Battleborn Getting Microtransactions, Here's When and How Much They Cost


Recommended Posts

Quote

 

Soon you will be able to buy skins and taunts, but they won't affect gameplay.

Last updated by Eddie Makuch on June 14, 2016

 

Microtransactions are coming to Battleborn, 2K Games has announced. Starting on June 16, players will be able to buy taunts and skins across PlayStation 4, Xbox One, and PC, the publisher said in a blog post this week.

These are cosmetic items; they do not affect gameplay in any way, though 2K warned that they "may make your teammates and opponents incredibly jealous." Battleborn already has taunts and skins that you can unlock through normal progress, while the game's upcoming DLC will also add more of these.

 

2K also teased that it is looking at "convenient ways" for players to add more bank spaces and loadouts, and new methods to boost their XP and credit payout. However, whatever is added will not affect gameplay, the publisher stressed. There is no timetable yet for when these features might be introduced, but you can leave feedback for 2K in the game's forums.

Here is how much Battleborn's microtransactions will cost:

 

$1.99 for 230 Platinum

$4.99 for 700 Platinum

$9.99 for 1625 Platinum

$19.99 for 3500 Platinum

$49.99 for 9300 Platinum

 

Continues...

 

-----

 

Oh Randy :no:

Patching in MTs after release is incredibly scummy. It's just to avoid it being mentioned in reviews.

 

Randy is one of the most untrustworthy guys in the industry.

Just now, Audioboxer said:

Patching in MTs after release is incredibly scummy. It's just to avoid it being mentioned in reviews.

 

Randy is one of the most untrustworthy guys in the industry.

That and during E3 week, where it will be in amongst the avalanche of news :no:

  • Like 1

I may have missed something here, but if the micro transactions don't make a difference to gameplay, is it really a big issue?

  • Like 1
11 minutes ago, dipsylalapo said:

I may have missed something here, but if the micro transactions don't make a difference to gameplay, is it really a big issue?

A lot of people do not believe it is very "ethical" that $60 games should include micro-transactions. Especially when they use bait and switch tactics like Battleborn has when reviews have been completed, or like with Overwatch where they are very similar to gambling.

  • Like 1
1 minute ago, Andrew said:

A lot of people do not believe it is very "ethical" that $60 games should include micro-transactions. Especially when they use bait and switch tactics like Battleborn has when reviews have been completed, or like with Overwatch where they are very similar to gambling.

Hmm okay. For me, I don't really mind micro transactions if it's just cosmetic stuff. I paid $60 for the game and gamplay, being able to change the colour of my outfit. I really couldn't care less about. That's just me. :)

5 minutes ago, dipsylalapo said:

Hmm okay. For me, I don't really mind micro transactions if it's just cosmetic stuff. I paid $60 for the game and gamplay, being able to change the colour of my outfit. I really couldn't care less about. That's just me. :)

I can see both sides of the coin, because I have the will power to avoid them too. However, I don't think it's right to include them, as it is designed to make you "jealous" and spend extra. Further, the unlock/progress system is always impacted if you can buy the items in game with real money and virtual game currencies. Your progress, drop rate, item quality etc is always slowed or negatively impacted with micro-transactions, because they are banking on the psychology of you becoming impatient and buying them instead.

This was planned from the beginning, so yeah, guess Randy Pitchford's not even trying to hide his charlatanism now. Shame, I used to like him because of Borderlands. I'm just gonna leave this video here; it might make some of you feel better...

 

 

I'm not trolling when I ask this. Does anyone even play Battleborn anymore? It did okay the first few days it came out and then from what I've seen most people quickly got bored with the game because it's very repetitive.

 

I mean obviously there are some people who enjoy it a lot but...?

10 hours ago, trag3dy said:

I'm not trolling when I ask this. Does anyone even play Battleborn anymore? It did okay the first few days it came out and then from what I've seen most people quickly got bored with the game because it's very repetitive.

 

I mean obviously there are some people who enjoy it a lot but...?

The game has all but died. I think peak numbers hover around 1K on Steam.

10 hours ago, trag3dy said:

I'm not trolling when I ask this. Does anyone even play Battleborn anymore? It did okay the first few days it came out and then from what I've seen most people quickly got bored with the game because it's very repetitive.

 

I mean obviously there are some people who enjoy it a lot but...?

Let's put it this way: There are more people "playing" a piece of graphics card overclocking software on Steam than Battleborn...

 

...and just because I've been reminded of this in the comments, I'm gonna post it:

 

  • Like 2

Usage numbers tanking might be why they're adding MT now, you have to think if sales/usage was strong like at the start they'd have less need to.   I'm really tired of this f2p mobile trend console and PC titles are on.  Sure it's fine for mobile, I could care less on my smartphone but come on guys.    I'm also tired of this MP/Co-op/online only trend to, ala division and titanfall and so on.   I'm going to hold on to my love of SP narrative driven AAA games till i'm old and crusty and ready to die.   Screw this MP online loving trend as well, kill it with fire I say!

On 6/15/2016 at 8:56 AM, Andrew said:

However, I don't think it's right to include them, as it is designed to make you "jealous" and spend extra. ... The game has all but died. I think peak numbers hover around 1K on Steam.

I agree that most MTX options are closer to evil than they are consumer demand.

 

However, if it comes to a nearly dead game, releasing non-gameplay related MTXs, all I can really think is that a fool and his money are soon parted...

The MTXs may exist bc of the game's poor state. I don't blame the crew behind Battleborn for trying to recover their (poor) investment. Expected behavior.

  • 3 months later...
34 minutes ago, Andrew said:

Supposedly Gearbox wanted to go F2P from the start, but 2K forced them to go "buy to play".

Won't surprise me in the slightest if that's true. It's always the publishers that get greedy and screw it up (like with Deus Ex Mankind Divided; Square Enix forcing Eidos at the last minute to shove in microtransactions and an F2P-like game mode).

48 minutes ago, Andrew said:

Latest is the game is going F2P in a "number of months", according to Kotaku's source. Supposedly Gearbox wanted to go F2P from the start, but 2K forced them to go "buy to play".

I honestly still haven't even given the game a look, after Borderlands 3 I washed my hands of it all.  Is it worth trying if it does go F2P?

14 hours ago, LostCat said:

I honestly still haven't even given the game a look, after Borderlands 3 I washed my hands of it all.  Is it worth trying if it does go F2P?

Definitely. It has some issues, but nothing that other games don't suffer. It is the decisions outside of the actual game which have hurt it most.

 

Randy tweeted shortly after Kotaku's article:

 

Which he later elaborated on to say a trial version is possible:

 

Gearbox denies rumor that Battleborn is going free to play, but says a "trial version" is planned

Well, I'm sure the several hundred people that are still playing it will be pleased when the trial version comes out. I'll give it a try when it's out. They've probably left it too late, though, as Paladins is set to suck up most of the F2P Overwatch crowd.

 

Something else worth mentioning...

Has Randy never heard of World of Warcraft or StarCraft II? They are Blizzard games, so maybe he's pretending they don't exist. I'm pretty sure Killzone 3 and Uncharted 3 on the PS3 did this, too, with the multiplayer side of the games.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • A 13 billion year old secret about our Universe's origin was revealed by Sayan Sen Image by Pascal Küffer via Pexels Researchers at the Max-Planck-Institut für Kernphysik (MPIK) in Heidelberg had recreated a key chemical reaction from the early universe, producing results that could change scientists' understanding of how the first stars formed. The study focused on the helium hydride ion (HeH⁺), which is widely regarded as the first molecule to form in the universe. Scientists believe HeH⁺ appeared around 380,000 years after the Big Bang, when the universe had cooled enough for electrons and atomic nuclei to combine into neutral atoms in a period known as recombination. This marked the beginning of chemistry in the cosmos. Immediately after the Big Bang about 13.8 billion years ago, the universe was extremely hot and dense. As it expanded and cooled, hydrogen and helium became the dominant elements. Once neutral helium atoms formed, they could react with ionised hydrogen nuclei, or protons, to create helium hydride ions. Although simple in structure, HeH⁺ played an important role in the young universe. It was the first step in a chain of reactions that eventually produced molecular hydrogen (H₂), a molecule made up of two hydrogen atoms and now the most abundant molecule in the universe. Molecular hydrogen later became a key ingredient in the formation of the first stars. At the time, the universe had entered a phase often called the cosmological "dark age." Matter had become transparent to light following recombination, but there were still no stars or galaxies producing visible light. Several hundred million years would pass before the first stars appeared. For those first stars to form, large clouds of gas had to collapse under their own gravity. To do that, the gas needed to cool by releasing energy. While hydrogen atoms can help with this process at high temperatures, they become less effective below about 10,000 degrees Celsius. Molecules can continue the cooling process by releasing energy through rotational and vibrational motions. Scientists have long considered HeH⁺ a potentially important coolant because of its comparatively large dipole moment, a property that describes how electric charge is distributed within a molecule and allows it to release energy efficiently. The amount of helium hydride present in the early universe may therefore have influenced how easily the first stars could form. At the same time, HeH⁺ was constantly being destroyed. Under primordial conditions, its main destruction mechanisms were recombination with free electrons and chemical reactions with hydrogen atoms. These reactions ultimately helped produce molecular hydrogen, linking the formation and destruction of HeH⁺ to the chemistry that shaped the early universe. For many years, theoretical studies suggested that reactions between HeH⁺ and hydrogen atoms would become much slower at low temperatures. Scientists believed there was an energy barrier along the reaction pathway that reduced the chances of the reaction taking place in the cold conditions of the early universe. The new study suggests otherwise. To investigate the process, researchers recreated a closely related reaction using deuterium, a naturally occurring isotope of hydrogen that contains one proton and one neutron in its nucleus. When HeH⁺ collides with deuterium, it forms an HD⁺ ion and a neutral helium atom. This allows scientists to study the reaction in a controlled way while closely mimicking the behaviour of the original reaction involving hydrogen. The experiments were carried out at the Cryogenic Storage Ring (CSR) at MPIK, a specialised facility designed to recreate conditions similar to those found in space. Researchers stored HeH⁺ ions in the 35-metre storage ring for up to 60 seconds at temperatures just a few kelvins above absolute zero and merged them with a beam of neutral deuterium atoms. By adjusting the speeds of the two particle beams, the team measured how the reaction rate changed with collision energy, which is directly related to temperature. The researchers found that the reaction rate remains almost constant as temperatures decrease. In other words, the reaction does not slow down at low temperatures as earlier models predicted. “Previous theories predicted a significant decrease in the reaction probability at low temperatures, but we were unable to verify this in either the experiment or new theoretical calculations by our colleagues,” explained Dr Holger Kreckel of MPIK. “The reactions of HeH⁺ with neutral hydrogen and deuterium therefore appear to have been far more important for chemistry in the early universe than previously assumed,” he continued. According to the researchers, the reaction appears to be barrierless, meaning there is no energy obstacle preventing it from taking place efficiently even at very low temperatures. The findings support recent theoretical work led by physicist Yohann Scribano, whose group identified an error in a widely used potential energy surface, a mathematical model used to describe how the energy of a system changes during a chemical reaction. The error appears to have caused previous studies to significantly underestimate reaction rates under primordial conditions. The new calculations closely match the experimental results. Together, they suggest that helium chemistry in the early universe may need to be re-evaluated. Because molecules such as HeH⁺ and molecular hydrogen played an important role in cooling primordial gas clouds, the findings could help scientists build more accurate models of how the first stars formed. By showing that helium hydride was likely destroyed more efficiently than previously thought, the study offers new insight into the chemical processes that shaped the universe during its earliest stages and helped set the conditions for the emergence of the first stars. Source: Max-Planck Institute, EDP Sciences This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • "What an interesting smell you've discovered"
    • It could EASILY be 70 for the base game BUT + lots of FOMO to make it up to 100-120, like a few days Early Access, online money, pre-order bonus cars, weapons, missions, clothing, avatars or profile stuff, etc... And still WAY TOO MANY people would buy those and make Rockstar insane money.
    • Just to understand: your solution to getting rid of an online password manager is...another online password manager?
    • Cjam 2.5.0.0 by Razvan Serea Cjam is a lightweight and fast MP3 editor for Windows that lets you cut, join, and edit MP3 files without re-encoding. This means your audio quality remains untouched, and edits happen instantly. Cjam is ideal for quick, lossless edits—whether you're trimming music, combining tracks, or preparing audio for learning tools or podcasts. It features batch processing, scripting support, cue and playlist file handling, and a simple interface. Cjam is perfect for anyone who needs efficient MP3 editing without the complexity of full audio suites. Cjam requires a PC running Windows 10 or later and Microsoft .NET 6.0 or later. Key features for Cjam: No Re-encoding: Edit MP3 files without losing quality. Cut and Join MP3: Easily cut, trim, and combine MP3 tracks. Batch Processing: Edit multiple files at once for faster workflows. Scriptable Interface: Automate tasks with a custom command language. Cue and Playlist Support: Handle CUE and playlist files for seamless audio management. Fast and Lightweight: Quick processing with minimal system resources. Lossless Audio Editing: Ensure your edits don't affect audio quality. Simple User Interface: Clean, intuitive design for easy navigation. File Format Support: Works with MP3, Cjam-specific file formats (CJAMC, CJAMJ, CJAM). Cjam 2.5.0.0 changelog: Added clipboard-based import/export support for mp3DirectCut Added clipboard-based export support for REAPER Added support for naming IMP3 elements Changed the Reset behavior to preserve Undo/Redo history; use Shift key + Reset button to clear it Added a new command parameter (qcp) Added 8 new entries to lang.txt (main_c124-126, main_d150-151, main_m082, vme_c014, vme_d005) Fixed a bug where the il parameter was incorrectly applied when pasting VMP3s into the main list Fixed several other minor bugs Download: Cjam 2.5.0.0 | 1.4 MB (Freeware) Links: Cjam Home Page | Cjam Manual | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
  • Recent Achievements

    • Dedicated
      JuvenileDelinquent earned a badge
      Dedicated
    • First Post
      DrWankel earned a badge
      First Post
    • Reacting Well
      DrWankel earned a badge
      Reacting Well
    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
    • Week One Done
      Genuinetonerink- Dubai earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      504
    2. 2
      +Edouard
      163
    3. 3
      PsYcHoKiLLa
      91
    4. 4
      Steven P.
      75
    5. 5
      Michael Scrip
      72
  • Tell a friend

    Love Neowin? Tell a friend!