PlayerUnknown’s Battlegrounds is getting rid of locked lockboxes altogether

We suppose that makes them unlockboxes

    
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Planet of hates.

The process of getting crates in PlayerUnknown’s Battlegrounds is not necessarily all that rewarding. You pay your hard-earned BP to get a crate, and it may randomly be a locked crate, requiring a separate purchase of a key. There’s also a feeling of not getting much out of the crates whether they are or aren’t unlocked. So the upcoming changes to crates are designed to address those problems, starting with the removal of locked crates from the drop tables altogether; keys can still be purchased only by players who retain locked crates in their inventories.

This goes hand-in-hand with adjusting the drop rates for items to make opening crates still feel valuable and rewarding while keeping the rare rewards still unlikely to obtain. Players will most likely notice that weapon skins show up more often and are of an overall higher quality, but the overall rarity of high-tier items should be preserved. It’s a set of changes that will be rolled out in phases, with locked crates not gone altogether until December 18th, but we would imagine players will be happy that the change is happening at all.

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Schlag Sweetleaf

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Richard de Leon III

Fine with me personally. I think its just better for most games to just charge a sub fee for online play. If subs arent enough to support the game, just give incentives until it does. I think lockboxes would be an ok reward for a subber, and only a subber can get em and either use the item or sell em to other players.

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Arktouros

Subscriptions are a pretty bad deal all around and are generally considered good only by comparison to the predatory monetization that generally tends to be the alternative.

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Richard de Leon III

But the only other option would be free, which is unsustainable, or buy to play/DLC which for all intents and purposes is just a sub deferred to when content is released. I choose something that gives incentive to the developers to keep an online game alive over the long term without the pitfalls of unrestricted cash shop idiocy.

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Arktouros

There’s a variety of monetization methods really.

“A sub deferred” isn’t really accurate. The primary issue with subscriptions is they present an immense roadblock to re-entry for people. Like if I want to go back and check out subscription game, I have to drop that $15 just to even log in. I can’t tell you the number of times I dropped $15 on EVE only to play for a week and realized exactly why I quit the last time. I just don’t do it anymore. If I have to resub to access a game I also already paid a box price for it’s just not going to happen.

Personally I’ve become a pretty big fan of the season pass model in it’s various forms. For example in Path of Exile I don’t always buy a season package cause I might only play a week, but if I’m going to play for a while and I like the cosmetics I’ll drop that $30 or $60. Just the same I might miss this next season of Destiny 2, but if I want I can still log in, access the content I’ve paid for and check Xur’s shop but maybe not drop the extra for the Season Pass cause I’ll be busy playing War3 Reforged or POE 3.9 etc.

Subscriptions are really hard to justify in the age of subscription services. By that I mean things like video services (Netflix, Prime, Hulu, etc) and the burgeoning game subscription services (Stadia, that new Xbox one, and assuredly more to come). That’s a lot of value for a lot of product for that subscription price that an ongoing subscription to a single game you already paid for is really challenging to justify by comparison.