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I always try to see the game with an objective mindset.

But the dust system doesn't seem to be the right fit for the game.

For any other game, it might work well, but it won’t work for Skylore... not now, and probably not in the foreseeable future.

It’s tied to the most unrewarding and boring activity in the game: farming monsters. This is a major issue, considering that Skylore is a mobile game that is supposed to respect the player’s time and engagement. One of its greatest strengths is that most items can be obtained through a variety of activities. Thanks to that, players can progress by focusing on the content they enjoy most (Guild events, Guild raids, world bosses, daily missions, arena, dungeons, battlegrounds, contracts, PvPvE zones, PvE farming, etc.). Regardless of the path chosen, players can eventually gather the necessary resources to develop their characters.

And that’s a good thing. But now, the amplification system is locked behind a single activity.

This imbalance creates a frustrating situation where players, through regular gameplay, accumulate absurd amounts of Protection Spheres, yet obtain almost zero, or at best, an insignificant amount of dust. The acquisition ratio is roughly 3:1 in favor of Protection Spheres, and it gets even worse if the player avoids monster farming altogether. As a result, players end up hoarding Protection Spheres without any way to actually use them.

This has completely broken the amplification system.

You could add dust as a reward in more activities, but even then, the amount of items packed into a single chest is starting to look ridiculous. It’s simply not worth trying to push such a complex system into a mobile game whose main appeal was its simplicity. 

This is Skylore, not Minecraft, players don’t see item multiplicity as something rewarding or fun.

 

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