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7/12/2025, 5:51:35 PM
>>530936430
>omg person did hard content with shit characters
Common in all hoyo games because a large proportion of strength can be acquired through idyllic equipment substats. These substats require an unbelievable amount of stamina to farm and the whale meta is actually to vertically invest in strong characters so that viewer characters need to be farmed in this way.
Crazy people spend real money refreshing stamina every day to get stronger than you and can pass it off as just having good luck with drops. Skill is never the deciding issue.
>omg person did hard content with shit characters
Common in all hoyo games because a large proportion of strength can be acquired through idyllic equipment substats. These substats require an unbelievable amount of stamina to farm and the whale meta is actually to vertically invest in strong characters so that viewer characters need to be farmed in this way.
Crazy people spend real money refreshing stamina every day to get stronger than you and can pass it off as just having good luck with drops. Skill is never the deciding issue.
7/3/2025, 9:52:51 AM
6/17/2025, 4:31:30 PM
6/16/2025, 2:17:54 AM
>>527578113
in a similar vane to MMO's these gacha games are largely just a digital toy that you can fiddle with for as long or as brief as you wish, with incentives to return to it for very short periods of time regularly to retain it's place in your mind and therefore make you consider spending on it.
Also like MMO's the difficulty is tilted to the very casual audience unless you dive specifically into the highest difficulty content, at which point the difficulty scales so high as you fundamentally require cheating in some form. In MMO's people use add-ons in improve performance or automate certain mechanics, with add-ons being required by all raid groups in WoW and every World First in FF14 recently having been exposed for using them even though they are against Terms of Service. This is also layered on top of a culture of optimization from a numerical standpoint, which it shares with Gacha.
In Gacha however this takes the form of number crunching *and* spending, with effectively the entire "point" of the game being the community banding together to determine the most cost effective solution to the problem rather than the actual execution.
in a similar vane to MMO's these gacha games are largely just a digital toy that you can fiddle with for as long or as brief as you wish, with incentives to return to it for very short periods of time regularly to retain it's place in your mind and therefore make you consider spending on it.
Also like MMO's the difficulty is tilted to the very casual audience unless you dive specifically into the highest difficulty content, at which point the difficulty scales so high as you fundamentally require cheating in some form. In MMO's people use add-ons in improve performance or automate certain mechanics, with add-ons being required by all raid groups in WoW and every World First in FF14 recently having been exposed for using them even though they are against Terms of Service. This is also layered on top of a culture of optimization from a numerical standpoint, which it shares with Gacha.
In Gacha however this takes the form of number crunching *and* spending, with effectively the entire "point" of the game being the community banding together to determine the most cost effective solution to the problem rather than the actual execution.
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