How do you think Hoyo could shed their image of "greediness"?
I feel like the recent [Columbina ad](https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fsaw-this-in-akihabara-station-in-tokyo-today-v0-be843nngxwcg1.jpeg%3Fwidth%3D1080%26crop%3Dsmart%26auto%3Dwebp%26s%3Dcf89c8bbdb53f9b609e6df6b75b6dda2c77f9101) at the Akihabara train station in Japan makes me wonder why they only put the redeem codes that contains no primogems in public, where usually ads for major characters in gacha games would usually come with "xxx free rolls" promotions or something like that so more players would like to try your game, or satisfy the fans who have been playing your game for a long time.
And now it seems like the "greedy" image for the company would increase with the addition of Miliastra outfit gacha. I wonder what could the company do to reduce this image without ruining their bottom dollar, since the image of hoyo, at least in my country, is "greedy as hell compared to other gacha game companies", most likely due to the lack of giving free rolls or primos when compared to other gacha games.
And now it seems like the "greedy" image for the company would increase with the addition of Miliastra outfit gacha. I wonder what could the company do to reduce this image without ruining their bottom dollar, since the image of hoyo, at least in my country, is "greedy as hell compared to other gacha game companies", most likely due to the lack of giving free rolls or primos when compared to other gacha games.
Commentaires
> like saying the fans would just eat up whatever the company's offering without much complaining.
Helpful in any way?
And that aside, eating up whatever shit the company spits out is kind of the definition of being a fan.
Regardless all companies by design are inherently greedy. Asking how to run PR for a company is just something online people do because they for some reason care what random nobodies on the internet think of them.
Granblue gives out hundreds of free rolls because 99% of what comes out of the gacha is absolutely worthless.
The 20 pulls you get in Genshin for Lantern Rite can be used whenever with no consequence to you. If you landed on 100 pulls on a 3% banner in GBF you either use it and hope the banner has something useful, or its gone forever. If you did 299 pulls on a GBF banner and just couldnt get that last pull in time before banner ends, every single one of those pulls is now wasted. In Genshin if you do 75 pulls on Columbina's banner you are still at soft pity for Zibai's.
Setting aside how stupid it is to try and prove a gacha company isn't greedy. It concerns me greatly that there are *still* people who just look at the amount of pulls given in a vacuum without any deeper thought. The only gachas I have ever played that were truly "generous" were Dragalia Lost and SaGa and you'll never guess what happened to both, because by nature a successful gacha requires them to scam you just like every other casino in existence.
But are there any ways for a game to be successful but also be generous?
If what you were saying was true then the gbf subreddit wouldnt have been having meltdown for months over KMR2's handling of the game.
These are the same arguments that were made about the first anni and they werent true then and they arent true now.
We can look at HSR and see they give more pulls and the players there are also not happy with their gacha. Umamusume gives out more pulls, the players there also complain about the gacha.
Ultimately gifts do not make a company "less greedy" the gacha inherently is greedy in order for the gacha to not be greedy it would have to be not profitable and if its not profitable the game goes under.
Gacha affects every part of the game, down to story and exploration.
Being a gacha dev means you care more about money than the integrity of *your entire game*.
If you monetize your game with gacha, your priority is money. End of story. I don't care for your excuses.
Again, if you monetize your game with gacha, then literally every part of the game has to be warped to accommodate that. Story needs to accommodate your constant stream of new products, which also limits the time you can spend on developing any individual character. And of course, it goes without saying that all the power you're selling in gacha affects combat balancing.
But even if we ignore that, even just at the most basic, fundamental level, Project Moon still fails the test: "Can you offer an honest, simple price for your product". Gacha would be an automatic fail anyways, but even beyond that, looking at Limbus company, Project Moon still uses the industry standard scummy dishonest monetization tactics.
For example, instead of just selling pulls directly for real world currency, PM requires converting real money into premium currency, which then translates to pulls via weird intermediate conversion ratios. This is a industry standard tactic to confuse consumers and increase spend. Once you've made the decision to spend, you also can't just buy the exact amount of premium currency you need. Another industry standard scummy monetization tactic: Forcing you to buy currency in fixed bundles, which are all sized to leave you with a little leftover currency, or leave you just short of a bigger purchase, which push the purchaser to either buy something else in the future so that they don't waste anything, or to buy a bigger bundle (come on, you're just 100 gems short of a 10pull, just buy the next pack up).
You don't get to use all the typical scummy industry monetization techniques, then turn around and pretend like you don't care about money.
All these posts boil down to is someone being upset they can't get something they want in a game.