Such a terrible example. Trading Cards are made to have collectible valuable outside their intrinsic gaming worth. X card may perform XYZ function and, as a result, sees play in certain formats, therefore has X value. These Festival packages promise trinkets with no value whatsoever outside of the game. It's my opinion that Bungie should make the system less punishing by adding an alternative means to acquiring items based on accumulated purchases. Say you buy X packages, you should be awarded X points. Those points should in turn be redeemable for a specific item.
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My point wasn't how valuable said items were... I was talking the basis that it's completely okay to do because it's been happening for forever now in many different forms. Is it a good system? Depends on who you ask. Now, none the less, I agree with you that it's kind of dumb to do. Sure, the cosmetic items are dirt after purchased, but everyone knows that. And that's what happens in games with virtual items that you can't trade or barter with other players over.
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Fair enough. However, I refuse to accept that this system can't be improved simply because tradition prevents it. We are able to approach this two-fold: our wallets and our words. We simply stop purchasing things and we lose out on content. We purchase yet criticize (constructively) and maybe we'll get a system which rewards both the company and the customer. I am a realist and understand there is a need to fund ongoing project like Festival of the Lost, so I am forgiving when it comes to in game purchases like this. However, I also feel that paying $30 for Rise of Iron should afford an opportunity to be rewarded everything without additional transactions. If Destiny were "free" to play, then I wouldn't have a problem with micro transactions at all.
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I completely agree with you. I, personally, liked the older system where buying was the 'easy way out' but you could grind for a long time and still get everything. Sterling Treasures and even last year's FotL were great examples.