@BigTime@Rickybobby1 have you read the documentation about the drop rates from Apple? Or are you just going off the rest of uninformed people on here? it states that randomized loot boxes bought with real money are subject to drop rates. Kabams crystals are clear about what you are going to get. You don't buy the crystals with money. You buy them with Units which is IN-GAME money. @Kabam Miike has stated several times on these types of posts that if they were in violation of any TOS, things would have changed. Therefore, as of right now, Kabam is not required to put the drop rates out there. Do the forum research. Read the TOS from Apple. Its also a GUIDELINE. GUIDELINES are a "you should do this" not a "you have to do this".
Nowhere does Apple mention "real money" in the requirement. The requirement states:
Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
People seem to be implying that when Apple says "for purchase" that "obviously" means with real money. But the guidelines also explicitly mention "in-game currencies" and imply they are fine to use in games, but the only thing in-game currencies are used for in games is to purchase things.
And as I keep mentioning, anyone that wants to interpret the lootbox clause as only applying to cash purchases because of a literal and out of context reading of the clause must then conclude that units themselves cannot be used to acquire things in the game, because of the first statement of section 3:
If you want to unlock features or functionality within your app, (by way of example: subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version), you must use in-app purchase.
Taken literally, this makes unlocking masteries with anything other than cash purchases disallowed. But the only people taking the guidelines this literally don't appear to work for Apple.
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Nowhere does Apple mention "real money" in the requirement. The requirement states:
Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
People seem to be implying that when Apple says "for purchase" that "obviously" means with real money. But the guidelines also explicitly mention "in-game currencies" and imply they are fine to use in games, but the only thing in-game currencies are used for in games is to purchase things.
And as I keep mentioning, anyone that wants to interpret the lootbox clause as only applying to cash purchases because of a literal and out of context reading of the clause must then conclude that units themselves cannot be used to acquire things in the game, because of the first statement of section 3:
If you want to unlock features or functionality within your app, (by way of example: subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version), you must use in-app purchase.
Taken literally, this makes unlocking masteries with anything other than cash purchases disallowed. But the only people taking the guidelines this literally don't appear to work for Apple.