Trying to explain it to someone who hasnt been following this whole saga kinda shows how baffling this whole deal is. This is the reason why I hate F2P games, theres always too many currencies and too many odd concepts to unwrap. I just want to play the damn game and get unlocks for the class im playing as. I feel pity for the poor kid to gets this for Christmas or something and has no idea as to how the hell you progress in the game. Its one of my main annoyances with Warframe...I like the game, but the currency system, how you gain new weapons and warframes is labyrinthine at best.
And it's that way by design. The whole point of these confusing systems is to blur what it is you're actually paying for when you're ready to buy in.
Who would ever want to spend $10 for an earlier +15% damage boost that's just going to matched or outdone by everyone else who spends more time or money on the game?
Now who would spend the $10 worth of crafting parts you got from loot crates that you got from crystals that you got from a credit card, on first raising your starcard level enough that you can now spend more crafting parts to get a +15% damage boost.
And they don't even want you to have the goal of getting anything but the ability to stop losing. Avoiding something bad from happening is a much stronger psychological pull than the motivation to gain something good, so every time you die they remind you that maybe that maybe you wouldn't have lost by spending more money.
So with the goal of spending money you get to the store and see the prices and start thinking about what you are getting for your money. It's impossible to workout all the layers of the most awkwardly priced conversions possible to get anything tangible, especially adding in the probability calculations from loot boxes that you can't even calculate because they don't tell you the odds.
But it is easy to valuate is that spending more money at one time results in getting more crystals per dollar. And since that's the only thing you can valuate, that's the main thing that's going to drive your purchase.
Even without the ways it is built to prey on addictive personalities it's still grossly manipulative.
For people with addictive personalities, for a full 10 hours they're purposefully training them on faster than normal intervals to spin the slot machine for the chance at a digital reward, and the dopamine hits that psychologically come with that. So when the challenges dry up, the pace of rewards drops significantly, telling people who have been used to a certain pace of dopamine hits they can only keep up that pace if they spend more money.
And all this uses an insane amount of data to know the exact pace of giving out rewards to maximize addiction.