Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by BellaStrega View Post
    I mean it's a false dichotomy in the sense that "if it's not science, it has to be magic." It doesn't have to be magic. That's why I brought up the Power Cosmic, which itself seems to overlap with magic and science and seems to go beyond both in particular ways. It's more akin to a kind of divine energy (although a science fictiony version of divine). And divine energy itself does not have to qualify as magic, although in some settings it does. In some settings, it does not.
    In the Marvel Universe, there's ultimately two different kinds of beings. The first kind use tools to manipulate energy. There's two kinds of those: those that wield technology and those that wield non-inherent magic. In the Marvel Universe, guns and bullets are tools. Spells and symbols are also tools, tools that tap different kinds of energy (typically but not always extradimensional energy). In the Marvel Universe, both sets of tools ultimately lead to the second kind of being: a being that *intrinsically* wields and controls "cosmic" or other energy. Basically, science and magic become indistinguishable when both are tapping universally powerful energies.

    The power cosmic isn't magical although its effects can seem so relative to the real world, for the necessary and sufficient reason that its theoretically understandable and controllable with scientific methods within the Marvel Universe. In fact, Marvel has generally skewed in the direction of stating that most magic is either science we don't understand yet, or science from a different universe that seems magical because their rules are so different from the normal universe's rules.

    The way that the Marvel Universe "unifies" magic and science doesn't work for Origin of Power, because the Marvel Universe doesn't say there is a *singular* source for science and technology. What the Marvel Universe says is that beyond a certain point, scientific mastery of natural forces is indistinguishable from magical mastery of magical forces. Its all cosmic beings wielding cosmic power, sometimes from a different cosmos.
  2. Quote:
    Originally Posted by Codewalker View Post
    I wasn't counting the stretches of "Natural" that some players use.

    Or Natural to cover things like aliens from other planets who naturally have powers when exposed to our yellow sun...

    I've even debated it myself for entities such as angelic beings or dragons. In some of those cases it's a toss up of Magic or Natural is more appropriate.

    What I'm talking about is the large swath of Natural characters who really are nothing special. An Assault Rifle or Archery/Devices blaster for example, who is only slightly less squishy than a non-powered human. A case can probably be made for martial arts and street justice using characters, even if game mechanics make them a little unrealistic, they're supposed to be able to be played as normal people who are just in really good shape.

    It's those who the Origin of Power arc fails hard for.
    I don't know that it fails *worse* for them. I believe the canonical implication is that while anyone can pick up a gun and try to fight crime, most of them get gunned down in the street. There is something *special* about the heroes who *apparently* use nothing but natural means to be superheroic: call it luck, call it Ferris Bueller Syndrome, call it The Jazz. Something makes those people "just work" and its something deep within the way the universe works that creates such people.

    The character of John Constantine was said to possess, and claimed to be able to control, a quintessential aspect of the universe called "synchronicity" which allowed him to subconsciously know the right place to be and the right things to do to have a huge impact on the world. Nearly everything he did wasn't ascribable to magic as such: he didn't have magical powers (most of the time) and he rarely used magical forces directly.

    In The Books of Magic he shows up to save Tim Hunter and Zatanna from a club full of magical beings that were going to capture or kill Hunter. He shows up and basically tells them he's going to take the two of them and leave, and dares any of them to stop him. Which they all decide not to. When they leave Zatanna tells John that he has no magical powers and any one of them could have killed him easily, and wonders how he did that. John simply says that *is* his power. He says "stop me if you can" and they all run away, because they were all thinking the same thing: if he has the balls to do that, he must be more dangerous than they think. Which is his power: he knew the right thing to say, and it works - for him. It wouldn't for anyone else.

    You could argue that riding synchronicity is a natural ability: its definitely not science, mutation, or technology. Its either magical or natural, but here no magical process occurs. John's weapons are sarcasm, bravado, psychology, and a little knowledge about forces beyond his actual control, and with those very mundane weapons he's taken down some of the most powerful beings in his universe.

    Somehow, an analogous thing happens in the City of Heroes universe. Some beings armed with a gun and a utility belt of devices take down Cthulu. John Constantine has done it with a knife, some candles, and his middle finder.

    Origin of Power implies there's some "thing" that makes this possible, but doesn't elaborate on it. But to be honest, the same conclusion was reachable *before* Origin of Power, so I don't know what it adds either.
  3. Quote:
    Originally Posted by Scythus View Post
    You... don't read a lot of comic books do you? Most "science" in comics (such as turning into giant green monsters after being bombarded by gamma rays or gaining superspeed after being bathed in chemicals hit by lightning) outright break the known laws of physics in the real world.

    By your definition, everything in comic books is "magic" and I'm pretty sure folks like Reed Richards or Lex Luthor would disagree with you.

    True, it's fantasy science but that doesn't make it magic, it just makes it Did Not Do the Research, Didn't Care, and Rule of Cool.
    I would have thought it was obvious that when talking about fictional worlds, I would be talking about the science within those worlds.


    Quote:
    Originally Posted by BellaStrega View Post
    So, stepping sideways a bit, is the Power Cosmic magic or science?

    I don't think writers are limited to a false dichotomy of "either/or" here I also recall a discussion in which you argued that magic must be systematic in a manner similar to science - there was a bit of a quip about finding a stone with every possible spell engraved on it, ending with an apology.
    The Power Cosmic has been treated differently by different writers, but mostly its been treated as a force in the universe which obeys normal scientific laws, even if they are laws that are different in that universe than the real one. Doctor Doom (among others) has used purely scientific and technological processes to tap the power cosmic in the past, which means it obeys scientific and technological principles.

    I don't recall the discussion you reference there, but in most of the mainstream comics magic obeys its own laws. It generally *has* laws but they in critical ways are completely incompatible with normal science. Or else they would actually *be* science.

    The dichotomy isn't false if its embedded in the definitions. Magic is generally defined to be that which is permanently beyond the reach of scientific principles to be able to explain. For there to be two different things beyond Science, their definitions would have to allow that.

    The problem here is that the origins themselves in the game are expansive, not restrictive. The devs have made no attempt to redefine magic as something specific and not all emcompassing beyond science and technology: in fact they specifically *repudiate* such attempts at restrictive definitions of origins. But you cannot have it both ways. The only way for there to be a rational heirarchy of magic is for that heirarchy to have some structure to hold it up. Amorphous magic and more-magic simply isn't coherent.

    Or to put it more directly, so long as Origin is some trivial non-entity, the devs can handwave away the fact that the origins themselves are extremely poorly and expansively *and* intrusively (with each other) defined. Doesn't matter much. But you cannot handwave away the structure of origins and then base a story arc upon the structure you continue to handwave away. In other words, you cannot say "origins are a little funky and ill-defined, but that's ok because we want players to have many options for interpretation, oh, but by the way they have a structure in which they are interrelated in an important way that has a similarly ill-defined source which somehow creates those five things we haven't defined."

    No, No, No. I mean its obvious its physically possible, because the writers did it. But not even giant foam #1 hands can generate that magnitude of hand wave.

    The way I describe Origin of Power is: it makes just enough sense to be talked about, but not enough sense to be thought about.
  4. Quote:
    Originally Posted by Fluorescent View Post
    Man why even play the game anymore.
    Because doing so reduces the time you can spend on the forums.
  5. Even if the devs were willing, and they never have been in the past, this might be a little trickier than implied. There may not be any "base" chances as such, because first its probably weights not percentages, and second the weights might be functions of the participation algorithm that don't have obvious "base" values. Understanding the base inputs and translating them into meaningful situational percentages might require knowing the details of the system.

    What's potentially more problematic is the few people who know all the details - if *anyone* knows all the details precisely** - might be the very people who are not 100% certain what can be disclosed without accidentally giving away the store.

    I volunteered once to hear the precise details of the system and independently verify that player observations are consistent with it (and for that matter if all dev claims about it were consistent with its implementation), but at the moment if I learn its precise details I would be barred from commenting on it.


    ** Its possible, given the code/data partition that exists in implementation.
  6. Quote:
    Originally Posted by Scythus View Post
    Y'know, I'll laugh if the Well turns out to be some kind of cyborg computer with sigils inscripted on it constructed by ancient aliens and seeded through the universe. That'd probably end the magic accusations.
    Whether the Well looks like a metal box or a Ming vase is irrelevant: either it functions according to scientific principles or it does not. If it does, its either Science or Technology. If it does not, its Magic.

    By definition, if you can't explain it with Science, its Magic. If you can't explain it with Magic, its Magic you haven't learned yet.

    Imagine if this game allowed players to select if their character was human, or non-human. And then one day a writer said that there was a third type of character that was neither human nor non-human, but beyond both. That would be a fanciful notion that also unfortunately pointed to functional illiteracy.
  7. Quote:
    Originally Posted by Venture View Post
    Your "reckoning" is a transparent apologetic. Oz is correct: Wade has not made a single misstep the whole way. Absolutely everything has gone according to his plan, even things he had no control over whatsoever.
    How do you know that. There appears to be no way to prove that yet, given that Wade hasn't actually revealed his entire plan yet, and may never within canon reveal all of the contingencies his plan contained.

    To even begin to make the claim, you would have to demonstrate that at no time during the story line to date did anything surprise Wade, and at no time did he plan multiple contingencies that ended up being unnecessary. I would like to see such an attempt.
  8. Quote:
    Originally Posted by Codewalker View Post
    To be honest I'm just getting tired of everything falling back to a magic "ritual". I mean, come on, think of some new plot points here.

    Let's see, we've got a very specific Zeus-Incarnate-killing ritual. Or maybe it's a Marcus-Cole-Lookalike-killing ritual. Either way it's a bit of a misnomer, since it's not exactly something that can be practiced every Wednesday.

    Then there's the Raise Minor Character ritual, that can revive people who are long dead. How exciting! This sounds like it would be extremely useful and have tons of applications, and it was super easy to pull off too! It doesn't work on anyone who is actually important though -- only on previously unseen characters from the backstory.

    And of course the looks-like-healing-a-split-personality-but-really-turns-a-psychic-into-a-living-bomb ritual. Some Circle cultist must have been having a slow day to come up with that one.

    I'm starting to get the sense that if you want to do something in the CoH universe that is normally impossible, just make a ritual for it! Get some fairy dust, a few rocks with carvings on them, throw them in a circle, mutter some backwards Latin and voila! You can have Positron as your butler, Swan as your personal masseuse, cross dimensional barriers, and transmute Tyrant into a house plant.
    Unfortunately, this gets to the writing train-wreck that is *my* pet-peeve, which is that Origin of Powers asserts canonically that everything is magic. Super-science, natural ability, and even super-technology has as its origin magic, just a higher level magic than normal magic. The Well of the Furies is, in effect, hyper-magic.

    But of course, whenever you want to talk about something inexplicable, something with no real explanation, something that defies the normal rules, its going to be magic. So if you're going to kill an incarnate, you're going to use magic. If you're going to absorb someone else's powers and become an incarnate, you're going to use magic. Although Incarnate power is supposed to be beyond the five origins, anything beyond Science is magic, even if its supposed to be "beyond magic" also.

    Magic is not an equal peer to the other origins. Magic is still treated by the writers as the thing beyond the others, and Origin of Powers is a reflection of the fact that the writers don't understand that saying there's something that is the common origin of science, technology, mutation, natural training, and magic is nonsensical: everything beyond science technology, mutation, and natural training *is* magic. That's the definition of magic: that which science cannot explain.

    Beyond a certain point, its always going to be magic rituals, because magic is the go-to process for rule-breaking power.
  9. Quote:
    Originally Posted by Wil View Post
    You can buy the Superpacks because it excites you and you believe it is worth the cost. I will not purchase the Superpack because all I want is the costume and I do not believe it is worth the undetermined price it will cost me to get it.

    Hence the stalemate...
    That's not a stalemate, that's how stores work. You buy what you want, and you don't buy what you don't want. There's nothing wrong with not wanting something, or alternatively not believing the price is worth it. There are things I haven't bought from the store, and its not necessarily because there's something wrong with me or something wrong with Paragon Studios.


    Quote:
    You can tell me that you bought 5 packs and got everything you wanted. I can buy 500 packs and still not get a single costume piece.
    Theoretically yes, but its probably more likely your computer will explode during the opening of those 500 packs.
  10. Quote:
    Originally Posted by UberGuy View Post
    Actually, there's a better reason not to: lack of a compelling reason it needs to be done.
    To be more precise, a change needs a compelling reason in favor of it, and no compelling reasons against it, for it to happen. The combination of the two is necessary and sufficient for a change to make.
  11. Quote:
    Originally Posted by Crysys View Post
    Ghost, not a diss as I know that's bannable but just gotta say...

    That's likely the snarkiest post I've ever seen from a redname in my 6 years of playing this game. Congrats?
    On a scale from one to ten, where five is what the current level of commentary likely deserves and eight is what I'd personally be leveling if I was a dev, Ghost Falcon's post scores a zero.
  12. Quote:
    Originally Posted by Cyber_naut View Post
    They were 'using' data - without knowing what the 'data' was to show 'performance', saying 'performance was about equal' is meaningless. What exactly was being measured and how?
    "Performance" as defined by this game's design parameters, refers to the rate of reward earning across all possible standard content rewards, from experience to influence to reward drops. A powerset combination is said to be underperforming within a certain circumstance if it earns less than a certain percentage of the average earning rate of all players within that same circumstance. The datamining that was done that showed Blasters underperformed showed that for every blaster powerset combination, at every level range from 1-10 to 41-50, across all teaming situations from being solo to being in small teams to being in full teams, their reward earning rates were consistently significantly below average. Blasters were the only archetype for which it could be said that *every* powerset combination underperformed.

    It could not be said that any other archetype underperformed across all its powerset combinations, nor could it be said that any other archetype overperformed across all its powerset combinations outside the tolerable margin of performance.

    I was told directly under other circumstances that Scrappers did not need help, they did not underperform under almost *any* circumstances.

    Beyond that, you'll have to ask them yourself.


    Quote:
    Regardless, I've got all the data I need from seeing the at's in action over the past six years or so, in game.
    That's an interesting position to take, given your own "data" is even less reviewable.
  13. Quote:
    Originally Posted by EJI View Post
    Not exactly. Debuffing regen > Superior ST dps. As an example, my Ill/rad drops AVs more quickly than my fire/sd scrapper in spite of the latter having superior dmg by a long shot.
    Regen on a level 50 AV is around 90ish h/s. So debuffing regen is equivalent to doing an extra 90 dps. Anything that does more than 90dps damage than you will beat you with or without regen debuffs, all other things being equal.


    Edit: that's net damage; net after resistance and defense of the AV. Anything with very high damage mitigation will magnify the benefit of -regen unless its also resistant to regen debuffs.
  14. Quote:
    Originally Posted by Venture View Post
    Yeah, not buying it.
    You wouldn't buy it unless it actually happened in reality, and then it would be obvious rather than unrealistic.
  15. Quote:
    Originally Posted by SuperOz View Post
    Nah. Again, we're theorising that he did with a little backup from his in-story dialog. But he has the power of Plot, pure and simple. The great saying of 'no plan survives contact with the enemy' goes right out the window here, because since Part 1, Wade hasn't put a foot wrong.

    Consider that a moment. His timing has been perfect. His plans flawless, unable to be predicted by anyone or prevented similarly. When you write fiction, you can do that. There's noone else involved that can disrupt that.
    You don't know that. The same objection was leveled on the Joker in The Dark Knight: his plans seem to require omniscience. But actually, few people bothered to ask what would have happened if things *hadn't* gone according to the plan. The Joker absolutely *loves* chaos: if things had not gone to plan, he would have just changed his plan so that it did. What if he wasn't arrested and taken to the police station? Then he would have gone there and surrendered. He didn't actually have to *count* on being arrested: there were lots of ways he could have gotten there fully under his control. The fact that he got arrested was itself probably a glitch in his plan.

    Same with Wade. Its not just possible but likely that his plan involves dozens or hundreds of contingencies mapped out over years, and for every one we see there's dozens that are just sitting around unused because it didn't go that way. That's what makes a good planner: someone who anticipates every possible alternative and creates a contingency for it. So that no matter what happens, it looks like that was what was anticipated all along.

    Jeez I do that for my job and the stakes aren't nearly as high for me as "cosmic level superpowers." If that was the payoff at the end of any of my projects, I would have more contingencies than Wade.

    See also: magician's force.
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    That goes against everything this game presents about powers. When you faceplant, toggles, clicks, even auto powers, stop working.

    More to the point, I would be iffy on killing her just due to the fact she's connected to every mind in Paragon. The psychic backlash her mind creates in her deaththrows would be liable to kill them all anyways. I would be even more likely to attempt to subdue her.
    Its implied that she's keeping the psychic bomb in check, disabling her in any way can set off the bomb before her powers fail. The game mechanical objection isn't really valid in this case, but it also doesn't contradict how powers work in this game. I can construct a critter that does exactly what people are concerned Sister Psyche would do in this circumstance.

    Some already do have analogous effects. Some critters have "death" triggered powers: Carnival of Shadows have their endurance draining psychic scream for example, which could be directly analogous to what is happening to Sister Psyche. Then there are powers that can suppress their own crash, but only so long as the player can cycle them. Rage, for example, has a crash that a component of it can be suppressed indefinitely, but if you stop cycling rage the crash then becomes inevitable - unless you die. If the psychic bomb was a form of crash, its entirely within the parameters of the game mechanics for Sister Psyche to be able to suppress that crash until she became unconscious or ran out of endurance, whereupon the crash would occur unless she was dead.
  17. 1. I have to agree with others that thought the gameplay itself seemed to be too simplified and repetitive, and appeared to be mostly busy work, not integrated into the actual story.

    2. When people complained that Paragon "spoiled" the entire SSA arc since we now knew "who would die" I did point out that someone else already died, and the "who" in "who will die" didn't have to be singular. I suspected with two chapters to go there would be at least another tragic death, and so I was a little suspicious. Even moreso because of the "does the unthinkable" thing. Whereas I thought the Statesman reveal might have had some higher purpose to building momentum for the arc, honestly I thought that sort of thing gave away the only thing this chapter was meant to do. That's actually the sort of thing you say when there's a twist to it that isn't expected, so Manticore's actions might be anticipated, but the twist creates the surprise. There's no such twist here, and no additional details beyond the spoiler.

    3. Given the structure of how SSA6 ends, I'm concerned there's no way SSA7 can be long enough or involved enough to wrap this all up satisfactorilly. So I believe the entire arc might be one of those to be continued things, and I don't think that was the best idea for the first purchasable arc. If the entire arc was really just a lead-in to make dramatic changes elsewhere, and the real story continues in other places, something about that seems wrong to me. *Especially* when the gameplay was pretty simplistic in some areas, which makes the story itself all the more important as the selling point of the storyline.

    4. I want Penny's powersets.
  18. Quote:
    Originally Posted by Wicked_Wendy View Post
    Agreed .. Come on where do we draw a line here? I don't care if it costs 800 ar 8000 points. I can do 5 missons for 2 days and go from hero to vigilante or villain to rogue. Two more days and the swicth is complete. If we are talking about a 20 level character that we want to convert what makes the difference if they earn XP required to get to 21 and beyond doing tip missions or anything else? If we are talking a 50 level that someone decided to switch well .. suck it up and take a few hours away from the incarnate trials to switch over.

    I wonder how long before we get the.. Instant level one to level 50 token so you can just create a character and then POOF .. start running trials with them for incarnate powers?
    By definition, QoL purchases save time without otherwise increasing power. Technically, the alignment switch token does exactly that: it saves the time to make the switch, but it does so without granting any of the potential rewards you can accumulate as part of performing the switch in-game. The difference between offering the alignment switch token and offering instant leveling tokens is not just a matter of degree, they are fundamentally different offerings.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    And I say "clearly," because if there were enough people who genuinely wanted to run raid after raid after raid day after day after day to sustain the system, there would be no need to shepherd what we do post 50 to nearly such a degree.
    That's a false assumption. It presupposes that pacing is itself not an important part of making an overall entertaining experience. The badge system would be completely worthless to me and completely unentertaining to me if I could get all the badges in an hour. There would be no point, because the point of a system like that is to make something that requires enough effort to be meaningful, without making it require so much effort that its completely frustrating. And since everyone is different, there's no way to appeal to everyone with such a system. You have to pick a range, and anyone whose particular preferences fall outside that range will not be happy. But you cannot escape the fact that if you do not factor in pacing into the system, the system can fail to be entertaining even if every other aspect of it is designed well. Improper pacing alone can kill it.

    If nothing else, I would factor in pacing as a necessary component of any content of similar nature as a coupled, not independent element to its entertainment value. So even if you think there's no logical reason to require such, it does not logically follow that its objectively true there's no logical reason. It may simply be that you don't see one, or don't recognize one as being valid when its presented.
  20. Quote:
    Originally Posted by Starhammer View Post
    Of course the thrifty and discretionary aren't really anyone's marketing demographic, are they?
    The thrifty and discretionary don't have to buy them. The game lets them play as premium players with full control over what they decide to spend their money on, without eliminating their ability to play the core game. An option that did not exist prior to City of Heroes Freedom.

    The thrifty, discretionary, and entitled are permanently and irrevocably out of luck.
  21. Quote:
    Originally Posted by Schismatrix View Post
    The whole problem with your premise is that it never worked like that.

    Still, do it another dozen times or so and then compare results.

    As long as you have no issues with being a selfish jerk that is.

    *looks at OP's signature* Yeah, you'll have no issues with it.
    Its worth noting that given what I know about the system, everyone who thought that "tagging" helped drops, to the point of being absolutely convinced of it and practiced it because they thought it got them better drops, were all actually slightly penalizing themselves and more importantly the entire rest of the team with that behavior due to the nature of the participation algorithm. If they did happen to get really good drops, it was entirely coincidental, but they still skewed the odds downward for everyone else by probably subtly reducing league participation scores in several ways.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    The Incarnate system in particular and MMO end-game systems in general are a boring time sink. They're intentionally designed to be one. Developer can't create content faster than players consume it, so the only way to keep players from reaching "the end" is to throw down a slow field generator and run like hell. End game systems are not designed to entertain, and ours is no exception. They're designed to slow and impede while giving a false sense of progress, like any Skinner box worth its salt.
    Are you actually saying that the people who enjoy running trials and slotting out their characters are doing so incidentally? That even though such people exist, there is zero possibility that the end game was actually made for the people who would enjoy it but rather it was made to bore everyone else and only coincidentally entertain them?

    Or are you instead assuming that the people who actually really enjoy the end game is an empty set.

    What about the badge system? There are badges I've spent hours of playing time getting. Some I've spent *years* pursuing. Is the badge system explicitly designed to be non-entertaining as well, because its obviously true that anything that takes that much time and effort cannot possibly be entertaining?

    Its kinda strange to me that I've often said this game is much more about the journey than the end because this game is really targeted at players who like *playing* the game, just for the sake of playing it, than for people who pursue an escalating series of rewards. And yet I'm now in a position to say the exact same thing with regard *to* the end game: that its designed to appeal to the people who actually like playing it. The rewards are a part of it, but they are only a weak incentive. You play a game of basketball with your friends because you like playing with them, but you still keep score. The rewards are a form of scorekeeping, but you aren't supposed to play it if you don't like it just to score points. There is no "but" after that sentence that contradicts it.

    Honestly, I like running trials. Not all the time, but I do. And I like collecting incarnate rewards and making incarnate powers and using them. I don't think I'm being absurd to believe that maybe *that* was intentional, and the people who don't like it was accidental, rather than the other way around.
  23. Quote:
    Originally Posted by Lazarillo View Post
    As far as this game goes, I'm thinking primarily of the Incarnate content, endgame TFs (which since they are involved with the Alpha slot, may qualify under the Incarnate umbrella too), and Tips, primarily. And while they're not small in number per se, they are still significantly outnumbered by the amount of get-content they're associated with. Tips do provide shareable rewards, like I mentioned, but there are so few of them that it still hurts the system.
    If you look at a narrow enough slice of do-content, you will always be able to find one that is smaller than the get-content associated with it. But that has nothing to do with what the devs development focus is.
  24. Quote:
    Originally Posted by GuyPerfect View Post
    Damage dealt is not a factor in the participation metrics; we have an official statement of that.
    Not only that, but independent testing also debunked that myth. People on both sides of the participation metric debate concluded that the magnitude of damage dealt had no effect on whether one satisfied the participation algorithm or increased the chances for a better drop.
  25. Quote:
    Originally Posted by MrHassenpheffer View Post
    What would really be damaging about this is public opinion. if something of a lawsuit get on the news in any form that points fingers to this game for embracing a gambling mechanic that minors have access to... that's where the real damage is going to come from. Which is the bottom line why I'm so against this.
    I'm very certain "the public" would laugh that off, as they did every other lawsuit that got on the news claiming MMOs "forced" people to become addicts to them. I think when people are dropping dead while grinding in them, and contracting hitmen to take out rivals, and getting married in them and divorced over them, and "the public" yawns, claiming that superpacks are gambling for minors has about as much chance of becoming "a thing" as an asteroid impact in Texas has of wiping out the servers, except asteroids actually exist. The legal foundation for this argument doesn't.