What? dude, this was my first post in this thread, so I have no idea what are you talking about. Also, I just disagree with the business plan of a certain corporation and I have every right to do so.
I dont like it, not one bit. Id rather earn RTP and just accumulate it and then go into some store that has all the mods, weapons, trinkets etc. and then just buy items based on how much i have grinded. I dont care if some cost and arm and a leg and take ages to farm, its certainly better then playing lottery with the RNG gods and getting the augmented socks for the 95th time in a row. Farming at least assures me that at the end of the effort i will have not been duped by a randomized box. Just make it that way and then add the loot boxes on top of that, then the purpose of the boxes would be a potential to get high end gear the fast way, but you risk it cause its a RNG gamble. So you then are left with two options, farm like a mofo and get the stuff you want or gamble your RTP away in hopes of a quick win, i think this way its fair for everyone.
I'm wondering how not having any anti tank weapons for most players the first few days or week of game play is going to effect the game. Rhinos and Trukks can hang it up, Wave Serpent will be eating Ork and Astartes Mobile spawns alive with Orks and Astartes having really no method of countering the AV capability of every single Eldar MS.
It feels like the reason for rewardboxes is, that there aren't just that many things, and rewardboxes stretch out the time you need to get everything. It also kinda obstructs what is available...
This goes for support classes too, you have the Apothecary getting the boltgun at rank 1 while Warlock/Sorc dont get their offensive powers till like rank 3-4, thats endgame right there, they dont get their offensive powers till the endgame... This means that the already most populated faction will wipe the floor with the other factions for a month or more till the other races actually unlock the potential of their support classes.
Given the 20k pricing on basic weapons bases, the climb to get started is pretty steep, and I'm a bit worried we're still looking at an accelerated rate compared to release in terms of token appreciation. I think it would help a lot if we got an idea what each variety of 'reward box' contained, and if perhaps not every reward box contained every option. Like, if the 1k and 5k boxes contained weapons mods, the 5k and 10k boxes contained skins, the 10k and 20k contained 20k-costing weapons bases, and the 20k and 40k boxes contained 40k-costing weapons bases. Controlled risk is more fun than just throwing dice at the wall, that's why people play DnD. And the element of duplicates- If you have to grind up a value, that is dependent on your performance, and then spend your progression currency that you've earned on something that turns out not to progress your character- even if you can trade it in- that's a negative experience, where at least to some extent your playtime is going down the drain to RNG. Random rewards work in something like TF2 because you're not spending currency on them and can't do much optimization of when they turn up, so it doesn't feel like you've just blown multiple matches worth of effort on something because there's no mentality of 'earning' the thing through your level of activity. Here though, there is the concept of 'working' for it, especially when there are multiple tiers of boxes that require more effort to obtain.