You do realize that the end game this community is bitching at so much was basically adapted from Diablo 3?
And Overwatch is what was left of Blizzards failed attempt to create a Destiny-like MMO-shooter?
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So basically bungie took something blizzard ducked up and took it to heart. Instead of fixing their shut like blizzard did afterwards
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In Diablo 3 case they don't have a micro-transaction system (unless in China) and a better progression system. I think Destiny should take a look at ESO and how they made their complete turn around
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Diablo 3 doesn’t need them because they can dip into the revenue that [i]World of Wacraft[/i] generates.
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I am not 100% against micro-transactions. Just not for a micro-transaction system that is also attached to the progression system. Items in these lootboxes shouls be awarded for specific activities rather than complete random.
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Edited by kellygreen45: 12/14/2017 9:43:21 PMDestiny's "lootboxes " aren't tied to the progression system. The problem is that Bungie has dealt with it in a manner that people FEEL like it is, because the accumulation of EXP is how the lootboxes are earned. The real issu---and I always find this whenever I dig deep with those who don't like Eververse---isn't progression. Its that Eververse creates a common loot pool of cosmetic items that-----like the planetary armor sets----that EVERYONE who plays the game has access to. All you have to do is play the parts of the game you want---earn exp---and you get a chance to get the stuff you want. But by making them specific grind items, you now "lock" them behind the "wall" of certain in-game activities. By doing that, you now put the items out of the reach of certain players, and make the ability to obtain them somewhat exclusive....and the items become in-game trophies for particular accomplishements...and therefore in-game status symbols. Which---for some players----is what gives them their value. But Eververse strips that away by democratizing the access...and therefore strips the items of that perceived status and value.
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If the loot boxes (i.e. one of the [u]main[/u] sources of loot in the game) can be earned through progression or bought, then micro-transactions are tied to the progression system. [quote]But by making them specific grind items, you now "lock" them behind the "wall" of certain in-game activities. By doing that, you now put the items out of the reach of certain players, and make the ability to obtain them somewhat exclusive....and the items become in-game trophies for particular accomplishements...and therefore in-game status symbols. Which---for some players----is what gives them their value. But Eververse strips that away by democratizing the access...and therefore strips the items of that perceived status and value.[/quote] Also by doing that it encourages players to participate in and experience more of what the game has to offer. Yes. I prefer that design choice over giving everything a common loot pool. A common loot pool can make participating in harder parts of the game less rewarding.