"We truly believe that having a consumer-friendly monetization system is extremely important… First, make the gameplay fun, and second, motivate players to spend money based on their love for the game. When players find the game engaging and exciting, they naturally want to invest in it… that's when they'll start buying costumes and other cosmetic items."
This position is consistent with NetEase's previously published policy. The developer diary noted that paid content is only cosmetic items, usually sold in bundles with costumes and decorative elements like MVP animations, emotes, graffiti, and nameplates. The core elements of the game—heroes, maps, balance—remain outside the store, ensuring fair competition and progression without being tied to spending.
Rivals also avoids the "use it or lose it" pressure typical of service games: premium battle passes do not expire, allowing players to complete old seasons through the Nexus interface without rush or time constraints.
As a result, the store is perceived as a voluntary option: cosmetics for those who want them and maintaining balance for everyone else.