theres some streamer out there who spent 10k+ and didnt get 1 single 5 star gem
Say what you will about gacha games like genshin impact but the pity system at least guarantees you something you want, even if it's just limited time banners.
theres some streamer out there who spent 10k+ and didnt get 1 single 5 star gem
It's Quin69 last time I checked it was 16k and no gem. Kekw
Yep, that's who I mentioned in the article. There is a conversion since he spends NZD, but he is still over 10k usd. There are others doing the same thing.
theres some streamer out there who spent 10k+ and didnt get 1 single 5 star gem
It's Quin69 last time I checked it was 16k and no gem. Kekw
Yep, that's who I mentioned in the article. There is a conversion since he spends NZD, but he is still over 10k usd. There are others doing the same thing.
"What's The Deal"? "What's The Deal"?! what kind of question is that?? This predatory monetization is a crime against diablo...nay, whole game industry!
theres some streamer out there who spent 10k+ and didnt get 1 single 5 star gem
Say what you will about gacha games like genshin impact but the pity system at least guarantees you something you want, even if it's just limited time banners.
About that pity system...
In case the system wasn't convoluted enough, there are 2 different types of Legendary crests:
The ones you get from the Battle Pass, free or paid, the ones you get from the Boon of Plenty ($), the ones you get from those "one time only" dungeon completion deals ($) or any other method paid or not (except see below) are called Legendary Crests and they have a chance to drop an ACCOUNT BOUND ?/5 legendary gem. These crests do not stack with the ones below for the 50 crest pity system.
The other type of legendary crest are called Eternal Legendary Crests and you can only get those when you purchase them directly using the main cash shop currency, Eternal Orbs. They're virtually identical to the other legendary crests except for one thing: gem drops when you use these are not ACCOUNT BOUND. You can sell those gems in the player market for platinum. I just checked and there's a 5/5 star gem listed right now on my server (Burning Hell) for 640,000 platinum... that's 64,000 Eternal Orbs.
The largest quantity of Eternal Orbs you can buy for a better "deal" is 6,000 for $140 CDN so that gem is selling for essentially $1,500.
The platinum though, as far as I know, is game bound with no way to cash it out for $ - it's different from D3's RMAH in that way... well at least through official means you can't cash out
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I dont know what people expected really. This was originally going to be a mobile only game. f2p mobile games are expected to be p2w.
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
I dont know what people expected really. This was originally going to be a mobile only game. f2p mobile games are expected to be p2w.
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
Yeah but how is this shit tolerated in mobile gaming if, as you say, this is the norm there? Is it a different subspecies of humans playing mobile games competitively?
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I dont know what people expected really. This was originally going to be a mobile only game. f2p mobile games are expected to be p2w.
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
Yeah but how is this shit tolerated in mobile gaming if, as you say, this is the norm there? Is it a different subspecies of humans playing mobile games competitively?
Pretty much. I hate mobile games for the most part. Hate p2W too. But within the past couple years mobile games have really become very popular. Dont ask me why.
I dont know what people expected really. This was originally going to be a mobile only game. f2p mobile games are expected to be p2w.
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
Yeah but how is this shit tolerated in mobile gaming if, as you say, this is the norm there? Is it a different subspecies of humans playing mobile games competitively?
Pretty much. I hate mobile games for the most part. Hate p2W too. But within the past couple years mobile games have really become very popular. Dont ask me why.
And to add to how big this market is. Activisions Call of Duty Mobile game was earning $5million a day in 2021. That was nearly $1.8 billion that year
Let's not overcomplicate this. Suppose that you can't figure out whether a game's monetization is so awful that it will ruin the game for you. There are really two possibilities:
1) Yes, the game's monetization is awful and will ruin the game, but the publisher is trying to conceal this from you until you get far enough into the game that you're hooked. 2) No, the game's monetization is fine, but the publisher is trying to make it look much worse than it is.
Which if those two do you think seems more likely? (2) does occasionally happen, as LotRO demonstrates. But if you can't tell if a game is in situation (1) or (2), it's a fairly safe bet that it's (1), and you really should just skip the game and move on.
Let's not over complicate this. This entire scenario is the result of unregulated late stage necrotic capitalism. We just don't like the truth, consequences, or the cost of change.
That doesn't explain why some games have onerous and predatory monetization and others don't.
I dont know what people expected really. This was originally going to be a mobile only game. f2p mobile games are expected to be p2w.
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
Yeah but how is this shit tolerated in mobile gaming if, as you say, this is the norm there? Is it a different subspecies of humans playing mobile games competitively?
Pretty sure Hell is busy adding a whole new wing to the "Conspicuous Wasters" level.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Gambling machines, like slot machines, have to publish their win percentages, and the gaming commission can check if it is being followed. Hacking the code of a slot machine to stop it from paying out as much is actually a crime.
Table games, like craps and blackjack, also have publicly known odds for each type of bet. Casinos will even give you a card for blackjack that tells you what the best percentage bet is for each hand.
I think that games that use RNG and real money for gambling to win items should have to publish their odds too.
Let's not over complicate this. This entire scenario is the result of unregulated late stage necrotic capitalism. We just don't like the truth, consequences, or the cost of change.
That doesn't explain why some games have onerous and predatory monetization and others don't.
Ideally it is because some are unwilling to engage in predatory monetization, but it probably more likely those less so aren't confident they can push it as far without losing enough players that profits will decrease rather than rise.
Let's not over complicate this. This entire scenario is the result of unregulated late stage necrotic capitalism. We just don't like the truth, consequences, or the cost of change.
That doesn't explain why some games have onerous and predatory monetization and others don't.
Ideally it is because some are unwilling to engage in predatory monetization, but it probably more likely those less so aren't confident they can push it as far without losing enough players that profits will decrease rather than rise.
That's a good explanation but regardless, regulations are there for those who want to push outside of ethical or acceptable societal limits not those who don't or are afraid to. So, his question isn't that relevant in the first place and was a weak attempt to deflect from the issue. In other words, who cares why people who aren't bad actors are behaving as it isn't relevant.
Except that my question is the whole point and you're the one deflecting from it. I want to know which games I should avoid because they have predatory monetization, and which games I can readily play because the monetization is acceptable. To say that there are some games in each category doesn't do me a bit of good. I want to know which games are in which category.
The monetization of DI is extravagant, at the extreme.
But it isn't all at the extreme. Those that enjoy the game enough to put a bit of cash into it do have more reasonable options, such as getting the basic season pass and calling it a day.
Gambling machines, like slot machines, have to publish their win percentages, and the gaming commission can check if it is being followed. Hacking the code of a slot machine to stop it from paying out as much is actually a crime.
Table games, like craps and blackjack, also have publicly known odds for each type of bet. Casinos will even give you a card for blackjack that tells you what the best percentage bet is for each hand.
I think that games that use RNG and real money for gambling to win items should have to publish their odds too.
Should games that directly sell loot boxes for real money have to publish the odds? Sure. My understanding is that that is already the law in South Korea, and the reason why some Korean imports also publish the odds in the English version of their games.
But let's not expect that regulations can fix this problem. Regulations can (and should) temper it some, but that's about it.
Should games have to publish the full drop table of every mob in the game, with full odds? I'd say no. That's part of gameplay, not gambling.
But what about lockboxes, where a locked box drops from mobs, but you can buy keys with real money? In games where the lockboxes sell in large numbers on the auction house for a trivial sum, those are basically indistinguishable from loot boxes that are directly purchased for real money.
But what about games where the keys are also available as mob drops, but merely drop half as often as the locked boxes? Should games have to publish loot odds on those lockboxes?
What if the lockbox keys are crafted and one of the crafting reagents can be purchased with real money? What if one of the crafting reagents comes from a traditional lootbox that is purchased with real money? What if that crafting reagent is abundant from other sources and getting it from the lootbox is the consolation prize of "you didn't get anything valuable"?
And what if some of those details change in next week's patch?
One fundamental problem here is that game developers have inside knowledge about what their games do and can adapt to regulations far more quickly than regulations can adapt to games. If every predatory revenue model gets banned a year after it goes live, that's too late, as the game that used it has already pulled the plug and the publisher has moved on to a different but equally predatory model.
Another problem is that sloppy or overbroad regulations can do a tremendous amount of harm. We don't want to accidentally ban indie games with revenue models that gamers thought were reasonable. We don't want tiny indie studios to have to spend a considerable fraction of their budgets on lawyers to figure out if their game is legal or not. Simple and clear regulations won't do that, but at least in America, regulatory agencies seem to struggle with making things simple and clear.
My understanding is that slot machines don't change very often. I don't know if they're hardware that gets shipped as is and never changes, or if they push software updates that change odds. But even if the latter, I doubt that it's very often. Computer games, in contrast, have to push a whole lot of updates just to fix bugs, let alone adding new content.
@Quizzical if regulations make it too difficult, logistically, to include lootboxes, I'd say that's consumer pressure doing its job.
That is a perfectly valid regulatory goal. It's obfuscation in the market monetization methods being peeled away.
Every bit of the headache you just described for studios can be avoided in your hypothetical quite easily.... By just avoiding selling chance items at all in a cash shop.
Comments
It's Quin69 last time I checked it was 16k and no gem. Kekw
mmorpg junkie since 1999
Yep, that's who I mentioned in the article. There is a conversion since he spends NZD, but he is still over 10k usd. There are others doing the same thing.
Yep, that's who I mentioned in the article. There is a conversion since he spends NZD, but he is still over 10k usd. There are others doing the same thing.
------------
2024: 47 years on the Net.
In case the system wasn't convoluted enough, there are 2 different types of Legendary crests:
The ones you get from the Battle Pass, free or paid, the ones you get from the Boon of Plenty ($), the ones you get from those "one time only" dungeon completion deals ($) or any other method paid or not (except see below) are called Legendary Crests and they have a chance to drop an ACCOUNT BOUND ?/5 legendary gem. These crests do not stack with the ones below for the 50 crest pity system.
The other type of legendary crest are called Eternal Legendary Crests and you can only get those when you purchase them directly using the main cash shop currency, Eternal Orbs. They're virtually identical to the other legendary crests except for one thing: gem drops when you use these are not ACCOUNT BOUND. You can sell those gems in the player market for platinum. I just checked and there's a 5/5 star gem listed right now on my server (Burning Hell) for 640,000 platinum... that's 64,000 Eternal Orbs.
The largest quantity of Eternal Orbs you can buy for a better "deal" is 6,000 for $140 CDN so that gem is selling for essentially $1,500.
The platinum though, as far as I know, is game bound with no way to cash it out for $ - it's different from D3's RMAH in that way... well at least through official means you can't cash out
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
It wasnt until later in development Blizzard caved to PC players asking for PC port. So they did.
Guess what folks, you got a mobile game on PC. You got what you asked for.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Pretty much. I hate mobile games for the most part. Hate p2W too. But within the past couple years mobile games have really become very popular. Dont ask me why.
And to add to how big this market is. Activisions Call of Duty Mobile game was earning $5million a day in 2021. That was nearly $1.8 billion that year
1) Yes, the game's monetization is awful and will ruin the game, but the publisher is trying to conceal this from you until you get far enough into the game that you're hooked.
2) No, the game's monetization is fine, but the publisher is trying to make it look much worse than it is.
Which if those two do you think seems more likely? (2) does occasionally happen, as LotRO demonstrates. But if you can't tell if a game is in situation (1) or (2), it's a fairly safe bet that it's (1), and you really should just skip the game and move on.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
------------
2024: 47 years on the Net.
Ideally it is because some are unwilling to engage in predatory monetization, but it probably more likely those less so aren't confident they can push it as far without losing enough players that profits will decrease rather than rise.
But it isn't all at the extreme. Those that enjoy the game enough to put a bit of cash into it do have more reasonable options, such as getting the basic season pass and calling it a day.
https://biturl.top/rU7bY3
Beyond the shadows there's always light
But let's not expect that regulations can fix this problem. Regulations can (and should) temper it some, but that's about it.
Should games have to publish the full drop table of every mob in the game, with full odds? I'd say no. That's part of gameplay, not gambling.
But what about lockboxes, where a locked box drops from mobs, but you can buy keys with real money? In games where the lockboxes sell in large numbers on the auction house for a trivial sum, those are basically indistinguishable from loot boxes that are directly purchased for real money.
But what about games where the keys are also available as mob drops, but merely drop half as often as the locked boxes? Should games have to publish loot odds on those lockboxes?
What if the lockbox keys are crafted and one of the crafting reagents can be purchased with real money? What if one of the crafting reagents comes from a traditional lootbox that is purchased with real money? What if that crafting reagent is abundant from other sources and getting it from the lootbox is the consolation prize of "you didn't get anything valuable"?
And what if some of those details change in next week's patch?
One fundamental problem here is that game developers have inside knowledge about what their games do and can adapt to regulations far more quickly than regulations can adapt to games. If every predatory revenue model gets banned a year after it goes live, that's too late, as the game that used it has already pulled the plug and the publisher has moved on to a different but equally predatory model.
Another problem is that sloppy or overbroad regulations can do a tremendous amount of harm. We don't want to accidentally ban indie games with revenue models that gamers thought were reasonable. We don't want tiny indie studios to have to spend a considerable fraction of their budgets on lawyers to figure out if their game is legal or not. Simple and clear regulations won't do that, but at least in America, regulatory agencies seem to struggle with making things simple and clear.
My understanding is that slot machines don't change very often. I don't know if they're hardware that gets shipped as is and never changes, or if they push software updates that change odds. But even if the latter, I doubt that it's very often. Computer games, in contrast, have to push a whole lot of updates just to fix bugs, let alone adding new content.
That is a perfectly valid regulatory goal. It's obfuscation in the market monetization methods being peeled away.
Every bit of the headache you just described for studios can be avoided in your hypothetical quite easily.... By just avoiding selling chance items at all in a cash shop.