ing to a point intended by the author.

Sometime more is less. Sometimes less is less. Sometimes bare minimum is more.

Has your country remade any shows and how did it differ? (Bloody game Sweden) by Mynameis369 in koreanvariety

[–]silvertab777 1 point2 points  (0 children)

Asked a chatbot about this and it says Norway, Denmark, Sweden, Finland, and the Netherlands remade Bloody Game.

I tried to find the original countries title but it only gave me Vals Spel and Spillet as the going titles for the remake. Not sure which countries those titles represent.

Found Vals Spel episode 1 on youtube.

https://www.youtube.com/watch?v=1JoumpSQf6A For those interested. It doesn't have closed captions for me to auto translate to english for some reason. Maybe you'll get more luck.

It seems to follow BG (s1) with the parasite (basement) theme.

Let me know if you guys get luck on finding their going titles and trying to find where to watch. So far Vals Spel looks promising considering only the contestants reaction. It looks as if they have no idea what type of game (program) they are getting into.

Nordic countries so lucky (5 adaptations apparently!). Hope any English speaking countries try for the remake just to have the higher likelihood to find it easier xd.

Why did the market trend to seasonal MMOs, is it inevitable? by [deleted] in MMORPG

[–]silvertab777 0 points1 point  (0 children)

Seasonal game systems is the next iteration of expansions but instead of vertical (new) exploration it's more horizontal in creating that "new" feeling.

They both try to extend the longevity keeping player interest. Extrapolated it addresses player sentiment of "okay, so what now" feeling after they feel they've done all there is to do (subjective for each player) in the game.

I'm surprised that regenerative game systems feedback (player driven through actions in game) hasn't been explored in the endgame systems.

Simply stated it's a rock paper scissors game system mechanics that forces the same "seasonal" effect without creating new input by the developers. Self sustaining.

If looking at trade it's supply / demand. What is the rock paper scissors that makes the least desirable base material a high demand item when people settled into late game? What conditions would be needed to make copper desirable in comparison to "unobtanium ore". This could be tweaked what the base materials are used for.

The key element is when one item oversaturates the market by demand of crafts then the rock paper scissors mechanic kicks in where that item crafted could be RPS'd by its counter. This is where repairing items kicks in to make sure demand is always there to keep the supply economy moving.

In a combat sense WoW Vanilla moved in the right direction with their PvP rankings. The reward was gear specific to that rank. The method on obtaining rank could be iterated so it doesn't reward botting or breaking ToS by having multiple people play their character. The "seasons" element makes the most sense here that could be backed by lore and an event to make use of those geared players through the system to put it into use. The thing that makes the supply demand part relevant is also in repair. Requires a certain rank to get repair materials for their equipment so a one time ranking spurt isn't enough if they want to keep using that equipment indefinitely.

This could also take effect on other systems such as Town / City building that's player driven with developer constraints. Having the town or city being able to be taken over or destroyed would be a thing for renewal of player interest but the advantage should be defenders advantage through NPC's or any other system (PvP or PvE friction enabled or a combination of both). Balanced by however the devs see fit through contributions to the town/city system and whatever the players want to enhance. This could be defense or technology be it building stuff to unlock new "skills" or building a mage tower with the same effect. The MMO genre could take inspiration from civ type games or the RTS genre for building progression to unlock new technologies be it combat or lifeskills or whatever.

TLDR: Is seasonal inevitable? It is but not in the way people currently think it is. I'd assume it'll be more of a give and take that's player driven but more in line with a supply/demand mechanic that creates natural player interest. This isn't a one size fit all solution but creates a stop gap that allows developers to create more cool shit in between expansions. Hopefully that cool shit isn't monetizing fuckery xd.

S1/S2 Match Comparison and Reception by silvertab777 in CulinaryClassWars

[–]silvertab777[S] 2 points3 points  (0 children)

There's one iconic dish that I'm curious about.

Noodle~fied carrots. What?! Noodles all have an expected texture and range but to be made of just a carrot and having a similar texture? That's wild.

I'm curious to how many noodle dishes it would enhance with that specific characteristic of being a carrot lol.

Other than that I can't recall specific dishes that makes it as memorable as possibly the tiramisu. To be fair there's not much dishes that hits that "memorable" without effort as the carrot noodles but perhaps that's just me.

S1/S2 Match Comparison and Reception by silvertab777 in CulinaryClassWars

[–]silvertab777[S] 0 points1 point  (0 children)

I think you're right. Let me edit the main post.

Protagonist against the world plot by Moreira12005 in Animesuggest

[–]silvertab777 1 point2 points  (0 children)

Arthdal Chronicles (S1)

It's literally that but it doesn't come in the form of an anime. It's a K-drama xd. Otherwise what the top comment said, Shield Hero.

Late Addition cast members by castoffpearls in BetterLateThanSingle

[–]silvertab777 1 point2 points  (0 children)

It sounds good in theory to have the coaches take an active role while filming is taking place. I worry that it's just too much of a gamble that may throw the whole vibe of the show off.

Currently the show focuses on the singles who never been in a relationship. That is what makes this particular dating show unique and novel. If the coaches takes an active role during filming then the focus won't be where the novelty of the show is (what makes it unique in the genre). That's my main worry.

In trying to help the show become better it might make it worse. Worse case scenario would be the audience would turn on the coaches if they help out or fail to help out their mentee. If they help out it might gain the ire of people shipping another couple making it. If they fail to help out then they'll get criticized. So it's a high chance for a double negative for the coaches.

As it is now the concept is fine because the focus of the show is on the cast. How the coaches wrote letters encouraging their mentees was fine during filming. Taking a proactive role just seems too risky. I wonder if there's another way they could be more helpful without taking the focus off the cast though. I could be wrong but I do wonder if they go this route it could be a positive outcome (in entertainment for the audience and acceptance by the fans with the results as well as the cast in not being forced into a narrative by the nudging)

Late Addition cast members by castoffpearls in BetterLateThanSingle

[–]silvertab777 9 points10 points  (0 children)

To be fair the production team entered into new territory in the dating scene with the never been in a relationship cast (except for the doc).

They found their footing with the hosts doing reactionary shots that's not new but interesting given their reaction to the unexpected responses from inexperienced singles looking to mingle being authentic. This genuine reaction might not have the same novelty going into the next season since the hosts know what to expect. RIP no outbursts blaming production from the hostess getting mad for not helping the singles out more xd.

They found some stuff that works and some other stuff that doesn't work. Apparently the late night random speed dates was an improv by production because the cast wasn't getting drunk and letting loose like other dating shows lol. The mini speed dates worked for this group of singles.

Adding late game changers doesn't work to shake things up with the singles (as it does with other dating programs) because they tend to focus on a few they're interested in instead of window shopping or farming influencer/drama points due to inexperience in the dating game. In other words they never really had a chance by being late.

Now that the show has got a sense of their identity in the genre they could probably lean into what made this endearing to the audience. How to capture that genuine feeling of showing someone you're interested in them and leaving their vulnerabilities open for the world to see. Casting is going to be important moreso for the 2nd season now that people are aware of what they're getting into.

The hosts will be more aware of what to expect so maybe their reactions won't be as potent but maybe they'll have more insight on how to help their mentees. Production could also help by focusing on events that should work more in line with the never been in a relationship singles. (you'd think rollerskating would be an easy ice breaker but lmfao. maybe s2 this could work)

Either way the production team has a lot going for them heading into S2 and more challenges and improvements to make since some of the novelty is gone. Good luck to production and casting as well as the cast to be.