Quote:The rewards are known.
Same for loot boxes.
Quote:The time to play to earn them are known.
Same for loot boxes if you're trying to attain the entire collection. As a bonus if you only want the high end stuff, which is pretty typical among most players, you have an increased chance of getting those items sooner.
With loot boxes, you could earn anything, anytime.
Wrong. Only at set intervals. The exacts same intervals as the current battle pass system.
Quote:There is nothing there to show anyone if you played 1 game or 100 games.
You have the exact same quantity of items that you would in the battle pass. Quit denying this.
Quote:There would be no more value to those special items, because someone could get lucky to unlock it.
Again, the elitist attitude is not a compelling one. Most people that want the special items want the special items because they are more aesthetically pleasing and in general just look "cooler." The people who only want something for its status and don't want others to have it are not people of good repute.
You're the one sitting here getting upset that your items that you spent time to unlock aren't available to you. That must mean you value the time it took and the achievement you earned for the time.
I'm sure you think that was very poignant but I'm left wondering what point you're even trying to make. Do I value my
time? Yes I value the time it took to unlock those items, that's why the game should give them back. It has nothing to do with the dubious status symbol and potential petty jealousy that you seem to be hung up on when you see someone else have it. I don't care if you like them or want them or earned. I care about me. I care that I earned them and now I no longer have them because "tMcC iS tOo CoMpLeX" to do right by the people who put in the time into Reach already.
People playing MCC want that same achievement feeling.
Then let them have it. Give me the stuff I already earned once before.
Quote:Giving them items in a random loot box robs them of that feeling.
Wrong. It only robs people chasing status because of elitist attitudes and not the actual items. By your logic then if those people only actually care about personal achievement and not about status and not elitist attitudes then you would be willing to accept letting people decide for themselves whether they're game let's them take the static unlock or a random loot box. If your intent were pure and good-hearted for the reasons why you want the item, personal achievement, you would agree to that compromise of letting people choose.
I am going to guess this is an elitist agenda about perceived status but I would be more than happy for you to prove me wrong by agreeing that it should be player choice and not make excuses for why there shouldn't/won't be a choice. Just an unequivocal agreement.
Gamers play games because of intrinsic feelings and emotions. Gaming is an emotional experience. It's not all about math.
🤣🤣🤣 What is that even supposed to mean? "I know you're right, but it doesn't feel
right." Like why even argue then? Just take the L on that point and ignore it. Why shine a light on that?
Quote:Just because your loot box system means some people will unlock higher tier items first, does not make it better for gamers based on numbers alone.
It does if they want the items and aren't driven by lording their status over others.
Quote:Again, people want to earn their items, not be randomly given them.
Again, loot boxes are at the same fixed intervals. Loot boxes are earned. You earn what's inside the lootbox just as much as you do in a static battle pass.
You gain a level, you earn an item. It doesn't matter whether it is known or random. You still earn an item all the same.
Quote:Why can't you understand this?
Both systems reward the player with an item. Why can't you
And now you've dug yourself in a hole. To what you were talking about the rare person who prefers a low tier, typically unfavored cosmetic piece over the high tier, you said it was unfair they might be the sad sack who actually wants the low tier typically unwanted item and don't see it until the end of the loot box stream. That stinks, but why should they not have to work as hard as the people who would be stuck grinding all the way to the end to get the item they
want? Why is there a difference in value that you accept? If an item means as much to one person as another item does to another, why should the person who wants the late tier be punished? Why is the person who treats the low tier item as their high tier item rewarded? How do you reconcile this double standard your current system creates?
Or is this actually about status and vanity rather than personal achievement or what one personally finds looks the best?
Quote:I hear you, that unlocking all times under your loot box system would take the same amount of time as the current system. But the process of unlocking them via random loot boxes would be significantly less rewarding than seeing your goal, and working towards it and achieving it.
It's literally not. It's literally the same. If your goal is to hit max levels and collect all the items, the loot boxes don't matter. If your goal is one specific item, it is inherently more exciting not knowing if this is going to be the one. There have countless studies on this subject and addiction and loot boxes because they keep people hooked.
And again, if this were really about personal accomplishment and achievement, and not trying to lord over whatever minuscule status they think this brings them then you have to agree that the best option is to let players decide for themselves.
Quote:"Rewarded sooner" no, you got lucky sooner, and that haunted helmet you might unlock in tier 5 now has no meaning to anyone.
Nope. You're wrong. It is rewarded sooner. You did the work, you earned an item, you were rewarded with the item you wanted sooner. You might have been lucky to earn it sooner than expected, but you earned it, therefore you were rewarded.
Reward: a thing given in recognition of one's service, effort, or achievement.
I know I made you hate math, but now you're going to have to hate language as well because that is the literal definition.
Quote:"Relief and satisfaction" try pointless and devalued.
False. Relief is still relief. Relief is not devalued. Relief is a setting of stress to practical zero. It is the absence of stress. The value of relief is no longer having to deal with something. The only thing that is lessened by the loot box system under this situation is stress, because the odds are the person gets the thing sooner than they would have otherwise, thus leading to relief.
Satisfaction depends entirely on motivation. If your motivation was a particular item that you thought looked cool, you attain the same amount of satisfaction. You got the thing you wanted therefore you are satisfied. If your motivation was to collect all the items then it doesn't matter which item you receive at the end because your goal has not been accomplished. Your satisfaction is still zero. If your entire motivation is to have a thing that nobody else has so that you can make people jealous of the thing you have then you're selfish and don't deserve the thing to begin with.