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Kheld

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Posts posted by Kheld

  1. TLJ is the worst Star Wars movie ever made. It makes the prequels look GOOD. Read that again,

     

    Ive been A Star Wars fan since 1977. Ive lived & breathed this franchise for 40 years. TLJ is (apart from one or two humorous scenes with the Porgs) utter ***** on every level.

     

    Come back George Lucas, everything is forgiven. I never thought id hear hear myself saying that.

     

    I had high hopes for this film, I loved Looper, but Rian Johnson does not know how to make a Star Wars film. With him in charge for the next trilogy, the franchise is finished.

  2. I’m writing to bring an important issue to your attention, and ask for your help. Over the last few years big video game developers have begun to employ predatory mechanisms designed to exploit human psychology to compel players to keep spending money in the same way casino games and slot machines are so designed. According to mental health experts games employing these kinds of predatory mechanisms can present the same mental health, addiction, and financial risks as gambling.

     

    Many families are now coming forward with first-hand accounts of these predatory mechanisms compelling people, in particular youth who are particularly vulnerable to a gambling or gaming addiction, to accrue thousands of dollars of video game-induced debt.

     

    Since about 2010, the largest video game developers have begun using increasingly aggressive schemes built into their online games to compel players to purchase in-game content such as characters, tools, or other upgrades. These in-game purchases, which typically range from about $1 to $100, are often referred to as “microtransactions.” The latest form of these microtransactions is the in-game purchase of a “loot box,” which buys a box with a random chance of containing an item of value, or an item which is worthless. In some games valuable items won in a loot box can be immediately resold to other players in online marketplaces for hundreds of dollars.

     

    The loot box game mechanism is designed to exploit the same psychological responses that make slot machines addictive, posing a significant risk to vulnerable consumers. Slot machines use high-speed variable-rate rewards, in other words a random chance of winning something of value, which has been shown to play a significant role inducing gambling addiction faster than any other casino game. This is typically coupled with enticing visual and audio cues designed to strengthen a positive response from a user, such as flashing lights and slot machine-like audio cues.

     

    Loot box game mechanisms are often styled to literally resemble slot machines, and are made available to anyone in games on their mobile phones, consoles such as the X-Box, Playstion, and on home computers. This may explain why the American Psychological Association has identified “Internet Gaming Disorder” as an emerging diagnosis which warrants further study in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).

     

    There are typically no meaningful warnings when downloading or purchasing a game that may contain these addictive predatory mechanisms. This leaves consumers unaware of the danger which could be present, particularly to people who are vulnerable to addiction and underage youth without the cognitive maturity to recognize a forming addiction. Further, regular automatic updates to online games can introduce loot boxes and other predatory mechanisms into a game at any time, making it extremely difficult, if not impossible, for a player or parent of a player to know which games may or may not be appropriate for them.

     

    Today online games can be accessed through phone apps, consoles such as a playstation, and on home computers, which are frequently tied to credit cards or apple accounts which means purchases can be made at the click of a button without additional authorization. In addition, young adults often use cash to purchase gift cards or game credit which can be used to make purchases in online games.

     

    This makes in-game microtransactions extremely difficult for parents to prevent their children from purchasing unless they can monitor every second of game play at home, as well as monitor access to mobile phones, gaming consoles, or computers everywhere else. As most parents will explain this is simply not possible in today’s technologically driven world.

     

    While Casino games and slot machines are heavily regulated to protect underage youth and ensure that casinos are not exploiting consumers, in most places there is zero oversight of online gaming practices and their similar dangers. In these online games the odds of actually winning something of real value are almost never disclosed. There is also no oversight to ensure game developers aren’t manipulating the odds in real time to hold back rewards from people a game algorithm may identify as likely to keep spending money. This type of manipulative practice has already been documented in the gaming industry.

     

    I’m writing to ask for your help.

     

    The online gaming industry has been growing at an exponential rate and now reaches into every community. It now collects $30 billion from consumers annually - closing in on the traditional casino industry which now collects $38 billion annually.

     

    Unlike carnival games, collecting cards, or similar purchases of chance, video games require active, lengthy participation during which consumers are exposed to psychological manipulation techniques which can result in real addiction and harm. The scale and ease of access to these games make addressing these concerns critical. Casinos have long been criticized for building a business model around the exploitation of psychological vulnerabilities in many people. These business models are now being replicated by the online gaming industry to do the same, right on the phones and in the homes of countless families around the country.

     

    Most significantly, there is no barrier to accessing these games for underage youth. In fact, a significant portion of gaming industry marketing and advertising specifically targets a younger demographic which child psychologists identify as particularly vulnerable to psychological manipulation. These factors have led to a proliferation of addictive behavior and excessive micro transaction spending, especially amongst youth and young adults.

     

    Game developers in the gaming industry are represented by their trade group, the Entertainment Software Association (ESA). In 1994 the ESA created the Entertainment Software Ratings Board (ESRB) to provide video game ratings for consumers. Unsurprisingly, the ESA and ESRB have taken a position defending the lucrative revenue streams generated by these predatory mechanisms, claiming that predatory loot boxes do not fall under the current definition of gambling.

     

    However, the issue is not whether predatory loot boxes fit into the existing 20th century legal definition of gambling which typically requires the possibility of players receiving currency in return for risking their money. Rather, the issues is the fact that predatory loot box mechanics present the same psychological and social dangers as gambling, and that youth and young adults are specifically targeted and exposed to these exploitive practices.

     

    As a result, regulators from countries around the world such as Belgium, Australia, France, and the Netherlands have already begun to investigate and intervene. US regulators may also need to rein in these predatory practices, and I am writing to ask for your consideration to take action. These are some suggested next steps:

     

    1. Ensure that games employing loot boxes or similar variable reward mechanisms which can be purchased receive a 21 years of age and older “Adults Only” rating to warn consumers before they purchase or download a new game.

     

    2. Consider prohibiting the sale of games employing loot boxes or similar variable reward mechanisms which can be purchased to those under 21 years of age.

     

    3. Expand the mission of regulatory oversight bodies such as gaming commissions—which already oversee slot machines—to encompass loot boxes or similar variable reward mechanisms which can be purchased in video games.

     

    4. Require the clear disclosure of the odds of winning items in loot boxes or similar variable reward mechanisms which can be purchased on screen at the time of purchase.

     

    5. Enable regulators to audit the game mechanics of loot boxes or similar variable reward mechanisms which can be purchased to ensure consumers are treated fairly.

     

    Thank you for your help to address this critical issue. The health and well being of the people, families, and youth in our community is important and I strongly urge you to take action to protect against these growing predatory gaming practices.

  3. Ive been following this debacle for the last few weeks. EA have temporarily pulled the lootboxes for this reason;

     

    The boss of Disney apparently called & said something. Whether it was "your generating massive amounts of negative publicity, we dont want our film affected" or "pull the system or lose your licence", whatever he said, the Lootbox system got pulled very quickly afterwards.

     

    The Gambling Commissions of the Governments of Belgium & Holland have apparently started investigations into Battlefront 2 and Overwatch to see if their lootcrate systems are gambling. I HOPE they find that they are, and all companies involved in these disgusting systems to milk players get heavily fined.

     

    It would not surprise me if the EU itself got involved in this, they would like nothing more than another big stick to bash American multinationals with.

     

    Ofc, SWOTORS Hypercrates are also an example of this. Given the RANDOM nature of the rewards, some of which have very high ingame value & most of which do NOT, I bet (no pun intended) that these will eventually be considered gambling, and fines will ensue.

  4. While the story of KotFE wasnt what I wanted (I would have preferred more planets like Rishi/Yavin) I did enjoy the regular chapters, with returning companions.

     

    Lets not forget the KotET was technically very well done, with lots of new & interesting gameplay mechanics which made a nice change.

     

    But I am extremely UHAPPY that the monthly chapters have been ditched, and our missing crew companions have not returned via a emotionally satisfying story element.

     

    As a story loving sub (also a game whale, I used to buy loads of crates) I am seriously considering dropping my sub when it expires.

  5. Rather than having a year of story or a year of Ops, Bioware should add content to each game type on a semi regular basis.

     

    Shadow of Revan was my fav expansion, we got some of most things.

     

    The lack of regular story chapters is killing my interest in the game atm, im seriously considering dropping my sub, & im one of the games whales.

  6. The lack of monthly or bimonthly story chapters has lead to a massive reduction in people logging in in my guild.

     

    The CXP event allowed a lot of new & returning players to blast through all of the class stories, the best parts of the game. Then they simply stopped playing.

     

    A lot of them are playing ESO atm, as they are introducing new content patches left right & center.

     

    Iokath was universally hated among people I talked to as well. Its an ugly planet to run around in.

     

    While im glad that the PvP crowd are finally getting some new content this year (well overdue), the lack of new planets with engaging story is one of the biggest hurdles to overcome.

     

    If you want to get people to subscribe, go the Mass Effect 2 route. Dont introduce another crappy Zakuul idea, make new planets where one of our original existing companions is the story driver.

  7. While there was some room for interpretation, this was how I took it as well.

     

    It's hard to say for any player how achievable that goal is (I think it was like nearly 20k per server per day, while a handful of servers might be happy to contribute 100 group sessions :p), but you'd think they'd pick an achievable number, if only for PR reasons.

     

    EA are tightwads. They dont want to give the money, thats why they have set an achievable target.

     

    I would prefer them to spend $1 million on actually creating NEW & FUN CONTENT for this game, so that people would stop quitting.

     

    You only have to compare ESO to SWOTOR to see an MMO doing things right.

  8. They're still fixing a gear system (that wasn't previously broken) since November.

     

    Which is why there's still very little to do at endgame.

     

    - just to pander for a few vocal special snowflakes who didn't want to do the hardest content or lots of PvP to earn it. - and thus didn't need the top tier of gear in the first place.

     

    Those people cried rivers. They were offered a way of getting what they wanted, but they cried rivers again coz now it was too grindy.

     

    On the bright-side though, there's plenty of cartel market stuff to spend your hard earned dollars to play dolly-dress-up with. - Which is only-just keeping the game on life-support. The Empire thanks you for your sacrifice.

     

    Grinding CXP quick guide:

    Link to quick CXP thread HERE

     

    I think you will find their main aim was to keep Ops players subbed. Under 4.0 you could get geared up in a week or two, then have nothing to do except complain on the forums about a lack of endgame content.

  9. I was thinking about it, and IMO it can be done. Let's take everyone's favorite noob op, EV:

     

    Droid - Strict timer, about 1/3 HPs, all mechanics left in. "I have been armed" you'd better stack under him. Red circles? Avoid. Knockback? Oh yeah. Burn phase desperation race? Yeppers.

     

    Unless you know how to sneak by the adds to Gharj, you get to fight them. Except, make them all gold, and triple the number of them. Not fair for a soloable op to give a ton of CXP because you're farming champion level mobs.

     

    Gharj - All mechanics left in. Adds left in. Platform and lava left in. Knockbacks left in. Again, dps race.

     

    Puzzle - HM mechanics. You still have to solve it, and each time you click you get a lockout debuff, where you have to fight spawned mobs. After 3rd set, you get the Acklay. Not know how to solve, and clicking randomly? Much like in regular op, you get more Acklays.

     

    Council - you have to fight 1 of each type: one assassin, one lord, one marauder. They spawn individually, but on timers. Your companion is locked out of helping - it is a one-on-one fight. You only get 2 kolto stations for the duration. Also, this is the only place in the entirety of the op to have Kolto stations.

     

    Soa - ALL THE HARDMODE MECHANICS!!! Platform falling, you HAVE to kill pylons in order on way down, your companion gets thrown into Mind Traps regularly, or goes flying. On floor, JesusDroid gets frozen/Mind Trapped 10 seconds before pylon drops, so YOU have to kite him to it.

     

    As a raider, this would be a fun test of my skills. This is also a great way to introduce real mechanics, the actual op mechanics, to the new/solo/too whatever to group players.

     

    Would it be difficult? HECK YES it should be; It's an Operation, not a fetch and gather planetary mission. The difficulty level should be far higher, to reflect the level of the intended content. Operations are the highest level of PvE content. In a story sense, they are missions that gather the best of the galaxy's best, to do the impossible. It shouldn't be a walk on the beach. Look at it like this: an Operation is the equivalent of throwing a party for the Queen. Normally, you delegate things like decorations, food, guest list. But you want to do it all yourself, so you're going to bust your buns to make it fantastic. Same here - you're going to not rely on JesusDroid to do everything, you're not going to AFK while the boss fight goes on (like you do in Revan), you're not going to be in level 10 greens and breeze through.

     

    If "solo all the things" players don't want to work at this, then please elaborate why not.

     

    If they made a solo version of Operation bosses sort of equal to the later Eternal Championship bosses it could be quite fun & interesting.

     

    It would also have the benefit of people being able to SEE the story cutscenes without someone screaming "SPACEBAR SPACEBAR" at you.

     

    It would also allow people to get used to the layout of the Operation, AND maybe even tempt them into TRYING a SM group operation. If more people do Ops then the Ops budget gets more cash, YES?

  10. Yeah, veteran mode is difficult. I think you should be able to do some chapters with sentinel in 228-230 gear, but you need to use all your tools. Like aoe stun thing, that prevents packs of hard hitting trash to burn you down in few seconds, and your defensive cooldowns (not all at once). I am often soloing chapter one of KotFE on my sentinel in 230ish gear for quick CXP, but even if you get through it, you will probably hit a wall in chapter 2. I don't think you will pass the monolith boss.

     

    I did actually do Chap 2 on my Sentinel in Master Mode, but by god it was a close thing several times. Had to use 3/4 medpacks & kite like crazy.

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