Let's be really honest and say that NRS didn't "accidentally" release the game with such ridiculous grind mechanics. That was absolutely intentional, and probably one of the few systems in the game that the people in charge made sure was absolutely settled prior to release (unlike, for example, tournament variations). Someone(s) at the top were watching the mobile game market (including MK Mobile, which has been implementing increasingly toxic grind walls for years now), and games like Fortnight, and seeing dollar signs. And they wanted to see how much they could get away with following that model, trusting the branding juggernaut of the MK franchise to carry the game through any fan backlash. Fortunately, they lost their gamble, mostly (imo) because of how unfriendly the fighting game genre is to these kinds of predatory practices (let's be honest, we who love this game are the minority of gamers, and we love it for reasons that are not compatible with loot grinding). And hopefully they've learned their lesson. I'm quite sure many of the lower-level folks who worked on this game were practically begging the studio not to take this route. Unfortunately, it may now be too late to recover the reputation of MK11. Lord knows it's been feeling a bit anemic around here since release. I suppose we'll see what happens, but deliberate greed, not ignorance, is absolutely what ruined the MK11 launch phase.