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Gambling Kills Loyalty: Why Subs Should be Able to Buy "Pack" Contents Outright


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If buyers don't feel valued for spending money, they will eventually realize how undervalued they are and stop spending money on your game.

 

"Perks" are commonly used to fulfill the above, but they are transactional. "If you give X amount of money, you will get Y virtual item/currency in return." They say nothing about attitude.

 

Gambling underpins the profit of most online game stores. They offer "boxes" with a small chance of a rare item and a high chance of common items. Like playing the slots, the chance of getting what you want is abysmal. The attitude of gambling is disrespect toward the gambler; the gambler is not guaranteed what he wants, only a chance at what he wants. Most who gamble will inevitably realize they are not respected.

 

Putting items exclusively behind gambling, in other words, shows an attitude of disrespect toward the buyer. In the long-term, this means disenfranchised buyers.

 

Consider the difference between Subscribers and Free-To-Play players (FTPers).

 

FTPers can handle some disrespect. Their monetary investment in the game is inconsistent, if not nonexistent. There is an understanding that the ease with which they enter or leave means the seller's overtures to treat them well will be inconsistent and hinge on whether they (the buyer) opts to spend anything.

 

Subscribers expect consistent respect. Their monetary investment in the game is consistent and clear. There is an understanding that as long as they are treated with respect and are able to afford staying subscribed, they will do so.

 

Fostering an attitude of respect means allowing subscribers to opt out of disrespectful selling practices, while still participating in full.

 

For example: You release a box called "Dark Crate." Dark Crate has a chance to drop several exclusive items. The item that you know players will want most is the rarest of the drops. An opt-out option would mean subscribers can buy the contents of Dark Crate individually, for a flat currency cost. The cost can still vary in price based on rarity, but now the cost is static.

 

Allowing Subscribers to opt out of gambling, while still participating in obtaining new items, sends a message that you respect them as buyers and appreciate their consistent investment in the game.

 

In addition, you can utilize "coupons" to encourage participation: For example, when Dark Crate comes out, Subscribers are given complimentary currency equal to the value of the lowest cost item in the set, with a Mail notifying them of the new items and the new currency. This ensures that they can participate in what you offer and reminds them of what you are offering, thereby increasing their feeling of being valued. You are ensuring that they can be a part of what you are offering and doing it in a way that encourages their active participation in the process.

 

 

You might ask: Why bother? Isn't this just a waste of time for something that isn't broken?

 

Here is why:

 

Every product has flaws and buyers know this, which is why many of them are looking for a seller who provides a strong, consistent service and (more importantly) shows them respect.

 

Just as mutual respect is necessary to maintain a relationship after a love-struck couple's initial affection fades, buyers need to feel respected after their initial affection fades. If they don't feel respected, they will, more and more, ask themselves, "Can't I do better?" And eventually they will not be able to see anything but the flaws in the product.

 

In other words, a seller who does not show respect to its buyers is a seller whose success must depend on convincing its buyers that its product is not flawed. I have watched so many games bend over backwards, like a criticized person in a relationship, attempting to convince its playerbase through various means that the product is the best there is to offer, never stopping to focus on building a relationship of mutual respect between buyer and seller.

 

I have offered some ideas for how to build respect because my affections currently lie with this game and I don't like becoming disillusioned and moving on. But I have done so countless times because of a lack of feeling respected by the seller. I hesitated about posting this on the SWTOR forums because the principles are general, not only relevant to SWTOR. But right now, I want this game to do well, not some other game.

 

Thanks for reading and please understand, this is not about "content" or "items" specifically. It's about attitude.

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While I share your frustration at not getting some of the cool items from the boxes, the fact of the matter is that the CM brings in money for the company. Since this game allows free play, they have to make up for lack of incoming subscription fees, and the CM does just that. I have seen people buy 40 pk of hypercrates, not get the item they wanted, and buy another 40 pk. If you take a look around in other threads, you will see people mentioning that they drop quite a bit of money in the CM without batting an eyelash.

 

They already allow some items to be purchased outright (i.e. Thexan's saber, Sing emote, etc.), but it makes sense monetarily to keep some things up for RNGesus. Otherwise, they would be shooting themselves in the foot as it would impact their income.

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If buyers don't feel valued for spending money, they will eventually realize how undervalued they are and stop spending money on your game.

 

No, they don't stop spending money on this game. This claim has been brought up since day 1 of the CM. And here we are, 3 and a half or 4 (I don't remember when the CM launched) years later, and the CM is still up and running with people buying hypercrates like crazy. BW even lowers the value of the packs and people keep on buying them.

 

People will continue buying plenty of packs with real life money. And because this is so, BW has no reason to change anything. I personally feel indifferent about the CM nowadays. I used to be against it, then I liked it, and now it's just there as it is.

Edited by JattaGin
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Problem if they changed it now, it would be a bait and switch which will be pretty bad

How so? Not sure I understand what you mean.

 

While I share your frustration at not getting some of the cool items from the boxes, the fact of the matter is that the CM brings in money for the company. Since this game allows free play, they have to make up for lack of incoming subscription fees, and the CM does just that. I have seen people buy 40 pk of hypercrates, not get the item they wanted, and buy another 40 pk. If you take a look around in other threads, you will see people mentioning that they drop quite a bit of money in the CM without batting an eyelash.

 

They already allow some items to be purchased outright (i.e. Thexan's saber, Sing emote, etc.), but it makes sense monetarily to keep some things up for RNGesus. Otherwise, they would be shooting themselves in the foot as it would impact their income.

I understand the reasoning behind gamble packs, but I am not suggesting they are eliminated. I also wonder how many of the people who buy these hypercrates actually do so consistently over a long period of time and don't leave the game easily?

 

It seems to me that the reasoning behind gambling exclusive items is to eke out profit from people who will buy a ton of them. But it says nothing of whether those people have any sort of loyalty toward the game, or feel respected by how the selling is done. In other words, short-term gain? Sure. Long-term is questionable, player turnover always seems to be high.

 

And again, not talking about eliminating gamble packs. I'm talking specifically about fostering respect and loyalty. I can restate, but it's all there in the OP. I'm talking about options, subscribers, loyalty, and long-term gain, not direct-line elimination of something profitable.

 

No, they don't stop spending money on this game. This claim has been brought up since day 1 of the CM. And here we are, 3 and a half or 4 (I don't remember when the CM launched) years later, and the CM is still up and running with people buying hypercrates like crazy. BW even lowers the value of the packs and people keep on buying them.

 

People will continue buying plenty of packs with real life money. And because this is so, BW has no reason to change anything. I personally feel indifferent about the CM nowadays. I used to be against it, then I liked it, and now it's just there as it is.

People are, but is it the same people still buying, years later? Please understand, I'm not coming at this from an anti-store perspective.

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How so? Not sure I understand what you mean.

 

 

I understand the reasoning behind gamble packs, but I am not suggesting they are eliminated. I also wonder how many of the people who buy these hypercrates actually do so consistently over a long period of time and don't leave the game easily?

 

It seems to me that the reasoning behind gambling exclusive items is to eke out profit from people who will buy a ton of them. But it says nothing of whether those people have any sort of loyalty toward the game, or feel respected by how the selling is done. In other words, short-term gain? Sure. Long-term is questionable, player turnover always seems to be high.

 

And again, not talking about eliminating gamble packs. I'm talking specifically about fostering respect and loyalty. I can restate, but it's all there in the OP. I'm talking about options, subscribers, loyalty, and long-term gain, not direct-line elimination of something profitable.

 

 

People are, but is it the same people still buying, years later? Please understand, I'm not coming at this from an anti-store perspective.

 

it's always been a gamble since the start like 2 years ago, if they changed it now it would be very bad for the majority of the game that have already spent hundreds to thousands of real $ on it already

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You can buy stuff outright, it just takes a little longer as you need to wait for bind timers to expire and it gets put up on the GTN.

 

Buy packs, put on market, use money to get what you want. This solution has been around for as long as the CM has been, it just requires a small degree of patience and sense. Sadly lacking these days.

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If buyers don't feel valued for spending money, they will eventually realize how undervalued they are and stop spending money on your game.

 

"Perks" are commonly used to fulfill the above, but they are transactional. "If you give X amount of money, you will get Y virtual item/currency in return." They say nothing about attitude.

 

Gambling underpins the profit of most online game stores. They offer "boxes" with a small chance of a rare item and a high chance of common items. Like playing the slots, the chance of getting what you want is abysmal. The attitude of gambling is disrespect toward the gambler; the gambler is not guaranteed what he wants, only a chance at what he wants. Most who gamble will inevitably realize they are not respected.

 

Putting items exclusively behind gambling, in other words, shows an attitude of disrespect toward the buyer. In the long-term, this means disenfranchised buyers.

 

Consider the difference between Subscribers and Free-To-Play players (FTPers).

 

FTPers can handle some disrespect. Their monetary investment in the game is inconsistent, if not nonexistent. There is an understanding that the ease with which they enter or leave means the seller's overtures to treat them well will be inconsistent and hinge on whether they (the buyer) opts to spend anything.

 

Subscribers expect consistent respect. Their monetary investment in the game is consistent and clear. There is an understanding that as long as they are treated with respect and are able to afford staying subscribed, they will do so.

 

Fostering an attitude of respect means allowing subscribers to opt out of disrespectful selling practices, while still participating in full.

 

For example: You release a box called "Dark Crate." Dark Crate has a chance to drop several exclusive items. The item that you know players will want most is the rarest of the drops. An opt-out option would mean subscribers can buy the contents of Dark Crate individually, for a flat currency cost. The cost can still vary in price based on rarity, but now the cost is static.

 

Allowing Subscribers to opt out of gambling, while still participating in obtaining new items, sends a message that you respect them as buyers and appreciate their consistent investment in the game.

 

In addition, you can utilize "coupons" to encourage participation: For example, when Dark Crate comes out, Subscribers are given complimentary currency equal to the value of the lowest cost item in the set, with a Mail notifying them of the new items and the new currency. This ensures that they can participate in what you offer and reminds them of what you are offering, thereby increasing their feeling of being valued. You are ensuring that they can be a part of what you are offering and doing it in a way that encourages their active participation in the process.

 

 

You might ask: Why bother? Isn't this just a waste of time for something that isn't broken?

 

Here is why:

 

Every product has flaws and buyers know this, which is why many of them are looking for a seller who provides a strong, consistent service and (more importantly) shows them respect.

 

Just as mutual respect is necessary to maintain a relationship after a love-struck couple's initial affection fades, buyers need to feel respected after their initial affection fades. If they don't feel respected, they will, more and more, ask themselves, "Can't I do better?" And eventually they will not be able to see anything but the flaws in the product.

 

In other words, a seller who does not show respect to its buyers is a seller whose success must depend on convincing its buyers that its product is not flawed. I have watched so many games bend over backwards, like a criticized person in a relationship, attempting to convince its playerbase through various means that the product is the best there is to offer, never stopping to focus on building a relationship of mutual respect between buyer and seller.

 

I have offered some ideas for how to build respect because my affections currently lie with this game and I don't like becoming disillusioned and moving on. But I have done so countless times because of a lack of feeling respected by the seller. I hesitated about posting this on the SWTOR forums because the principles are general, not only relevant to SWTOR. But right now, I want this game to do well, not some other game.

 

Thanks for reading and please understand, this is not about "content" or "items" specifically. It's about attitude.

 

By your logic, Johnny should be able to go into his local casino and "opt out" of gambling for that jackpot by just paying a flat fee, likely far less than the jackpot. The same logic would apply to lottery tickets.

 

Try going into your local casino or lottery establishment and telling them that you just want to play a flat fee (likely far less than the jackpot) to "hit" that jackpot. Let me know how that works out for you.

 

Your right in one thing. This is all about "attitude", namely the ENTITLED attitude held by some players.

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R

olodome;8955090I understand the reasoning behind gamble packs, but I am not suggesting they are eliminated. I also wonder how many of the people who buy these hypercrates actually do so consistently over a long period of time and don't leave the game easily?

 

I can only speak for my boyfriend. He's been here since launch and he has and continues to buy hypercrates. He continues to purchase them and he hasn't left the game.

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I'm not sure I agree with you OP. Cartel items can be sold on the GTN, so you can buy a hypercrate, sell it on the GTN, and use that money to buy whatever you want. If you're only interested in one specific item, it makes logical sense to use this method instead of gambling on the packs.

 

The people who choose to open packs are doing it for the thrill or to flip the items on the GTN.

Edited by Axemilles
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No, they don't stop spending money on this game. This claim has been brought up since day 1 of the CM. And here we are, 3 and a half or 4 (I don't remember when the CM launched) years later, and the CM is still up and running with people buying hypercrates like crazy. BW even lowers the value of the packs and people keep on buying them.

 

People will continue buying plenty of packs with real life money. And because this is so, BW has no reason to change anything. I personally feel indifferent about the CM nowadays. I used to be against it, then I liked it, and now it's just there as it is.

 

Gambling addiction is a thing, you know.

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No, they don't stop spending money on this game. This claim has been brought up since day 1 of the CM. And here we are, 3 and a half or 4 (I don't remember when the CM launched) years later, and the CM is still up and running with people buying hypercrates like crazy. BW even lowers the value of the packs and people keep on buying them.

 

People will continue buying plenty of packs with real life money. And because this is so, BW has no reason to change anything. I personally feel indifferent about the CM nowadays. I used to be against it, then I liked it, and now it's just there as it is.

 

^That.^

 

The above seems to indicate that the average good little SW: tOR consumer might'n't have the highest possible degree of self-respect, so why should they be respected, to use the OP's premise?

 

If you wish to be respected, then demand better.

 

Stop accepting 30% quality at 100% cost like they want you to, and

Demand.

 

Better.

Edited by midianlord
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Gambling addiction is a thing, you know.

 

Yes, but help IS available for those that have enough responsibility to admit that they may have a "problem" and to choose to seek help.

 

Those who CHOOSE to live in denial, on the other hand...

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There are too many replies now for me to respond individually (especially right now - maybe another day) but I would like to address some general stuff.

 

1) Thanks for talking about this, even if I don't agree with you. It beats sending something into the ether and hearing silence.

 

2) There are always going to exist outlier cases where buyers are loyal, regardless of how they are treated. It remains to be demonstrated that a significant number of buyers will stick around, irrespective of basic fan loyalty (everything I have witnessed indicates this is not the case). In other words, sometimes people stick around just because they're hardcore fans of the content, or because they have friends who play, not because they're happy with the selling practices of the game.

 

3) As others have pointed out, gambling is addictive. It is easy to say "then quit," but even if addiction worked that way, it's beside the point I'm trying to make, which is that gambling systems are largely disrespectful to the seller. Again, outlier cases exist, where some genuinely enjoy the gambling and they're ok with it and they just get a kick out of rolling the dice. I have seen nothing in my life, however, that indicates most feel this way.

 

4) The ideas I offered were more based in principle than detail. I don't actually care much about the items in the crates specifically. As I stated in the OP, it's about attitude and respect. To those who would say "if you don't like it, value yourself and leave" or a thousand other variations on that statement. I have left games numerous times already, usually after putting months or years of gameplay into them. Again, something I stated in the OP, albeit without any info on time spent.

 

What I'm saying is likely not something you've heard before in quite the same way. I don't think it's all that common for people to delve into the psychology of respect and players and so on. Complaining is one thing. I could do that, but I don't see the point. I would love to feel that sticking with a game is a good investment because they value me as a buyer. Is it such a weird idea to people for someone to want that? Have some become so jaded that they don't even want to believe that it's worth asking for respect?

 

I don't know, that's the kind of stuff I find myself asking reading some of the replies here. I don't even have anything major against SWTOR's practices... yet. But I'm also still in the honeymoon phase with this game and I'm already noticing cracks in the wall.

 

What I'm trying to offer is what I feel is the answer to a lot of online games' financial/playerbase struggles. I'm not arrogant enough to believe that it's quite as simple as I've put it, but I do believe there's truth in what I've said. That many people are quick to leave one game for another because no efforts are being made to foster respect and loyalty. Instead, everything is transactional. "Perks," rather than touching the human part of us, are more about punching in numbers on a calculator.

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To be able to buy stuff outright would make individual items very expensive as if you think about it you don't get a whole set from a single hypercrate so you end up buying another to hope you get the rest of the pieces.

 

This mean that to buy it direct it's likely that a item has to cost the same CC as at least 2x hypercrates otherwise this would turn the market into a cash loss as the whole idea only works because you cannot get exactly what you want.

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If buyers don't feel valued for spending money, they will eventually realize how undervalued they are and stop spending money on your game.

 

"Perks" are commonly used to fulfill the above, but they are transactional. "If you give X amount of money, you will get Y virtual item/currency in return." They say nothing about attitude.

 

Gambling underpins the profit of most online game stores. They offer "boxes" with a small chance of a rare item and a high chance of common items. Like playing the slots, the chance of getting what you want is abysmal. The attitude of gambling is disrespect toward the gambler; the gambler is not guaranteed what he wants, only a chance at what he wants. Most who gamble will inevitably realize they are not respected.

 

Putting items exclusively behind gambling, in other words, shows an attitude of disrespect toward the buyer. In the long-term, this means disenfranchised buyers.

 

Consider the difference between Subscribers and Free-To-Play players (FTPers).

 

FTPers can handle some disrespect. Their monetary investment in the game is inconsistent, if not nonexistent. There is an understanding that the ease with which they enter or leave means the seller's overtures to treat them well will be inconsistent and hinge on whether they (the buyer) opts to spend anything.

 

Subscribers expect consistent respect. Their monetary investment in the game is consistent and clear. There is an understanding that as long as they are treated with respect and are able to afford staying subscribed, they will do so.

 

Fostering an attitude of respect means allowing subscribers to opt out of disrespectful selling practices, while still participating in full.

 

For example: You release a box called "Dark Crate." Dark Crate has a chance to drop several exclusive items. The item that you know players will want most is the rarest of the drops. An opt-out option would mean subscribers can buy the contents of Dark Crate individually, for a flat currency cost. The cost can still vary in price based on rarity, but now the cost is static.

 

Allowing Subscribers to opt out of gambling, while still participating in obtaining new items, sends a message that you respect them as buyers and appreciate their consistent investment in the game.

 

In addition, you can utilize "coupons" to encourage participation: For example, when Dark Crate comes out, Subscribers are given complimentary currency equal to the value of the lowest cost item in the set, with a Mail notifying them of the new items and the new currency. This ensures that they can participate in what you offer and reminds them of what you are offering, thereby increasing their feeling of being valued. You are ensuring that they can be a part of what you are offering and doing it in a way that encourages their active participation in the process.

 

 

You might ask: Why bother? Isn't this just a waste of time for something that isn't broken?

 

Here is why:

 

Every product has flaws and buyers know this, which is why many of them are looking for a seller who provides a strong, consistent service and (more importantly) shows them respect.

 

Just as mutual respect is necessary to maintain a relationship after a love-struck couple's initial affection fades, buyers need to feel respected after their initial affection fades. If they don't feel respected, they will, more and more, ask themselves, "Can't I do better?" And eventually they will not be able to see anything but the flaws in the product.

 

In other words, a seller who does not show respect to its buyers is a seller whose success must depend on convincing its buyers that its product is not flawed. I have watched so many games bend over backwards, like a criticized person in a relationship, attempting to convince its playerbase through various means that the product is the best there is to offer, never stopping to focus on building a relationship of mutual respect between buyer and seller.

 

I have offered some ideas for how to build respect because my affections currently lie with this game and I don't like becoming disillusioned and moving on. But I have done so countless times because of a lack of feeling respected by the seller. I hesitated about posting this on the SWTOR forums because the principles are general, not only relevant to SWTOR. But right now, I want this game to do well, not some other game.

 

Thanks for reading and please understand, this is not about "content" or "items" specifically. It's about attitude.

 

If it ain't broke don't fix it.

 

CM is all that's keep this game alive right now, a change away from RNG packs ( stop calling it gambling, it's not gambling ) will just lessen revenue and shorten the games life further.

 

The only mention this game got in the entire previous investor call from EA was around "increase extra content revenue" and being that there are only 2 sources of revenue - subscribers ( i.e. not extra content ) or cartel market ( extra content ) we can say that it's working swimmingly well despite how much you may personally dislike it.

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One piece of the puzzle you are missing...Many players want that very rare item simply because it is rare. Give them the ability to buy it outright and chances are they won't.

 

If it was all direct to buy I would stop subbing as it would remove the one aspect keeping me playing which is the RNg nature of packs ( which I enjoy opening a ton of ) and the CM market prices supposed by such RNG.

 

It would be a pure and simple economic fail in terms of revenue they are currently bringing in. There is no way they are going to go to a direct to buy model whilst the CM is working so well.

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Agreed, they will never add a direct sale unless people stop buying packs all together for awhile, or maybe have rare 1 week sales for some of the rare sets, but not all of the ultra rare ones tbh
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Here is a prime example of disillusionment, related to gamble systems: http://www.swtor.com/community/showthread.php?t=884461

 

I didn't even look for this. I was just browsing this forum and stumbled upon it. Realized it was relevant to the point I'm making.

 

A guy who has been subbed since launch and pays RL money for coins, the most loyal kind of customer imaginable. And why is he mad? Because he feels like SWTOR has switched things up on him in an unfair way. And with a system based in randomness and invisible percentages, who can say otherwise?

 

I wanted to post about this to balance the perspective of those who say they are fine with it, or anecdotally know someone who is fine with it. It's easy to find anecdotes, but that doesn't tell the whole story.

 

My point remains: It's not about removing gambling entirely and destroying their profit. It's about that little bit of human connection that makes a player feel respected. You won't find that in metrics and you won't find it in fancy toys. In today's market, anyone can find a fancier toy or a system with better gifts if they look hard enough. If you want to retain people, you need them to feel that you care, not believe that you care in digits.

 

If you design your programs to be impersonal, players will take them as impersonal and it will be that much easier for them to walk out the door if the numbers don't line up how they want them to.

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One piece of the puzzle you are missing...Many players want that very rare item simply because it is rare. Give them the ability to buy it outright and chances are they won't.

 

^Totally agree. There is a challenge in it, and to make everything a click away for instant gratification, kills the pride in grinding for something.

 

With that being said, "Platinum" items should carry over into a couple packs, so about a 3 to 4 months tops lifespan, like the Arbiter's sabers - that was done about right. If you're serious about getting a very rare item or Platinum item, that's enough time. The new "Vented" sabers and future Platinum stuff should follow the time window like the Arbiter's.

Edited by Willjb
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I wish they would just lost all packs in the CM directly and just leave them there. Not rotate them out but keep adding the new ones along with the previous ones. People may buy more packs since they can now try to get the item from the pack it can from instead of saving 30 mil for it on the GTN.

 

May help lower GTN prices since more packs and the items from those packs could be added. Higher supply on the GTN the lower the price. That way for those that don't care about packs can more easily buy the item from the GTN.

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Here is a prime example of disillusionment, related to gamble systems: http://www.swtor.com/community/showthread.php?t=884461

 

I didn't even look for this. I was just browsing this forum and stumbled upon it. Realized it was relevant to the point I'm making.

 

A guy who has been subbed since launch and pays RL money for coins, the most loyal kind of customer imaginable. And why is he mad? Because he feels like SWTOR has switched things up on him in an unfair way. And with a system based in randomness and invisible percentages, who can say otherwise?

 

I wanted to post about this to balance the perspective of those who say they are fine with it, or anecdotally know someone who is fine with it. It's easy to find anecdotes, but that doesn't tell the whole story.

 

My point remains: It's not about removing gambling entirely and destroying their profit. It's about that little bit of human connection that makes a player feel respected. You won't find that in metrics and you won't find it in fancy toys. In today's market, anyone can find a fancier toy or a system with better gifts if they look hard enough. If you want to retain people, you need them to feel that you care, not believe that you care in digits.

 

If you design your programs to be impersonal, players will take them as impersonal and it will be that much easier for them to walk out the door if the numbers don't line up how they want them to.

 

Someone butthurt over not getting what they want via RNG ( and it's been this way since the packs were introduced yet now he decides to get annoyed? Nothing was "changed up on him" either ) isn't really grounds for removing packs.

 

They serve their purpose well and more than likely the only thing keeping this game afloat right now or at the least giving promise of future development.

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