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publicado originalmente en: Thread 2.1.x: The one about drop chances
12/11/2018 10:41:32 AM
3
I dont buy bright engrams, so meh.
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  • Editado por GouldBerg988: 12/11/2018 11:02:14 AM
    I´m more interested into how these chances apply to drop rates in the actual game, since I see a clear paralell in [b]milking players money & milking players time[/b] The longer a player stays active in a game, the higher the chance that he/she will finally buy sth. Ever since Activision claimed a patent about how to incentivize players to buy sth via matching them with opponents in a game, that have sth. desirable I am convinced, that monetization and gamedesign work hand in hand, so the sermon we hear: [quote]Microstransaction are only here to give players an option to enhance their experience[/quote] we should read: A Game is designed so that it enhances the chance a player will buy Microtransactions. Shadow of War got infamous for introducing a MT-economy that ruined the Progression. WB finally decided to take MT completely out, so did EA in SW:BF. Anyone who does not realize that the drought of content vs. the flood of eversverse items (shaders, boons to enhance chances, exotic emotes, legendary ornaments) shows a clear tendency to MT is missing the mark imo.

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  • Those things affected progression. Eververse is only Cosmetics...

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  • I dunno man. Marketing never really has much bearing on me. I think its where I worked in retail for a long time. I can understand peoples distaste for marketing psychology though

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