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2 years ago
"Profit;c-2440703" wrote:"herd_nerfer;c-2440696" wrote:"LordDirt;c-2440662" wrote:
I blame everyone who buys the conquest passes for making conquest more grindy.
On the contrary - perhaps if more people bought it they wouldn't feel compelled to keep ramping up the frustration
This is such a wierd argument to me. Do you apply it in other settings or just this game? I mean this is a design choice, not a natural law. Personaly I avoid paying a vendor who frustrates me and instead turn to someone who offers to provide me with positives.
Say if a store who designes for frustration puts the apples i want to buy on a top shelf, out of reach for me, and then offered to rent me a ladder to reach them; I would simply not buy the apples. But with your argument the store would then draw the conclusion that they need to also put the babanas on that shelf to make the ladder more attractive, and you as a consumer then support the choice and say that if more people simply played for the ladder the store wouldn't be compelled to put the bananas there.
Im not trying to be snarky, judging people spending habits, nor questioning that some mba person at cg estimated this to be the best revenue route. I'm just curisous to how a consumer can view this as a more reasonable logic than the quoted one above I.e., if to few people buy the apples they move them back within reach to sell more of them
So true. Simple manipulation. Make a problem, sell solution. Thats why i dont buy it
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