If I only want to spend 2 dollars, I don't see why I must give 5 dollars.
Of course, very reasonable.
To play the devil's advocate, and outline the situation somewhat past the scope of the discussion:
I suspect - not "know", just "suspect" - that under a certain transaction level, you get precious little left, after credit card companies and banks have extracted the fees for their services, eating up the profits, making sellers rightly reluctant to use such payment methods for things like single sticks of bubble gum.
If we assume sellers therefore wants to abolish really small purchases; The intermediary virtual credit system then at least lets you receive some sort of change on a purchase at any imposed lowest real-money purchase, without forcing the seller to in effect having to set up a registered bank services subsidiary, with all the liabilities that comes with that, which wouldn't be the case without.
They could of course equate the exchange rate with one real-world currency, to make things easier to oversee, for the customer, but there are of course many currencies out there, and their mobility to take into account.
In the best of worlds, everything in-game would of course be coherent, and consistent, there would be no micro-transactions, and you'd buy everything that is in-game, in plausible in-game stores, using the game-world currency you earn in-game.
As soon as you do add things that can be purchased for real money, though, whatever one may think of such to begin with, you do not want the real currency to be exchangeable with game-world currency, of you would end up with a pay-to-win situation, where you could buy ships and equipment with real money. Hence the secondary virtual currency for cosmetics.
For these reasons, I can accept there being a minimum purchase of Arx.
Changes I might appreciate would be (assuming things are not already that way - have never had any interest in looking):
- Over the minimum real-currency purchase value: Let the Customer type in an arbitrary number of Arx to buy, instead of only offering fixed bundles.
- Always display Arx price tags together with the corresponding real-world currency value, in the user's chosen currency, and at current exchange rate.
- Always display the user's accumulated spending in both virtual and real currency, with in-game-earned Arx separated out -- people with undiscerning spending habits can need some such help, to keep sight of the larger picture.