What we have been told:
Each base account will be granted 3 Souls on the server of their choice. Accounts can have souls on multiple servers, but beyond the initial 3 they must be purchased with Soul Packs.
These Soulpacks will can contain random unique souls, or ones with more previous lives. Here is Caspien explaining how lives are the equivalent of levels in CoE
Now keep in mind that getting a 2-3 life headstart is like getting a 2-3 YEAR headstart since each life is supposed to last roughly 12 months in real time.
What isn’t a soul? A way to make the game seem fair. In addition to the aforementioned, the soul brings with it a degree of randomness, as not all souls are created equal. Some have experienced more past lives, making them inherently more powerfulhttps://chroniclesofelyria.gamepedia.com/Souls
Caspien explaining why lootbox soul packs are not P2W:
Sounds just like a lootbox to me. You buy soul packs that come with a lot of "whites", with the chance of getting green, blue or purple souls. Those souls may or may not match the skills you are interested in for your character. Simply swap out Soul Pack for Llamas from Fortnite and "Soul Types" for "Weapons"
So perhaps we should not get stuck on the definition of "winning" and stick to Pay for Advantage. In this case the advantage is a multi-year headstart in terms of the "level" of your character
So my question is 2-fold:
1. Are these Soul Packs actually the CoE equivalent of Lootboxes AKA Gambling Boxes?
2. Is the ability to buy countless lootboxes to get an advanced soul that is years ahead of the average one a big advantage paid for by real cash?
3. If so, does this fly in the face of prior statements about not going with Publishers because they wanted him to implement lootboxes? (see quote from State of Studio below) However, as we reached the end of 2017 it became clear publishers were disinclined to take the risk on an innovative game such as Chronicles of Elyria without changing our intended vision. Some publishers wanted micro-transactions, loot crates, or other features that prioritize revenue over player experience. None of these options are in the best interest of our vision or players.
To me it's simple:
1. Are these Soul Packs actually the CoE equivalent of Lootboxes AKA Gambling Boxes? Yes... blatantly so. Except instead of equipment it's more powerful characters that you randomly receive
2. Is the ability to buy countless lootboxes to get an advanced soul that is years ahead of the average one a big advantage paid for by real cash? Indisputably. As Caspien even says above:
not all souls are created equal. Some have experienced more past lives, making them inherently more powerful
3. If so, does this fly in the face of prior statements about not going with Publishers because they wanted him to implement lootboxes? (see quote from State of Studio below) Absolutely. They are monetizing random (gambling) packs that contain in game advantages and "unique" souls... Some might say that using these packs to allow people a multi-year headstart is a lot worse than allowing them a chance to collect stronger weapons or armor...
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