Maybe some have missed my point. It’s not about the Silo. It’s about why Nexon brought us the Silo. It’s all about revenue generation at an excellerating pace which is needed now since the revenue flow has slowed. It’s all about the pay to play strategy which Nexon has desperately created. They have create this by aggressively adding and changing components to the defense in the game. By doing so they have created an arena where players have no choice but to pay to play in war. The Silo was just one component of this agreesive move along with the Stronghold, generals and other changes. As a business, it’s a smart move when your revenues are on a downward slop. Milk everything you can from the game before it dies. That is where we are at. Just read the article about revenues. Those are facts.
Stay focused on the cause not componets of the implementation to milk revenues.
Understood your logic behind.
As most player can tell, the player pool is drying, Nexon is struggling to keep their revenue.
But unfortunately Nexon choose to squeeze money from existing player instead of attracting new players.
And we can see new release are pointing to the dirty goal
Increase worker number for upgrade building since Global age -- force player to crown rush
University, which largely increased worker demand -- force player to crown rush
And it switch from pushing player from buying crown to push player buying troop card now
Buff defensive strength -- push player to buy troop card
troop Spawned from SH -- push player to buy troop card
general Spawned from Castle -- push player to buy troop card
Missile Silo is just a new attend to buff defensive.
I am not against Missile Silo, at least at current stage, I am fine with it in war and MP. But I am worried about the trend toward defense, as defense is too expensive, which only benefiting money whale (though they will be damaged at the end for facing money whale in future war)