I'm passionate about SoB's future and want to discuss its long-term health. Many veterans are hitting a wall after a year or so of play. Once geared with enough gold, the incentive for PVE content vanishes. Dungeons are empty because dedicated players have no tangible reason to be there. The game is at a critical stage, with the old guard leaving simply from a lack of things to do.
The core problem is the complete absence of a long-term PVE progression system. Once a character is skilled and geared, there is currently no path to become consistently stronger against monsters. This is the main reason the loot chase feels meaningless—drops are inferior to crafted gear, and there’s no underlying need for more power anyway. Creating a true progression system, where we could perpetually increase our strength in PVE, is fundamentally blocked by the unified damage between PVE and PVP. In order to add meaningful progression, PVE and PVP damage must be separated. Without that critical split, we can't have new, challenging content without completely destroying PVP balance.
We need a sustainable PVE progression path separate from PVP power. A great model is UO: Outlands, where players invest vast resources to increase their PVE-specific power. This creates a perpetual resource sink and a reason to always be farming and running dungeons. It provides a "forever goal" that keeps players invested and ensures all content remains relevant for its resources, which would keep dungeons full and the economy thriving.
This isn't a 'nice-to-have' feature; it's a critical necessity for the game's health right now. Many vets have been "done" with progression for years, which is reflected in the population. We need a robust endgame PVE flow to retain the player base and give everyone a reason to keep adventuring. I hope the devs can prioritize a system like this sooner rather than later.