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Old 10-11-2017, 12:24 PM   #25
Karai Pantsu
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Join Date: Jul 2007
Posts: 884
Originally Posted by Mozain View Post
How so? I find this system much more preferable to the player base splitting season pass/DLC approach (In which I see nobody winning). Whales will fund further development while those who do not wish to pay to gamble don't have to. Everyone gets access to content at a price point they set for themselves.

How is this not more player friendly? If you want to go back to paying for a season pass, or map packs, only to then have nobody playing those expansions due to only a fraction of the base having them, be my guest. I see no value in that situation.
The idea of a fragmented player base is preventing map packs from coming back, not the fact that they made no money. If it were permissible by the player base, you'd better believe they'd bring that back on top of the gambling metagame in a heartbeat.

The reason it's far less player friendly is pay-to-win is a dangerous and player-hostile system in and of itself, and now this introduces a new RNG element to the pay-to-win formula. The fact that various players can set their price limit as high as they want is irrelevant. The only people who stand to gain anything from this shift in monetization mantra are the developers. There is no player, free or payee, who benefits from this since the randomized element now even detracts from those free players who only want to grind boxes to get materials to make whatever specific item/boost they want, since there's the real option they'll receive a reward that can't be used to that end.
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