Microtransactions for IOs
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As I said above, micro-transactions already provide tangible benefits to the PvE game; we're only arguing about the degree that micro-transactions should be allowed to cross the line.
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I'll try to use a little bit of symbolism to explain my feelings on this. Picture a quiet suburban home. The house is the point where microtransactions have no effect at all on gameplay, they're pure fluff. The property line is "the line" where microtransactions have too much of an effect on gameplay. So things like costume options, the super tailor and the like are all firmly inside the home. The jump pack, mission teleporter, and Pocket D VIP pass are like sitting on your front porch in the summer, watching the sun go down and drinking a beer. Still pretty close to the house. Self Destruct and mystic fortune are equivalent to going out to your mailbox and picking up your mail. Getting close to the line, but haven't crossed it yet. Keeping this in mind, allowing IOs to be purchased through microtransactions would be like walking down to the nearest bus stop, catching a bus bound for the local airport, hopping on a flight headed for sunny Orlando Florida, buying tickets to a tour of Kennedy Space Center, hijacking a Saturn V, and flying it to the moon.
IO's are simply too powerful to give out for money. Try a little exercise and you'll see what I mean. Take a scrapper at level 50, armed with SOs and all the temp powers you can purchase through microtransactions, and go solo a rikti pylon for me, or a couple AVs at once. Then IO out the same character and go try again.
See the difference?
Evil, would you agree to this?
The devs aren't going to sell something that can be traded between players ingame.
Purchased Respecs cannot be traded or sold to other players.
Purchased Jetpacks cannot be traded or sold to another player.
Purchasing the ability to cast buffs on allies cannot be traded or sold to someone on another account.
The devs aren't going to turn the company store into an official version of the scum sucking RMT vampires that are a bane to this game.
If they do sell something it will only be able to be used by the account that buys it.
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My argument is solely against the specious and false idea that all microtransactions are for "fluff". They aren't. That's simply a fact.
Respecs aren't fluff;
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One time, ten bucks. It doesn't affect overall power level - ok, you can use it to un-gimp, but it's a selection of what the character already has available. It does not make, say, Fireball suddenly increase overall damage, accuracy, and reduce recharge like an IO set.
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Flight powers aren't fluff;
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Limited to 30 days, unenhanceable. Not like getting *real* flight for free. Plan around it, you have to still plan on getting a flight power, buying an in-game jetpack, or increasing your subscirption to $20/mo to keep purchasing the pack.
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Ally buffs aren't fluff.
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Limited duration, nonstackable buffs - they can't stack from *different* casters, much less the same. Not like a permanent power increase. And you can't control which one you give - you can even damage teammates or lower their To-hit. Yes, they can be up to a DO's worth - again, unstackable, and uncontrollable as far as which gets given. Were that control in there, or if they were stackable - or, in the "Devs drunk night out" world, both - those values would be much, MUCH lower.
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They aren't cosmetic. They do things. That the existence of these items undercut your argument is not my problem. They do.
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And the magnitude or degree between a tiny buff and an IO set is what you're ignoring in this argument. The OP says a *permanent* set of increases, as you would get from an IO set, is "fluff." It most certainly is not. Every temp power from the packs come with limitations that, yes, do set them in the realm of "Fluff." Purchasing an IO set (and who, "tricking out" a build, would stop at one, barring already having the others?) is far different from the little temp powers we get now.
You're making the temp powers from the boosters out to be far more than they are.
Edit: Plus, yes, Forbin has a good point. None of the temp powers can be traded or sold on the market. Period. An IO set certainly can.
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Evil, would you agree to this?
The devs aren't going to sell something that can be traded between players ingame.
Purchased Respecs cannot be traded or sold to other players.
Purchased Jetpacks cannot be traded or sold to another player.
Purchasing the ability to cast buffs on allies cannot be traded or sold to someone on another account.
The devs aren't going to turn the company store into an official version of the scum sucking RMT vampires that are a bane to this game.
If they do sell something it will only be able to be used by the account that buys it.
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Yeah I agree with that. In fact, I said as much above. I think the argument that selling say a Numina's +regen/+recovery will enable the RMT parasites is a sound argument against this idea.
However, if the devs decided that they would create a separate non-trade IO set that they sold via micro-transactions, then I would at least want to see how it affected balance before I said, "no."
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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And the magnitude or degree between a tiny buff and an IO set is what you're ignoring in this argument.
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NO. I. AM. NOT.
EvilGeko wrote earlier in this thread:
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[u]Of course, this would be an order of magnitude more powerful,[u] but I don't think it's so easy to dismiss this idea.
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As I said above, micro-transactions already provide tangible benefits to the PvE game; [u]we're only arguing about the degree that micro-transactions should be allowed to cross the line.[u]
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[u]The point is that this is a matter of degree.[u] The argument that "We only pay for fluff" is false. You can argue that it's not, but the numbers are what they are. Mystic Fortune provides real buffs.
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I have said multiple times in this thread that we're arguing about a matter of degree. In fact, I mentioned this the very first time I posted, it wasn't a refinement of my argument. I stated that this idea is of "an order of magnitude more powerful." I ignored nothing. I haven't even argued that this is a good idea. I've simply stated the truth; the devs have tipped their toes in the "micro-transactions affecting the game" pool. The only question is how far are they willing to go.
Bill, you plain out didn't read what I wrote in this post. I don't do that to you, I ask that you don't do it to me.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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However, if the devs decided that they would create a separate non-trade IO set that they sold via micro-transactions, then I would at least want to see how it affected balance before I said, "no."
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Here's another thing to consider, if a set of non-trade IO sets were made, how would they be handled during a respec?
It is not unheard of to respec a character and no longer have a use for a set of enhancements.
Since those non-trade IO's would no longer be slottable or tradeable the real money investment would be thrown away.
Edit: Hmm, I see I said "to this" when I meant "with this". Sorry about that. I didn't catch that and it does change the way I was saying what I said.
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And the magnitude or degree between a tiny buff and an IO set is what you're ignoring in this argument.
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NO. I. AM. NOT.
EvilGeko wrote earlier in this thread:
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[u]Of course, this would be an order of magnitude more powerful,[u] but I don't think it's so easy to dismiss this idea.
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As I said above, micro-transactions already provide tangible benefits to the PvE game; [u]we're only arguing about the degree that micro-transactions should be allowed to cross the line.[u]
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[u]The point is that this is a matter of degree.[u] The argument that "We only pay for fluff" is false. You can argue that it's not, but the numbers are what they are. Mystic Fortune provides real buffs.
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I have said multiple times in this thread that we're arguing about a matter of degree. In fact, I mentioned this the very first time I posted, it wasn't a refinement of my argument. I stated that this idea is of "an order of magnitude more powerful." I ignored nothing. I haven't even argued that this is a good idea. I've simply stated the truth; the devs have tipped their toes in the "micro-transactions affecting the game" pool. The only question is how far are they willing to go.
Bill, you plain out didn't read what I wrote in this post. I don't do that to you, I ask that you don't do it to me.
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Bad phrasing (and admittedly time between posts) on my part. My apologies.
That said, you're refusing to see, or downplaying, some of the major differences between the little in-game buffs and purchasing an IO set (or more than one.) These tend to define the limits the devs have placed - and which an IO set for sale goes *far* beyond.
In game buffs usually have multiples of the following in combination (not all at once.)
- Are small in degree.
- Are limited by degree or design (jump pack = vertical movement only.)
- Cannot be stacked.
- Have extreme time limits (30 minutes-1 hour between them.)
- Cannot be slotted or enhanced.
- Have an element outside the user's control.
- Have a repeated cost in actual money (jet pack)
- Cannot be traded
- Provide only a minor boost in game.
- May provide a *negative* effect.
- Or have no effect on game mechanics at all.
For instance, the one causing the biggest commotion here is the Mystic Fortune power. Looking at it:
- It cannot be stacked, by the same or different casters (and different casts, IIRC, do not alter the power granted.)
- Has an element outside the user's control (I cannot pick the buff I'm granting,)
- Can provide a negative effect (damage or -tohit.)
- Cannot be traded. It's only on your account.
Or, the jetpack. Hey, great way to avoid taking a travel power, right?
- Costs real money, every 30 days.
- Is not enhanceable.
Or one causing a stink, the upcoming body-change in the Science pack...
- has no effect on game mechanics at all. (Purely cosmetic.)
How about the respec? That provides no advantage in game. It's simply one of *several* ways of getting it - including trials, vet rewards, recipes, and "freespecs." I'd wager it's probably the least-purchased item, given how many free ways there are of getting it.
Now, look at IOs.
- Provide a decided advantage over a character without it.
- Advantages are permanent (until de-slotted, of course.)
- Multiples can be slotted (uniques aside) multiplying those advantages.
- Can be traded in-game.
- Can be sold for in game currency.
- Can alter a character well outside the bounds of standard slotting and "lucky" drops. (See multi-perma doms, def-softcapped Blasters and the like.)
IOs go so far out of the established bounds for purchasable items they're not on the same continent. Entertaining the idea that the devs would be in the *least* bit willing to go anywhere near this is, frankly, ludicrous.
Edit:
Not even:
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However, if the devs decided that they would create a separate non-trade IO set that they sold via micro-transactions, then I would at least want to see how it affected balance before I said, "no."
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The problems with even this idea make me think the only effect it would have on a dev's thinking would be to have them wonder, just for a second, if it were April 1.
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Now, look at IOs.
- Provide a decided advantage over a character without it.
- Advantages are permanent (until de-slotted, of course.)
- Multiples can be slotted (uniques aside) multiplying those advantages.
- Can be traded in-game.
- Can be sold for in game currency.
- Can alter a character well outside the bounds of standard slotting and "lucky" drops. (See multi-perma doms, def-softcapped Blasters and the like.)
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That's only true when you compare a build with a LOT of IOs to one with none.
No individual IO enhancement is that powerful. Let's look at a powerful enhancer, the LoTG +def/+7.5% recharge. Nice buff, but it's a little over a tenth of the boost of Hasten and it requires a slot.
Even a whole set of bonuses provide only marginal benefit. It's when you've stacked them up in large quantities where they get overwhelming.
Now I recognized you edited your post to respond to this, but a non-tradeable set where the benefits were specifically tailored to be useful, but not overpowering (i.e. stay way from +def, +recovery and the like) would be worth looking at before dismissing out of hand IMO.
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That said, you're refusing to see, or downplaying, some of the major differences between the little in-game buffs and purchasing an IO set (or more than one.)
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Again, what I think you're missing in my post is that this is not a black and white issue. I could come up with an IO set that would not be overpowered, but people might enjoy buying. You can control the variables you talk about.
The problem I'm having with your criticism of the idea is that you're not even considering the possibility that there is a middle ground. That's poor form. Especially to use against someone who isn't a regular on these boards like the OP.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I am against any micro transactions in this game.
I will not play games with micro transactions.
Micro transactions give an unfair advantage with people with more money. Sure the game is here to make money on one level, but it is also here so that people can enjoy it and thus money is made. If you are disadvantaging people because of how much money they can put into a game, you are going to drive people away that don't want to be "nickel and dimed" by Micro transactions.
Micro transactions was one of the final nails driven into the coffin for Champions Online - as far as I'm concerned.
The Boosters are one thing. They aren't make or break and they don't give a statistical advantage in the game.
What you are suggesting does offer a statistical advantage.
Also, virtually everything that you can use in game is on sale at the Markets. Rares are rare for a reason - they are rares. Purples are Ultra-Rares - they aren't supposed to be available all the time for everyone...how would they be "ultra-rare" if they were?
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Now I recognized you edited your post to respond to this, but a non-tradeable set where the benefits were specifically tailored to be useful, but not overpowering (i.e. stay way from +def, +recovery and the like) would be worth looking at before dismissing out of hand IMO.
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That said, you're refusing to see, or downplaying, some of the major differences between the little in-game buffs and purchasing an IO set (or more than one.)
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Again, what I think you're missing in my post is that this is not a black and white issue. I could come up with an IO set that would not be overpowered, but people might enjoy buying. You can control the variables you talk about.
The problem I'm having with your criticism of the idea is that you're not even considering the possibility that there is a middle ground. That's poor form. Especially to use against someone who isn't a regular on these boards like the OP.
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I honestly cannot think of a way to create an IO set that would *find* that middle ground between "overpowered" and, say, "too specialized/bonuses too negligible to be worthwhile." And make it worth NC's while to have to deal with either the CS complaints/refund requests, the creation of - to borrow a term from other games - "bound" IOs if trading them would be an issue (which, yes, I think it would be,) and the like.
(Just touching on that - are they allowed to be put in enhancement bins? Unslotted? What happens if you don't have the power any more after a respec and such? How are they handled in regards to levels? Of course, all these have been mentioned during the thread already.)
Still, go ahead and come up with one. I'm honestly curious to see if you could, given a bit of time. Name the price point, too.
About the only way I can see selling "IO packs" would be commons as a sake of "starter convenience," and even then there's the question of how to deliver them, price point, what if the ENH tray isn't empty/they buy more than they need/there's no storage, and in-game trade for INF (and the effect on the market.)
Power questions aside, I really do see it as more hassle than it'd be worth.
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I am against any micro transactions in this game.
I will not play games with micro transactions.
Micro transactions give an unfair advantage with people with more money. Sure the game is here to make money on one level, but it is also here so that people can enjoy it and thus money is made. If you are disadvantaging people because of how much money they can put into a game, you are going to drive people away that don't want to be "nickel and dimed" by Micro transactions.
Micro transactions was one of the final nails driven into the coffin for Champions Online - as far as I'm concerned.
The Boosters are one thing. They aren't make or break and they don't give a statistical advantage in the game.
What you are suggesting does offer a statistical advantage.
Also, virtually everything that you can use in game is on sale at the Markets. Rares are rare for a reason - they are rares. Purples are Ultra-Rares - they aren't supposed to be available all the time for everyone...how would they be "ultra-rare" if they were?
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IMO, this is the real argument that most people are dancing around, but haven't had the courage to own up to it. Personally, I disagree with this argument. Few reasons:
1) Micro-transactions, as contemplated here, give an advantage, but "unfair" is a value judgment. Many things in life give an advantage if you're willing to poor more money into them. Golf, many types of animal and vehicle racing, hell even swimming (there were some great articles during Phelps run about new swimsuits) provide a meaningful advantage to those with more cash.
2) Yes, some people will be "driven-away" by micro-transactions. However, some people with more money than time might be encouraged because they can now translate some of their real-world wealth into the game.
MMO players often seem to think that time is the only "fair" means with which reward folks. I don't think that's very fair. Some folks don't have as much time to put into the game. Were I not a busy manager and professional with a wife and two boys I probably would have many more of the game's rewards (I do OK now though).
However, why is it "unfair" for me to translate my professional success into leveling the playing field with some kid who has no responsibilities and thus has time to amass untold wealth and power in the game.
One of the reasons that I love the market is that it allows me to make a decent sum of inf without farming. Micro-transactions that matter would just provide another choice.
3) Ultimately, other than PvP (which is broken), this really isn't a competition. Yes, I know I just described it as such above, but that was in response to Alt's point. In general, I really don't care what some other guy does. I play for me. I like shinies, not because some other guy doesn't have them, but because I do.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
To have an option like this work, any purchased IO would have to be flagged as non-tradeable so it could never leave the character it was purchased for. As long as that restriction was in place, I wouldn't mind it.
The precedent for me is what they did with respecs. You can get a respec recipe random drop (unless you're an AE baby!), you can earn a respec, or you can buy a respec. But when you buy one you don't get a respec RECIPE that could then be converted to inf.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
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However, why is it "unfair" for me to translate my professional success into leveling the playing field with some kid who has no responsibilities and thus has time to amass untold wealth and power in the game.
One of the reasons that I love the market is that it allows me to make a decent sum of inf without farming. Micro-transactions that matter would just provide another choice.
3) Ultimately, other than PvP (which is broken), this really isn't a competition. Yes, I know I just described it as such above, but that was in response to Alt's point. In general, I really don't care what some other guy does. I play for me. I like shinies, not because some other guy doesn't have them, but because I do.
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I didn't quote your entire post because I hate when people quote a huge wall of text but add only a line or two at the bottom. But I was sorely tempted. Nicely stated. In some ways this is like arguing religious doctrine. I don't think you'll sway any of the anti-microtransaction crowd, but you made your points quite well.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
In the end, it's all about making money. If selling a few IOs can net them in a good salary, than by all means, there's always chance they'd do it.
It's just business.
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own
IO's are gear, they will give the buyer a statistical advantage based on how much cash they can pump into the system. Fully IO'd char for 50$ ewwwww.
I have confidence NCSoft and Paragon MT's will not include Gear or Stat Advantage items.
Temp powers / Customization on the other hand.... not so sure.
They are making a much asked for customization feature only available to Science Booster pack buyers.
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Micro transactions was one of the final nails driven into the coffin for Champions Online - as far as I'm concerned.
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The details of CO MT's is still unknown. Overeact much?
And Booster Packs/Character Slots/Server Transfers/AE Slots are all micro transactions.
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1) Micro-transactions, as contemplated here, give an advantage, but "unfair" is a value judgment. Many things in life give an advantage if you're willing to poor more money into them. Golf, many types of animal and vehicle racing, hell even swimming (there were some great articles during Phelps run about new swimsuits) provide a meaningful advantage to those with more cash.
2) Yes, some people will be "driven-away" by micro-transactions. However, some people with more money than time might be encouraged because they can now translate some of their real-world wealth into the game.
MMO players often seem to think that time is the only "fair" means with which reward folks. I don't think that's very fair. Some folks don't have as much time to put into the game. Were I not a busy manager and professional with a wife and two boys I probably would have many more of the game's rewards (I do OK now though).
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I think this cuts right to the heart of why I dislike this idea so much.
Money is such a huge advantage in the real world. If you are rich, you have more opportunities and options than someone who is poor. Like you said, in so many things in life more money is already an advantage.
I don't want to see CoH turn into one of those things. I LOVE the fact that real-world money can't buy you an advantage in this game (at least not officially, or legally). Let's keep the real world and the virtual world separate.
And if we do this, where do we draw the line? Why not just go all the way and let us buy inf with real money? Or why not let us buy levels? Or how about vet rewards?
That's my question to those of you who've argued in favor of this because we already have things that give us tangible in game benefits. If we're going to use that argument to justify why it's okay to let us buy IOs too, where should the line be drawn? And I don't mean that sarcastically at all, I'd really like to hear your answer.
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That's my question to those of you who've argued in favor of this because we already have things that give us tangible in game benefits. If we're going to use that argument to justify why it's okay to let us buy IOs too, where should the line be drawn? And I don't mean that sarcastically at all, I'd really like to hear your answer.
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To be honest, I don't know. I suspect the answer to that question lies in whether the PvE game is intended to be an achievement exercise. By that I mean whether the devs feel that the 'point' is to amass ever further improvement in your character. If it is so intended, then the line is pretty clear, you should not be able to 'buy' your way to power.
If the devs are flexible on that concept, then I think the line might go up to buying levels. I think that might be the only place that the devs do not budge.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
No
The way i see this working is:
--go to the enhancement buyers guide that has TO, DO, SO, IO, & HO...maybe not purples
--select server, character, and build
--the enhancement screen pops up
--you click on a slot
--select exactly the enhancement you want (it tracks your subtotal)
--slot everything you want & buy
(respecs cause enhancements gained in this fashion to be sent back to the online store where they can only be redeemed by that character and reslotted for free)
this way the enhancements are slotted the second you buy them and you do not have to worry about people selling/trading/RMTing them
this sounds as fool proof as it could get...and is the minimum i would ask for if this were actually done
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Micro transactions was one of the final nails driven into the coffin for Champions Online - as far as I'm concerned.
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The details of CO MT's is still unknown. Overeact much?
And Booster Packs/Character Slots/Server Transfers/AE Slots are all micro transactions.
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No.
With all the other negatives I had chalked up against Champions Online - micro transactions were the last straw.
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Many things in life give an advantage if you're willing to poor more money into them.
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That's exactly why I'm against it in CoX.
If you are for money making you more powerful in a game, you have money to spend to make yourself more powerful.
If I'm going to play a game, it has to be fair for everyone that plays it - and doesn't give an advantage to people that can be more powerful because they have more money to spend on a game.
I'm not a kid btw.
Many kids have more disposable income than adults do. Imagine Pokeman card pack money being spent for micro-transactions in game?
The only people that win with micro-transactions are the people that are getting paid by the fees from micro-transactions.
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The way i see this working is:
--go to the enhancement buyers guide that has TO, DO, SO, IO, & HO...maybe not purples
--select server, character, and build
--the enhancement screen pops up
--you click on a slot
--select exactly the enhancement you want (it tracks your subtotal)
--slot everything you want & buy
(respecs cause enhancements gained in this fashion to be sent back to the online store where they can only be redeemed by that character and reslotted for free)
this way the enhancements are slotted the second you buy them and you do not have to worry about people selling/trading/RMTing them
this sounds as fool proof as it could get...and is the minimum i would ask for if this were actually done
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This is the way I see it working....
Not!
It's never going to happen. Your mommy and daddy can't buy you the power you want. You have to EARN IT! Nothing more needs to be said.
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A benefit for whom? Not for you.
Yes, I know, you're going to trot out the "what helps my teammates helps me" argument. Irrelevant.
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Nonsense. Utter nonsense. Based on this "logic", the devs could sell the ability to give Fortitude. Is that what you're saying?
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So no, your point doesn't stand.
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That's entirely your ill-reasoned opinion. The fact is that these are real, tangible buffs. That they are random only deals with the degree to which we have crossed the line into paying for effectiveness.
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The horse is still safe and secure in its stall. There's an entire world of difference between spoon feeding players IOs which they can use to completely trick out a character, including enough set bonuses to acquire "desirable" effects such as perma-Hasten, and giving players access to a power which randomly grants minor buffs.
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Which is exactly what I said, but in your zeal to be right you ignored the point. The point is that this is a matter of degree. The argument that "We only pay for fluff" is false. You can argue that it's not, but the numbers are what they are. Mystic Fortune provides real buffs.
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That's a wonderfully self-serving observation. It's wrong, of course, but it's very nicely stated.
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Not sure why you felt the need to be nasty other that you're in the mood to be a jerk, but OK.
There's nothing "self-serving" about the statement. That just indicates that you have a poor command of the English language. I've not even stated that I agree with the OP's idea, so it's entirely wrong to suggest that I have a dog in this hunt. My argument is solely against the specious and false idea that all microtransactions are for "fluff". They aren't. That's simply a fact.
Respecs aren't fluff;
Flight powers aren't fluff;
Ally buffs aren't fluff.
They aren't cosmetic. They do things. That the existence of these items undercut your argument is not my problem. They do.
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No, they really don't.
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Think what you like.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.