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We are one step closer to the "NWO" of the video games industry
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Tactical Nuke:
Basically, companies are setting their microtransaction prices based on information gained from cookies from gaming apps. This is done individually and is based on things like location, past money spent, etc. This means that someone can end up spending more for the same microtransaction than someone else.

in other words, everyone's paying their fair share

Masterlegodude:
I like how the pinned comment has reached the limit of 500 replies

I didn't even know there was a limit
beachbum111111:

--- Quote from: Masterlegodude on October 24, 2017, 01:49:10 AM ---I like how the pinned comment has reached the limit of 500 replies

I didn't even know there was a limit

--- End quote ---

I mean to be fair the top comment is arguably worse then the diarrhea Spergling spews.

Mr.Noßody:
Yeah, this is actually how its been for a very long time. Any kind of brown townytic software is designed to track user interaction, normally for iterative purposes but it's not uncommon for this to be used to manage micro-transactions.

I live by a fun rule: any game that introduces micro-transactions in an intrusive way is a product I immediately get rid of (or has a very high likely-hood of being rid of). It really isn't difficult to dodge ingame purchases with an ounce of restraint. I say let the dummies spend their money.
Refticus:
microtransactions in a f2p game are alright, better than having ads on your game and the developers gotta make that money
but if you have a game at full triple A price or any price with microtransactions, then there's a problem as it's extremely unlikely that anyone would want to pay more money after they just spent like £50 on the game itself
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