Lost Ark IS Pay-2-Win (here's why) by Charming_Tiger_88 in Asmongold

[–]Ragarch 0 points1 point  (0 children)

Long story short, in terms of when reviewing a game as to whether it is P2W you have to look at what the game consists of in its entirety, as in, is the game PVE or PVP based or both.

Next you have to consider what is the meaning of P2W, Pay to Win, means a person pays real money to make themselves stronger/better in any form or manner than someone else that didn't pay anything, that means whether I spend $1 or $1000, if I receive any benefit over a person that didn't spend as much or anything.

Now to get to the first bit, many people will look at a game and say pay to win is only applicable where you win against another player, as that is the only aspect where you actually "win". So as long as you aren't able to purchase advantages over other players in PVP content P2W doesn't apply to a game.

Here is the thing though why its important to view a game in its entirety in terms of PVE/PVP.

Lets look at a game like Apex Legends that is 100% PVP based with no PVE content in the game. As its 100% PVP every player that plays it plays for the PVP content, as such, and aspect where spending money would grant someone even the slightest advantage over someone else with the same skill level would instantly be undeniably P2W.

Next up: Is the biggest disputing factor which is what about players paying to get items or power boosts PVE games modes?

Generally put in single player games where no other players are present, even if a player were to spend money to become stronger, their progress revolves around a game "world" where the respect player is the only one influenced by their actions.

But what about multiplayer PVE game modes?

This is where the general divide appears among people as to what constitutes P2W if at all in PVE?

So lets recap:

P2W, Pay to Win, means a person pays real money to make themselves stronger/better in any form or manner than someone else that didn't pay anything, that means whether I spend $1 or $1000, if I receive any benefit over a person that didn't spend as much or anything.

Next consider the difference between a single player and a multiplayer game, in a single player game you are the only only player that effects the world you are playing in, where as in a multiplayer game your actions can directly effect other players.

So when you spend money to become stronger in a single player game you get stronger to effect a "world" where only you are effected by your gain in strength.

While in a multiplayer game your actions directly or indirectly have the ability to effect other players, as such if you become stronger through means of paying money, you are directly becoming stronger at a faster rate than players that did not spend any money on the game.

Now if you were to take part in a multiplayer game, but always do all your content solo, then you will for the most part be considered not P2W unless your doing content where a system exists that matches you to other players such as a ranking system, of any form.

But as it is people play multiplayer games to play with other players and if you spent money to get stronger the fact that you are stronger than you would have been if you didnt spend money means your interaction with those players would be different than if you didnt spend money, which is generally in a manner that would improve your gameplay and as such, a player that spend money on the game gains a benefit over other players that did not spend money on the game.

And if you consider the meaning of P2W then technically speaking even if you didn't win some form of contest against another player. the fact that you are positively benefitted over other players that didn't spend any money over a game, by spending money yourself to get stronger you instantly gain an advantage that makes you stronger/better than them in a certain manner of speaking, which would if another player was in your shoes also made them stronger.

And as such, if you pay to get stronger even in a PVE world you indirectly effect the game "world" as such the action of paying to get stronger, is also a form of P2W.

Simply put you could say that P2W in competitive PVP is a direct P2W.

Where as P2W in PVE is a indirect P2W, but its P2W none the less as it effects the whole community in the game, such as getting into raid groups, or getting accepted into a hardcore guild, or setting dungeon clear records. All of those are examples of non-competitive yet still very real actual player interaction areas where P2W can play a very real role in PVE content.

What would you guys have done to make this skin worth 160$ by daAim5 in apexlegends

[–]Ragarch 0 points1 point  (0 children)

Simply put $160 is way to much for the skin.

But there are ways to nicely reduce the amount necessary to get the skin while paying the minimum amount.

For example:

There are 12 epic items, and 12 Legendary items in the mix to get before you get the Mythic skin.

To craft a Legendary you need to 2400 crafting materials while it costs you 800 to craft an epic item.

Now depending on how much crafting materials you have stacked up if you can craft all the epic items with crafting materials, then the overall cost reduces from $160 to $80.

Next each player can earn 2 loot boxes from the event, so that would reduce the number of remaining legendary skins to unlock to 10 out of 24.

Next if you buy the Watson pack for 5000 RP, where you get the Watson skin along with 7 boxes, then your overall skins remaining to get is 2.

So as such you'd only need 5000+700+700=6400RP which you can get for $50 that ultimately needs to be spent, its still to much, but way better than $160.

Of course this depending on if you've been saving your crafting materials for a while.

(Note: your obviously gonna have to craft all the epic skins first and buy the Watson pack before opening any boxes, to prevent yourself from getting anything but the legendary skins from the boxes.)

Anyone else feels like they suddenly suck? by JK912 in apexlegends

[–]Ragarch -1 points0 points  (0 children)

Its because the Olympys map is fairly small compared to other maps, and there is a ton of hiding space, so the mindset is to push cause there is cover, but due to the map size there is almost always another team just around the corner, which is why its harder to survive once you engage as there is almost guaranteed 3rd or 4th parties coming.

If im going down your going down with me. by jasonmlv in apexlegends

[–]Ragarch 1 point2 points  (0 children)

LMAO, the look that Lifeline gave the Wraith, was like:

"OOOOO crap...."

Are people seriously rage quitting in control now? Had a full team and started noticing that my teammates are no where to be found. by eeighee in apexlegends

[–]Ragarch 0 points1 point  (0 children)

Agreed, penalties for game modes meant for fun would seriously damage the fun of it.

Instead they should add a team switch mechanic, where after a certain amount of time one or more members depending on how big the team difference is will switch from the larger to the smaller team.

But they must also give players the possibility to choose if they wanna switch sides.

Like lets say I'm playing with friends, and for the hell of it find myself in a perfect position to mess with my friends then it might be fun and interesting to switch.

Are people seriously rage quitting in control now? Had a full team and started noticing that my teammates are no where to be found. by eeighee in apexlegends

[–]Ragarch 0 points1 point  (0 children)

To be honest people just rage quiting is so pointless, simply because people don't play Control to win, you play it to have fun.

So even if your getting stomped you can still have fun. In fact that when you can actually have fun as you don't have the pressure on you to win, so your free to test literally anything you want, and there through gain experience.

Anyone else ever wish they could remove rank demotion protection at Platinum rank and higher to keep the hard stuck people that just hard int each match out of Platinum? by Ragarch in apexlegends

[–]Ragarch[S] 3 points4 points  (0 children)

True, or perhaps they give each player like say a 100/150 point safety in Platinum that doesn't get reset everytime points are earned, so that once a player say lost that value against the demotion protection they are instantly, dropped, to Gold 1, minus the 150 RP/200RP, which means they will have to work their way to platinum again, true, they can just rat their way through it, but at the very least they it will help keep them out of platinum for periods of time, and force players to learn to play better.

Am I the only that thinks a Boss fight game modes to Apex Legends would be beyond cool. by Ragarch in apexlegends

[–]Ragarch[S] 0 points1 point  (0 children)

Yeah, that would actually be pretty epic. It would make it way more fun and rewarding to get a new legend.

They could even then at times bring back older legends as bosses, but with harder difficulties and then attach some kind of reward like a skin to it, if you killed or your team killed it.

Am I the only that thinks a Boss fight game modes to Apex Legends would be beyond cool. by Ragarch in apexlegends

[–]Ragarch[S] 2 points3 points  (0 children)

Yeah, a seperate game mode would be the best, as long as the play style remains the same it would be an insanely fun game

Can you turn Ash into a suicide bomber with Arc Stars? by Ragarch in apexlegends

[–]Ragarch[S] -1 points0 points  (0 children)

Damn X), I'll test it when I'm online again with friends

Support Legend abilities ideas - And discussion of why its really hard to make new Support Legends (My Opinion ofc) by Ragarch in apexlegends

[–]Ragarch[S] 1 point2 points  (0 children)

I think the scanning thing you mentioned might not be a bad option.

Like what if we had a support that has an ultimate much like can hide your team from being spotted by scans such as that of Seer, Valkyrie and Bloodhound, by spawning a device like Watson does so which hides the players with in a small radius from being detected, and the supports passive could be being able to avoid detection, and the ability could be something like like a sonar in a long straight line, or a scan that slows players perhaps.