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With BF2, they clearly want to keep the game alive for a while, and to do that they need to release DLC. Either they charge for the DLC, or they find a way to make smaller amounts of money more often over time - and loot boxes aren't a terrible way to do that. The advantages afforded by dropping extra cash will balance out over time as other players eventually earn the same rewards.
I'd call it pay-to-save-time rather than truly pay-to-win, as you can earn the same rewards through time investment.The advantages afforded by dropping extra cash will balance out over time as other players eventually earn the same rewards.
Then why not just make the loot boxes cosmetic only?
With an entirely RNG progression system with strength tied directly to luck on the slots, and the only way to get luck on the slots is to play for long periods of time or shell out cash, with no in game progression other than luck, and said luck definitely affecting how one preforms in a competitve multiplayer game, it's pay to have a chance of winning. There's not much to say about a situation where you can have two players of equal skill where they've invested the same playtime, but one paid for lootcrates and thus stastically is better than his counterpart in almost every way.
So Battlefront 2 honestly looked like a great game, until the beta. During the Beta we learned that to compensate for a lack of paid DLC(Season pass) we are getting a loot crate system. Now don't get me wrong their are great loot crate systems out there like CSGOs, or Overwatches, But this one is basically paid to win system to and from. The loot crates can give you: Star cards, weapons, upgrades for heroes, upgrades for fighters, emotes, skins, and a new currency called crafting parts. Now how the system works is like this:1. Every match you earn credits. The amount of credits you get is dependent on how your TEAM does. Not you. so like Communism, everyone gets the same amount even if you did better then the worst player on your team. You get on average about 150 credits. the highest I ever got was 270 but that once.2. You get a daily loot crate every time you log in. Other crates are purchased by either credits, or another currency called crystals( real money converted to game currency). The lowest level crate is a 1000 and the other three crate types are 1100. This means on average you have to play over 2 hours of game time to earn the lowest costing crate.3. Due to how much stuff is in these crates, rarely will you get what you want. For example if I want the CR-2 Naboo security blaster, I have to either get 600 crafting parts, or earn it randomly in a crate drop. Keep in mind you can only get crafting parts in crates and their is no guarantee you will get crafting parts. Also that means you would play on average about over 12 hours to get enough for a weapon.4. Some star cards are extremely powerful. One card I found and equipped was called "Death from a above" this is a Hero Star Card for Boba Fett. The affect at rank one is 50% damage reduction when using your get pack or Rocket Barrage ability. If you rank this up to max its a 100% damage reduction when using this card. Another card I found useful was two tie bomber cards. 1 gave me increased damage with Proton torpedoes and the muilt-missile thing. the other gave me addition missiles I could fire that could go all the way up to 12 missiles.5. The amount of cards you can have equip is affect by How many cards you have and what rank are they.6. You can buy loot crates using real money. Yes this is a pay-to-win system. 7. All DLC will be free, but the DLC weapons, emotes, star cards, and cosmetics will be added to the loot crates. Therefore you will have to constantly play in order to get what you want.This by far has got to be the worse case of Micro-Transactions and loot crates I have ever seen.EA basically shot themselves in the foot. It saddens me because If I buy this game I am supporting this practice. That sucks because I honestly want to play the campaign, and I loved the space battles. what do you guys think?
4 they will probably change that5 star card rank is locked and cannot be purchased6 Lootboxes is not a pay 2 win system since there is not guarantee youll get anything good
It's just a different form of post-release business model than many gamers prefer. That's fair, but acting like it's pure greedy evil is going too far.Consider - if I don't pay a penny for loot boxes for BF2, I am still going to get access to all of the DLC and post-release patches for free (had they gone with Paradox's model, I'd be paying for each piece of DLC, but I'd have all guns and cards ready to go). Sure, I may not end up with a comparable set of cards to select as someone who drops another $60 into the game beyond the original purchase, but I'm also able to access 90+% of the same content for half the price. When I face that guy 1 v 1 will I likely be at a disadvantage? Sure. It'll be the exact same disadvantage I'm at when I face someone who has spent double or so the amount of time I've spent playing the game.
Thats their official statement. Lootboxes are never guaranteed good items there are literally thousands of videos showcasing this. And yes lootboxes are not a progression system either. A player can pay to get tons of lootboxes sure, but at the end of it they could get mediocre things simply due to luck.
If lootboxes aren't pay to win because of the lack of guarantees, then they aren't a progression system either.How long does taking to get access to content for "free" still count as free? Month, two months, year? EA could entirely reduce credits to almost nil or inflate credit prices and make lootboxes only primarily gotten with payments.
watch the full videos and you will see why this is really bad.
How long does taking to get access to content for "free" still count as free? Month, two months, year? EA could entirely reduce credits to almost nil or inflate credit prices and make lootboxes only primarily gotten with payments.
As for EA massively ramping up credit costs down the line, that is speculation - if they do it at the time it may well be condemnable, but condemning them before they've done it isn't something I'm willing to do.
Consider: should someone who only plays four hours a week be stuck with a permanent disadvantage against those who play 40? Or should there be a way for them to catch up? What about people who come into the game months or years after release, when most players would have unlocked their abilities through the time spent in-game? For many more casual gamers this kind of thing is a major boon. Again, there are pros and cons to any approach taken here, and someone is going to be left unhappy no matter what course is taken.
People asked for free DLC so the player base is split up, so we got lootboxes so that they can make the money to produce these free items. Nothing in life is free, so you have to pay for it one way or the other. Cosmetic DLC will probably not make enough money either, otherwise they would've gone that route instead. And here's the thing, if there was no market for this sort of thing, EA would never implemented it in the first place just because of the PR disaster these things bring about. Do you see people outraged about GTA's micro-transactions and how you can't do anything in the game unless you either get hacked and get tons of money, grind for all hours of the day or buy one shark card and make things easier. Of course, but what is the result of the outrage? Shark Cards for GTA 5 has made literally Billions in revenue, and on top of the fact that GTA 5 is still the number one selling game in alot of countries. The system works and only a small minority of people are outraged compared to the huge audience the causal games appeal to. I'm not defending it at all. This is just the way things are, and have been.
The system works and only a small minority of people are outraged compared to the huge audience the causal games appeal to. I'm not defending it at all. This is just the way things are, and have been.
I would fully support cosmetic only lootboxes, but not loot boxes that give weapons, gear, and currency.that is how it is. You would need to play about 6 matches in order to get enough credits to get a single loot crate, problem is in isn't tied to how well you do, its YOUR TEAM. so you can be the best and not get rewarded for hard work, or you can be lazy and just get free credits for no reason.
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.
Isn't the fact that the in-game rewards are based on team performance, rather than individual performance, a balancing action against your supposed "pay to win" issues? Even if players dropping significant sums of real money into the game turn out to be as common as you're clearly expecting, once you take into account distribution across teams and shared winnings the impact on player progression is much reduced?EDIT: As Mr Puerto said the more "traditional" DLC model used for the previous Battlefront, where each pack added new locales to play etc, split the player base hugely with each release which over time makes for a less resilient community. This time with the purchasable perks EA are trying to keep the playerbase together by funding those new maps/DLC differently and offering the additional content freely to all. In the grand scheme of things I think for a multiplayer-oriented game the latter is definitely a more sustainable approach.
EDIT: As Mr Puerto said the more "traditional" DLC model used for the previous Battlefront, where each pack added new locales to play etc, split the player base hugely with each release which over time makes for a less resilient community. This time with the purchasable perks EA are trying to keep the playerbase together by funding those new maps/DLC differently and offering the additional content freely to all. In the grand scheme of things I think for a multiplayer-oriented game the latter is definitely a more sustainable approach.