Mmoexp Skull and Bones Items: lacks excitement beyond the initial playthrough

The prospect of repeating the 100-hour grind every three months for Skull and Bones Items a handful of new weapons or skins is disheartening. And even when new items are introduced, they often fail to offer a significant advantage over existing high-tier weapons. It's a stale loop t

The prospect of repeating the 100-hour grind every three months for Skull and Bones Items a handful of new weapons or skins is disheartening. And even when new items are introduced, they often fail to offer a significant advantage over existing high-tier weapons. It's a stale loop that lacks excitement beyond the initial playthrough.

To remedy this, there needs to be a reevaluation of the in-game economy. Either the prices of new Skull and Bonesitems should reflect the vast empires players have built, or alternative methods of earning Po8 should be introduced. The current system feels like a one-sided exchange, where players do all the work while Kingpins like Scurlock reap the benefits without lifting a finger.

Mercenary missions, for instance, offer paltry rewards for the time invested, further exacerbating the imbalance. It's crucial to provide players with a sense of accomplishment commensurate with their efforts, especially considering the seasonal nature of the game.

While catering to new players is essential for the longevity of the game, it shouldn't come at the expense of veteran players' hard-earned progress. Starting late in a season shouldn't condemn players to perpetual catch-up, but rather offer a pathway to cheap Skull and Bones Items meaningful progression.


lijing zhu

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