nono, didn't read that out of your post,
thats something i read everytime the tutorial simulator/instance topic comes up.
the problem is that there are three combat factions + industrial to choose from that have not much meaning in the gameworld at all. Then the new player are spread among three noob-islands, that have neaerly identical content.
After something between minutes and hours gameplay, those new player are "forced" into joining player corps, laying off their "faction" choice, which was nothing but a weapon choice after all.
the implementation of an offline tutorial instance will enable the DEVs with their limited knowledge and experience in level-design, to revert the alpha1 NPCs back to hostile grindspots for macro-farming kernels and fragments.
sure, that tutorial instance will help holding a few more noobs ingame because they could finish the tutorial without kilometer long walks in an arkhe with a geoscanner accuracy of ~30% (if i understand it right, that means a directional charge arrow can be ~60° off!) and running into npcs that kill them all the time.
BUT it wont hold those who leave after 2 (trial) or 6 (1 sub) weeks because the gameplay is plain boring.
At that time, most of them are already in mechs fully fitted with medium weapons (endgame)
*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!Whining - It's amazing how fast your trivial concerns will disappear