Borderlands: The Pre-Sequel is now available on Steam!
Borderlands: The Pre-Sequel is now available on Steam!
That's progress, focusing on key areas is good. If you're patient, you might see everything come together in about two years.
The weapons and keys offered little real value, and anyone studying the details would have understood the plan. You could obtain significantly more keys simply by monitoring their social media accounts. The focus shifted from physical items to digital tokens before you even finished a few missions. Also, avoid drawing conclusions without solid evidence; this is just another example of misleading claims. These machines operate solely to provide entertainment with excess cash. The same logic applies to earning rewards through platforms like Steam—people need to use alternative currencies to access premium content. This mirrors the approach used by bosses who drop valuable items, ensuring players must invest resources to compete.
I reached the maximum currency limit well before hitting the level cap. Regarding microtransactions, BL2 already implements them, so it’s no surprise the next title would follow suit. These features aren’t essential and don’t enhance gameplay for those unwilling to spend. Their presence shouldn’t concern anyone who prefers to avoid financial commitments.
How does this impact you? NOTHING. It’s not a free upgrade system that lets you surpass others through spending. Unlike Star Citizen, where spending large sums dominates success, a $1.99 outfit feels unacceptable and discourages participation. Not every DLC delivers value; the Head Hunter packs, for instance, aren’t worth the effort. I didn’t purchase all of them.
The couple I owned came from trading TF2 items since spending only a few dollars was typical. Still, titles like Tiny Tina’s Assault on Dragoon Keep were exceptional—some DLCs rival entire single-player campaigns in other games. Yet, if you’re upset about money being exploited, consider deleting your STEAM account. Valve’s core strategy revolves around monetization, flooding the market with low-cost games to boost sales.
Their business model hinges on extracting revenue through purchases, flooding the STEAM store with cheap titles that can be bought for pennies. This encourages spending on niche or short-lived content, relying on limited “major” releases instead of consistent updates. The system ties badge earnings to spending, and the STEAM ranking system reinforces this cycle.
The idea of a “level” based on money spent is flawed; you can only progress by earning badges through gameplay, not purchases. Spending extra for exclusive items or cards doesn’t unlock full access—it just increases your spending without real benefit. The friend list limits further emphasize this, as people must pay to add more members.
Using the community market as a cover for trading card sales is just another revenue stream. Every transaction involves Valve taking a cut, whether through direct purchases or indirect fees. Selling a card for a few cents barely returns anything, and the tax-like fees are simply another layer of profit extraction.
When you trade cards for minimal amounts, Valve keeps a portion of every sale. A $0.03 card might only net you $0.01, but that’s still a cut. This practice supports their pay-to-play model, encouraging more spending to maximize earnings. Ultimately, the system prioritizes profit over player experience, making it clear this isn’t about fairness—it’s about extracting value.