Home

 › 

Articles

 › 

Star Wars: Battlefront II Players Gaming Economy System

Star Wars: Battlefront II Players Gaming Economy System

What good is a game if you can’t mess with it somehow by tying your controller up with rubber bands? This news takes me back to grinding Gold Saucer battles in Final Fantasy VII . Anyway, here we are again with something bad happening due to the economic systems in Star Wars: Battlefront II . This time, it’s something affecting the general online experience as a result of the real money microtransactions being removed. What?

Basically, the real money purchases were designed, as one would expect, to reduce the time needed for players to open one loot crate after another. Now it’s all through the in-game currency, with the grind to earn enough to open a single crate pretty substantial. So now you have all these players who probably would have been money-droppers, combined with the frustrated fans who want to play the game but don’t want to sit and grind out thousands of matches with hopes of competing. Enter the rubber band method.

The game rewards you with credits, at a bare minimum, for participating. The rewards are higher for doing well and contributing to objectives, but less skilled players will still get a few hundred credits for playing. So now, players are affixing rubber bands to their controllers, making their characters do the bare minimum of running around in order to get those minimum rewards without having to actually play. This is of course throwing off team balance in matches and is starting to become a noticeable problem. Whoops!

Source: Polygon

To top