I’m just going to harp back to Warframe again.
That game has materials, and a restricted trade system (ie: you can’t trade parts, only blueprints for specific items). It also has approximate tiers of materials.
The priciest gear needs 6-12 rare materials. These are dropped in quantities of 1, and I find you tend to get 1-3 of them per 20-30 minutes of farming. Or you can buy them for 10-20 plat a pop in most (but not all) cases.
So, a rare item needing 10 Orokin Cells basically works out at 3 hours 20 grinding bosses, £4.00 cash, or something in between. Plus an additional 72 hours / £1.50 build time, plus the less-rare components it needs to build.
Monetisation scheme here is simple - £5.00 for high-end gear isn’t that expensive, but 50p to save myself having to run a boss another 2-3 times is great value!
Now look at Star Conflict. End content requires hundreds of monocrystals, which are dropped at a pitiful rate. How long does it take to get enough for a T6 ship? A lot longer than 3 hours 20! How much does it cost to skip the grind? Enough to buy a AAA game and some overpriced DLC.
It’s bad business, and why so many people cry “pay to win!”. It’s not that they can’t EVER get the content without paying; it’s that they will quit before they get that far, meaning the content may as well be pay-locked.
These games work best when players are paying for convenience, and paying for convenience works best when we set the rate of pay. That means the iTunes pricing method - transactions of under £1.00 should be the norm. Instead. we’re asked to fork over £100 for parts to build a ship, then £200 to transfer elite synergy to free synergy to level it, then £80 to give it Mk III gear, then another £80 to get to Mk V…
Every single transaction in this game has at least one zero too many.