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Diablo Immortal and microtransactions: is Blizzard exaggerating with whaling?

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Diablo Immortal and microtransactions: is Blizzard exaggerating with whaling?

Since its debut on PC and iOS and Android mobile devices, diablo immortal harshly criticized money making systemincludes items that can be purchased directly from the internal store by putting the premium pass, loot box, and wallet as usual. Let’s face it, like all free games, even the Blizzard game needs to make money somehow, and the presence of optional purchases that allow you to spend hundreds or even thousands of euros in 2022 should no longer be hot or cold, good and bad. Still, the debate about the Irvine house is pretty heated, which, as is rarely seen with other defenders of the free-to-play landscape, has stepped a little too far on systems designed to squeeze “whales” (translation: “whales” or players willing to spend large sums of money), spoil the experience The number of players who choose not to put their hands in their wallets or who for some reason cannot play consistently every day.

The discussion over Diablo Immortal’s microtransactions actually started before the game was launched, and as we remember it was banned for prize crates in the Netherlands and Belgium, so much so that Joe Grubb, the head of the project’s designer, had to come forward. Reassure players that yes, Diablo Immortal will have microtransactions, but what really makes a character strong is player experience (and that’s definitely not buying):

One of the pillars we follow is to play is the best way to get stronger in Diablo Immortal.‘ said Grubb.

But will it really be like this? Not apparently, but to the community.

Let’s be clear, Diablo Immortal is a valid game without even putting your hand in your wallet, as we explained when we tried it, and in-game purchases do not block access to content or place bets on the same progress (at least for now). But it seems that they are so influential in the development of their characters in the endgame, that they will strike players who aim to create a perfect build, or who are almost there, and therefore aim to spend hundreds and hundreds of hours on the game.

As previously reported, up to $110,000 is required to “minmax” a character in Diablo Immortal, according to community calculations.

For example, there Legendary Gemswhich gives significant bonuses and whose usefulness is proportional to rarity (with a system ranging from 1 to 5 stars), which is almost impossible without paying, and even in this case it can take hundreds of dollars to get one: without microtransactions, a player can open a maximum of 3 loot boxes per month or 36 per year ( unlikely to contain a gem of the highest rarity), whereas “pity” (i.e. a mechanical certain number of tries that guarantees an item of the highest rarity) is set at 50 prize funds. And by paying? For $100 you can buy 45 lootboxes, which does not guarantee the mathematical certainty of getting a 5-star gem as explained above. Considering that you can equip up to 6 stones, it is easy to understand that raising a character to the maximum level requires either a large amount of money or a lot of patience (approximately 10 years).

Everyone spends their money as they see fit (we’re not here to judge, God forbid) and basically microtransactions pose no real threat to free-to-play players as long as all content is usable and entertaining. a lot of money. euro, for example, as in Genshin Impact and other similar titles. But the problem with Diablo Immortal is that, taking into account criticism from the community, optional purchases are very intrusive in game dynamics once the end of the game is reached, frustration due to slow progress.

I don’t even count all PvP component, where paying players inevitably have an edge over others (even two or three), throwing the balance off and creating a lingering and unpleasant suspicion that our beaters are doing it simply because they pay more. The video above is just an example, but take a spin on YouTube (or even an insignificant search for “Diablo Immortal PvP”), Reddit, forums, or social networks to find thousands of players who show a certain impatience with monetization. system and its development, and how it affects competitive multiplayer.

Diablo Immortal, who wants to watch the glass half full, has only been out for a few days and wants Blizzard to have ample room for action. set the shot and review the monetization system in the near future when the game is satisfactory in terms of gameplay and content, at least for now.

But now we leave the floor to you. Are you playing Diablo Immortal? Does the monetization system seem overwhelming to you as many describe it, or is the community exaggerating? Let us know in the comments.

Parliamone is a daily opinion column that offers a starting point for discussion around the day’s news, a small editorial written by a member of the editorial team but not representing Multiplayer.it’s editorial line.

Source: Multiplayer

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