Reposting because It's an interesting discussion.
also i dunno what's hard to understand, i don't like manipulative systems that exploit players. i mean, you're gonna get a chest drop, then start thinking is it worth it to wait for the key shards or whatever or should i just buy one from the shop. maybe not you, but me and a lot of other ppl will and that's how this shit works. it's created a problem for me that they offer a quick and easy solution to that costs money. and it's gambling, so you might not even get something that's worth anything.
i don't like it, i don't think the current system is perfect or anything, but it sure didn't have this new gambling thing i don't like
i'll save final judgement/whatever for when rito releases actual information on like drop rates and crap, but my initial reaction is the usual yuck at this things
And this is the crux of it. They're dangling the chest or key parts in front of your face, saying 'Look at this! It's a mystery box with brand new shiny things! You want to open it, don't you?'. There are people that have little self control and just want to immediately unlock it. This kind of system preys on that person. There are people that feel enjoyment when 'gambling' on a pack of cards, a chest like this, or pulling a lever. This system preys on that.
And Zky is right. Feeling 'exploited' or 'icky' about the system is a natural reaction to knowing how these types of systems work. I play Destiny a whole lot, it's the same damn thing in that. And that's what Riot is sorta chasing, the 'loot' aspect, the final cog of the machine. DotA has done it, with drops here and there or buyable versions, or purchasable 'mystery boxes'. It's pulling a lever in a slot machine, just digitized.
And I dunno why people are picking on Zky over seeing this as negative, seeing as I'm right here nitpicking on their intentions behind this shitty system.
Tell that to the behavioural psychologists and economists that are often behind these kinds of systems. Their goal first and foremost is to maximize the chances of exploiting them dolphins and whales (aside: hurray for casino lingo finding its way into game design!
) and not do charity work, which is obviously a given since Riot's a buisiness anyway.
I can see the advantages of "free stuff", but design-wise I'm well aware of the intention to prey upon a particular user demographic, which means that the users that enjoy cool stuff for free are being subsidized by users psychologically exploited into paying money for stuff they might not have acquired otherwise.
There are hundreds of studies on stuff like that. Behavioral consultants are hired by, among others, video game companies hire to inform them on how to create systems to keep a player pressing the button for cheese. Whether it's World of Warcraft, Diablo, Destiny, Vegas Casinos, Claw Machines, Gacha machines, or what have you, all of these utilize a system that encourages customers to keep interacting with it. Whether it's the flashing lights and sound of a slot machine or opening a mystery skin and getting neat little graphics and sounds in League, or the color grading system of equipment in Diablo or WoW, all of these systems come together to prod the customer to keep playing.
DotA has done this for a while. Whether it's the Compendium, the buyable chests, or the loot drops, it enforces the playing of a game outside of the game itself. Yeah, League is fun to play, but what if we added Mystery Chests that can contain shiny new looks or ability graphics eh? And we'll give you some free Chests to get that feedback loop started, to get you excited for it. And then we'll pull the wool over your eyes and stop offering free Mystery Chests but they're purchasable over here for a measly 250 RP. You want to open the Mystery Chest, don't you?
...What happens is that playing the game stops being about the game itself, and it starts being about opening the chests or working towards the next key. Towards the next pull of the lever.
It's disgusting, quite frankly.
If you want to learn more about how these systems work, watch this video from Gamespot, it's about Destiny, but it talks about the background of systems like the one League is about to introduce-
https://www.youtube.com/watch?v=g79dWuqXe5o
If League was a $60 retail game I would be upset at this system. Seeing as how it's a F2P game and an old gimmick at that I don't really get the outrage. Yes some people have gambling addiction issues and that's understandable but that shouldn't mean a new system shouldn't be implemented.
Feel pretty neutral about the whole thing.
The thing is, these systems are tailored to create these addictions. That's the scary part.
The mice that learned to press the button for cheese learned how to press the button. And then they pressed it over and over and over and over again despite having no previous inclination to do so. If they implement this system the way they said-Chests as drops here and there, key fragments you build up, it'll create that same loop. Play until you finish a key, open the chest. Rinse and repeat. Especially if they sale chests but you still have to build keys. Instead of pressing the button, you play the game to get this piece of key to open the chest and hope you get a new shiny.
It's a reality of how these systems work.