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Originally Posted by killakrok |
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Once microtransactions are involved with items that effect gameplay effectiveness, balance will always be thrown off to benefit those who are willing to spend money vs those who aren't, that's the whole point of having items that effect gameplay effectiveness available in lootboxes that you can purchase with real money, to entice people to pay for that advantage over those who choose not to pay.
If there were no benefit or competitive advantage no one would ever purchase the packs. The more benefit you get from purchasing packs, the more likely people are to purchase packs, which is why perks now expire. Players will be more likely to purchase packs to replenish perks for increased gameplay effectiveness.
The difference isn't as hard to see right now because the changes will be slow and steady. First fitness cards, then expiring perks, and next year it will be something else like moves expiring as well, moving more and more competitive effectiveness to cards to entice people to buy them more and more. This is how every Ultimate Team mode in every game has gone, especially EA games. It's not new.
If you compare someone who plays UFC 3 Ultimate Team for an hour and spends no money vs someone who plays for an hour and spends $20, the person who spent $20 will have a small competitive advantage but it wont be huge, but compare someone who has played for an hour and spent no money to someone who has played for an hour and spent $200 on packs, the competitive advantage is huge. If the matchmaking is as bad as it was last year, which EA is incentivized to have it be, this competitive advantage will become clear and lead to more and more people who don't spend money on the mode to dislike it more and more.
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It's pretty much this, there's a common theme in Microtransactions and it relates to gambling/addiction psychology. If you notice these signs then it's a good chance it will fall into the same category.
Part 1: Involves flashing you with a lot of good items up front, such as "one free gold pack", or an intro pack for starters. This gives you a taste of what is purchasable. Packs generally are flashy, like gambling machines, will have shiny/gold for rares (like hitting a 7 on slots). This is all intended to release dopamine. Most importantly, they are random, which only serves to encourage you to purchase more, due to the Gambler's fallacy where you feel the need to redraw with the assumption that "it will be better next time" - If the rewards are timed that's even worse.
Part 2: Involves an easy flow into the game, the game should be relatively easy and not-stat dependent at first. In EA UFC 2 this would be like division 1-7, you may get the rare few stacked opponents but nothing severe.This is the part where most people go online and claim "there's no real advantage".
Part 3: Once you're invested in your character and your score, you will start getting paired up with people who have significant stat advantages over you. There's really no purpose to this, they could easily make a restriction to have it balanced statistically. They do this to encourage you to see what a difference your opponents do. They show you the "best move of the fight" cards to demonstrate what beat you, so that you feel incentivized to buy the same.
At this point you can choose to grind a ton or not. I will tell you the case with EA UFC 2, I had never spent a dollar on it. One day, EA made an error and priced certain 25000 coin packs for 2500, so I bought them in stacks and made my character jump levels in stats. This made a significant difference, even though my online record in ranked is very good. Still, against top 10 guys I'd usually lose due to a flying submission or roll, because my sub stats werent upgraded.