\"Not pei-tu-veen, but close\" - what they say about Diablo Immortal monetization

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Diablo Immortal has launched, the first installment in the series' history to be created with a focus on phones and freetoplay.
Freeplay comes in many forms, so many people are wondering how much monetization is screwed in Immortal.
Apparently, technically victory is not sold for money, but the game is getting dangerously close to that line.The first parses of Immortal's monetization have already begun to appear on the web.
According to Den of Geek, donation in the game is arranged approximately as follows: there are three basic currencies - gold (not tied to the real money), platinum (obtained through special tasks or bought for money) and eternal spheres (bought only for money).It's like there are no lightboxes in Immortal, but they kind of are.
In the game you can't buy a box with random loot and open it right away.
Instead, there are ancient portals with unknown rewards - they are considered local lootboxes.Ancient portal is a small dungeon that can be passed over and over again, alone or in a group.
The loot and conditions in the dungeon can be influenced by glyphs.
The more glyphs used in a single entry into an ancient portal, the better the rewards.
Glyphs can be rare or legendary.
The effect of legendary glyphs is better, but it is very difficult to get them through normal gameplay.
Legendary glyphs can be bought in the store for extra cash perpetual spheres.Legendary glyphs themselves do not give a direct advantage, but with them it is easier to get legendary gems - as Den of Geek writes, they are the most powerful items in the game, which significantly strengthen the equipment and therefore important in endgame.
Legendary gems can be obtained in different ways: for example, buying in the built-in market for platinum, crafting for runes and platinum, getting in the battle pass or haggling with special NPCs for rare items.
But the most convenient option is to go to the ancient portals with the right set of glyphs.
It turns out about the following: you can pump your character without investing real money, but it's harder and longer to do.
Diablo Immortal also has PvP with leaderboards, so that the issue of pumping speed is still important here.
But in our pre-release interview with Scott Burgess, Senior Game Designer, insisted that there's no pay-to-win in the game: \"During the beta-test I've been playing without paying a dollar.
Some of our team did, too, because we wanted to see how it felt.
And I can tell you that I was in [the top guild, had time to pump], stayed competitive in PvP, often became MVP.
We do everything to make the game interesting for everyone.
We want to know that every time someone buys something, they get a good deal.There are no gameplay content restrictions in Diablo Immortal - all classes, locations and dungeons are available to all players.
But the essence of the conditionally free mobile game is unmistakable: in addition to the murky glyph schemes described above, you can also buy an extended combat pass, outfits (changing only the appearance, not characteristics), recasting stones and subscription to additional bonuses for money.
In addition, Immortal quite actively lures players to the store: for example, the screen may appear on the advertising kit promotion, and among the shelves with donation regularly shoved free items - the calculation is that while you get to the free stuff, your eyes will catch something paid, and the hand sooner or later will reach for the purse.However, many point out that by the standards of conditionally free mobile \"diabloids\" Diablo Immortal plays quite decently and stands out for its rather rich graphics and staging.
There are plenty of positive reviews on Diablo's subreddit, but some suspect that it's a \"honeymoon period\": mobile games do seem exciting in the beginning, but the further you go, the more grind and the more excruciating the donation.

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