HomeEsportsA 2.5 Million Won Fine Beside 9.8 Billion Won in Compensation: What KRAFTON's Loot Box Crisis Is Really Saying

A 2.5 Million Won Fine Beside 9.8 Billion Won in Compensation: What KRAFTON's Loot Box Crisis Is Really Saying

প্রশ্ন: ২০২৫ সালে KRAFTON-কে কেন জরিমানা করা হয়? উত্তর: কোরিয়ার ফেয়ার ট্রেড কমিশন ২০২৫ সালের জুনে KRAFTON-কে ২.৫ মিলিয়ন ওয়ান জরিমানা করে, কারণ PUBG: Battlegrounds-এ আইটেম পাওয়ার সম্ভাবনা নিয়ে কোম্পানি ভুল তথ্য দিয়েছিল। মূল তথ্য: - ঘোষণা ছিল চারবার ব্যর্থতার পর পঞ্চমবারে নিশ্চিত আইটেম, প্রকৃত হার ছিল ৯ শতাংশ। - ২০২৪ সালের নিউজিন্স Premium Bundle-এর ওপর ভিত্তি করে এই অভিযোগ ওঠে। - KRAFTON প্রায় ৩,৮০,০০০ ক্রেতাকে ১.১ বিলিয়ন ওয়ান ফেরত দেয়। - ইন-গেম ক্ষতিপূরণ দেওয়া হয় প্রায় ৯.৮ বিলিয়ন ওয়ান মূল্যের। - কোম্পানি স্বেচ্ছায় সংশোধন করায় শাস্তি টাকার জরিমানায় সীমাবদ্ধ থাকে। সূত্র: তুয়ান হুং-এর প্রতিবেদন এবং ইয়োনহাপ, জুন ২০২৫ | Cross-checked: cricsultan.com সম্পর্কিত প্রশ্নোত্তর: প্রশ্ন: KRAFTON কি খেলোয়াড়দের টাকা ফেরত দিয়েছিল? উত্তর: হ্যাঁ, প্রায় ৩ লক্ষ ৮০ হাজার ক্রেতাকে প্রায় ১.১ বিলিয়ন ওয়ান ফেরত দেওয়া হয়। প্রশ্ন: PUBG Asia Stars 2026-এ কোন দুই খেলোয়াড় নিষিদ্ধ হন? উত্তর: ভিয়েতনামের Himass এবং TanVuu ২৩ সেপ্টেম্বর স্থায়ীভাবে নিষিদ্ধ হন এবং PGC, PGS ও PNC থেকে বাদ পড়েন। প্রশ্ন: নিউজিন্স সহযোগিতার দ্বিতীয় বিতর্কটি কী ছিল? উত্তর: কিছু খেলোয়াড় ফেস স্কিন ব্যবহার করে অশ্লীল ছবি ও ভিডিও বানান, যার পর KRAFTON নির্দিষ্ট পোশাকের সঙ্গে স্কিন জোড়া দেওয়া সীমিত করে দেয়।

Last Friday I was sitting at a tea stall in Khulna, scrolling through old screenshots on my phone. The page for that PUBG premium bundle, with the promise printed in plain language: after four failed attempts, the fifth is guaranteed. Beside me, my cousin — who in 2026 poured an entire month's pocket money into a NewJeans bundle pack — stirred his tea and said only: I opened five, the item never came. That night I pulled out a calculator. In June 2026, Yonhap reported that South Korea's Fair Trade Commission fined KRAFTON 2.5 million won. The company itself admitted it had refunded roughly 1.1 billion won to some 380,000 buyers, and handed out about 9.8 billion won in in-game compensation. The fine amounts to 0.026 percent of the compensation it paid on its own. That single number is the spine of this piece. But numbers alone would mislead. KRAFTON's crisis is not one of size; it is one of kind. In early 2026, a KRAFTON collaboration with South Korean girl group NewJeans brought two paid packages into the in-game store: the PUBG X NewJeans Loot Pack and the PUBG X NewJeans Premium Bundle. Players could open them for collectible items and cosmetics inspired by NewJeans. The trouble began with the odds. KRAFTON announced that a player who failed four times in a row to get the set blueprint would receive it on the fifth attempt with a 100 percent guarantee. Several players said they bought more than five Premium Bundles and still never received the item. After community complaints, the PUBG team confirmed the Premium Bundle was never covered by a pity mechanism, and that some information displayed in game was inaccurate. KRAFTON later corrected the text, apologised, and offered compensation. A large share of the big spenders kept demanding cash refunds. In June 2026, Yonhap reported that the FTC had fined KRAFTON over this case. The commission's finding was blunt: the company told players the item was guaranteed after four consecutive failures, while the actual rate was set at just 9 percent. It also found inaccurate disclosure on the odds of several other items. Because KRAFTON corrected the information on its own and paid compensation, the sanction was limited to a fine. Earlier, in 2026, ZDNet Korea reported that KRAFTON disclosed for the first time in its IPO registration filing that it provides technical services to Tencent-operated Peacekeeper Elite and collects service fees for it. Two years before that, in May 2026, PUBG Mobile shut down in China over licensing issues, and Tencent moved players over to Peacekeeper Elite. Now to the real point. What matters here is not the randomisation code inside the loot box, but the sentence printed on the outside screen. When a game types a post-four-failure guarantee onto a paid package, that typing stops being marketing copy and becomes part of a priced contract. What a player buys for 2.5 dollars is not a drop rate; it is trust in a sentence. The gap between the FTC's 9 percent and the announced 100 percent is more than elevenfold. If anyone calculated that gap in football terms, they would say the goalkeeper announced he would catch the ball while it went into the net. In my own language: esports taught me that a meta is just tactics with better patch notes. What the patch notes say and what happens inside the game — that gap is the true character of an institution. Here the gap was eleven and a half times wide. The second layer is quieter, because the error there is not a typo but an architecture. In another incident from the same NewJeans collaboration, some players combined members' face skins with revealing outfits to produce and share sexualised images and videos. Haerin and Hyein were not yet adults at the time. KRAFTON and ADOR, the group's agency, said measures would follow for uses of the items outside the collaboration's original purpose. KRAFTON then restricted the pairing of NewJeans face skins with certain outfits. That restriction is a confession in itself. Combinations that were technically possible were not shut down by outside pressure — the game shut them down itself, with a patch. And that is exactly when part of the community asked: the fault is not only the user's, because the customisation system was built in a way that made misuse inevitable. Five years ago I wrote a thread from a Khulna tea stall about Bangladesh's batting, and the argument there was about posture, not intent. Same thing here: what an accused user had in mind is hard to prove; that no boundary existed between skin and outfit is easy to prove. The third layer arrives in 2026, and it is squarely a governance question. On 23 September, KRAFTON published its investigation findings and stated that two Vietnamese professionals — Himass of Anyone's Legend and TanVuu of The Expendables — used outside information to make decisions in a match, including another player's livestream. The company classified this as stream sniping, saying it violated PUBG: Battlegrounds operating policy and the conduct rules for professional players. The sanction was direct: both accounts permanently banned, and both barred from any official PUBG Esports tournament organised or approved by KRAFTON, including PGC, PGS and PNC. The case began with an accusation from Gen.G's Korean streamer Soopi, who claimed the two Vietnamese players were watching opponents' livestreams. Organisers first removed Himass and TanVuu from the rest of the tournament, adjusted scores, increased the livestream delay, cancelled the third match day and split the prize money. After the investigation, KRAFTON said no further violations were found in other cases. This is where I object. The definition of outside information is blurry at the margins. If someone says something on Discord rather than team speak during a scrim, is that outside information? If someone watches a clip the day before a match and changes a rotation accordingly, is that cheating? If approved livestreams are supposed to run on a three-minute delay and the organiser sets five, then at some specific point the organiser alone decides which information is banned and which is legitimate. In that moment, enforcement shifts into the hands of those editing the decision. And that is why the reaction after the ruling was emotional rather than technical. In the Vietnamese community, names as large as Độ Mixi, PewPew, Rambo, DjChip and Ngân Sát Thủ protested or pulled PUBG entirely. GAM x The Expendables demanded a clear explanation, while Anyone's Legend spoke up for their player's right to be heard. More than 4.1 million signatures were collected demanding justice for Himass and TanVuu. Within days, an incident at a show match had become a large trust crisis in Vietnam's PUBG community. Now let me say where I could be wrong. First, I am angrier about the 2.5 million won fine than I should be. Korea's regulatory system prefers correction over punishment; when a company refunds money, pays in-game compensation and corrects its text on its own, a reduced penalty on paper is expected. Second, on the NewJeans face skin case I blame design; but someone could argue that policing how players combine skins is near impossible, and that responsibility ultimately rests with the user. Third, on Himass and TanVuu I may be too sympathetic to the accused, because my own friends laugh while telling stories about checking live scores on their phones at football matches and learning about a red card before it happened. If I cannot separate cheating from cleverness, I am the one walking a dangerous road. Still, one thing I am sure of. The gap between the proven rate and the displayed rate has been hidden for longer than it should have been, and it will not stay hidden now. In the coming esports cycle I do not expect anyone to suddenly become ethical; I am only waiting for the day when, before a regional qualifier, a team sheet no longer lists just coaches and support staff but seats an information steward. And if anyone asks that day why training changed so much, the answer will be a compliance file submitted to the authorities.

A 2.5 Million Won Fine Beside 9.8 Billion Won in Compensation: What KRAFTON's Loot Box Crisis Is Really Saying

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