The kickoff left something to be desired, and that was putting it mildly.
Daisy had undermined the central appeal of the game: the ability to try things that she could never try in real life without horrible consequences. Now, at least past the gates, it was like reality. She could die. She had to worry about consequences beyond minor stat penalties or loss of equipment.
Being trapped wasn't great either but really the loss of opportunities was much more important.