So you would rather just be told where all the secrets are and how to complete them? What is the fun in that?
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Graal isn't Zelda, though. You don't start the game and experience the same world throughout, where you can progressively explore and find new things. In Zelda this formula works because as you play the game you remember where things are, and you'll know when you can revisit them. If you're early in the game and you see a crack in a wall, you may not be able to get in yet because you don't have bombs. Later on you get bombs and you remember that the crack was there, and go back and bomb it for rewards.
However in Graal, you start the game and you have a large world. As things constantly change and get added, you can't remember there was a crack because that crack wasn't always there. There isn't much reward in exploring because nine times out of ten, the world is going to be the same as it was last week. The world doesn't update fast enough to give players a sense of reward for constantly exploring old areas again.
Now, I'm not saying there should be a news update telling players where to go. There is truth in what was previously stated: it's boring for
you to go constantly exploring an old overworld in hopes of finding new stuff added. But Graal is a social game, so even if you don't find it, someone else may. Alternatively, events can be scripted to bring new information to players in a way that's more immersive. For example, having NPCs react to changes in the world. Or possibly having a fortune teller that you can go to and gives you riddles about newly added things in the world.