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The average player to track Diablo 2 Resurrected's economics
08 kwietnia 202308 kwietnia 2023 Dodaj komentarz0 komentarze Bez nazwy Bez nazwy

The release of Diablo 3.0 Season 28 is just as likely as the Diablo 3's next resurrection. In the next few months, Season 27 will begin to come to an end, and Season 28 will begin to claw D2R Items way through it's Burning Hells.

While there's still a good part remaining Season 27 to go until Season 28 is revealed the next season, it's best to be well-prepared for the next Diablo assault. So, here is everything we know about the date that Season 27 is set to close and as well as when Season 28 will begin - and what the next theme could be.

As Diablo 2 Resurrected was announced at BlizzCon 2018 in 2018, one spectator stood in front of the creators of the free-to-play mobile title to inquire: "Is this an out-of-season April Fools' joke?" The general outrage and mockery continued to surround Diablo 2 Resurrected up until its recently announced launch. And these sentiments haven't diminished since. But it's no longer the knee-jerk reaction to disappointing announcements or the fact the game is playable on mobile devices. It's a result of Diablo 2 Resurrected's microtransactions which aren't necessarily a bargain, but they weren't spun up out of thin air.

Diablo 2 Resurrected is doused in multiple in-game transactionsthat's a wall of offers with inflated percentages to make players believe that the more they purchase you, the more money you save. This is a common practice within the mobile marketplace for years, no matter how different the presentation may have appeared. You see it with Genshin Impact's Genesis Crystal store, where purchasing large amounts of money will give players an additional amount of the same exact currency. The same thing happens in the case of Lapis -the currency you pay for found in Final Fantasy Brave Exvius -and entices players with "bonus" currency reaching into the thousands when purchasing packs valuing upward of $100.

"A typical strategy for mobile games or any other game that has microtransactions is to get rid of currencies," an anonymous employee working within the mobile game industry has told me. "Like in the event that I buy $1, I'd get two currencies (gold and jewels for instance). This can help to conceal what the actual value of the cash spent since there isn't a one-to-one conversion. Furthermore, we purposefully put worse deals [beside] other deals in order to make deals look more attractive and let players feel that they're more intelligent by saving out and taking advantage of the other deals."

"In the company I was in, there were weekly events featuring unique prizes and were planned so that you could [...] win it using uncommon in-game currency, which allowed you to win one of the main prizes. Designers also had to include other milestone prizes on top of that first prize, and that would typically require real cash to make progress in the competition. The majority of our measurements and milestones to judge if an event did well is obviously how much people paid. We also evaluated sentiment however I'm sure the upper-levels were always more concerned about whether that event helped people spend."

Real-money transactions aren't new in any way by any stretch of the imagination. Diablo 2 Resurrected didn't pioneer them however it would be disingenuous to present that as truth. The action-RPG from Blizzard isn't the primary of the problem, but instead is it's the most terrible amalgamation of free mobile and PC games. With two different Battle Passes, both with distinct rewards specific to the character (and not your overall roster) and too many various currencies for the average player to track Diablo 2 Resurrected's economics read like a mobile marketplace monstrosity.

Although they are sometimes encountered with resistance, have become normalized within the gaming industry in general. You could argue that the widespread use of loot containers or other real-money transactions in AAA games have led to this type of unregulated economy, but the more AAA gaming moves towards the model of games-as-a-service as it shifts to the games-as-service model, the more similarities to the mobile gaming that has been within this highly popular realm for over a decade.

And this doesn't just show in the use paid currency to purchase items as well as gacha mechanics, as well as the public disclosure of drop rates for the more scarce items. Gacha is playing with in-game currency, no matter if it's free or acquired from an in-game shop to acquire something random items, such as equipment pieces in the case of Dissidia Final Fantasy Opera Omnia, or characters in the ever popular (and long-running) Fate/Grand Order or Genshin Impact.

In the case of Diablo 2 Resurrected, this is the method of using Legendary Crests (which can be obtained or bought) to increase the chances of a gem that has a 5-star rating appearing in the dungeons at the end of the game. Although it's not exactly conventional in its presentation (most gacha are performed by "rolling" on a short-lived banner) Players are engaged in the same kind of randomness that they are used to in other games in the same manner. In many ways in many ways, gamers are using the cheap D2R Items has been building towards these mechanisms since it's inception, in the words of Maddy Myers wrote a few weeks in the past.

 

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