Sorry bud, but you really don't understand how micro-transactions work.
Any micro-transaction is automatically an issue depending on the content being given and the context of the situation. There is a reason why micro-transactions is the term and not just called DLC. If you spend $3-$5 for a costume or character, no one really has issues with that: you go what you paid for, and it was content that wasn't there in the first place.
Micro-transactions are labeled as such because it's not a one-time deal. This isn't buying a new character or map: this is paying to play the game you paid for. For instance, the newest Assassin's Creed was ripped on for making sidequests essentially mandatory just to level up an progress throughout the game. However, if you just paid them some moolah, you could get experience boosters for your SINGLE PLAYER GAME to level up faster and not have to do so many sidequests. Micro-transactions can be tolerable IF they are not required. The minute you have to spend money multiple times on a game you already paid for is the minute there is a problem here. It's one of the reasons why Madden and NBA 2K and FIFA and pretty much every other sports game is trash right now because all there is to do is pay money for digital stuff that is obsolete in a year, and then they take none of that money to improve the next release.
Angry Joe covering Madden is something you should watch in your spare time. Really puts EA into perspective.
Lootboxes are where I always say no, and I think
EricTheGamerman
might have been kinda referring to them more than micro-transactions. See, with most MTX, you know what you are getting. It may be a bit scummy that they are there, but most often you don't need to buy them and at least you get what you paid for. With lootboxes, it's a constant gamble. You are spending money for a CHANCE to get what you want, and they are setup to manipulate you to keep spending and spending and spending. They have hired people who are EXPERTS in psychology and EXPERTS in studies of addiction so that they can guarantee that you will get hooked and spend as much money as possible. Sorry mate, but when I buy my game, unless I'm paying for new content and I'm guaranteed to get what I pay for, I'm not spending a dime. I fell into that trap hard with Miitomo when it first came out on Android. I had never really messed with a mobile game before, but I spent way too much money just for a CHANCE to get cool clothes.
It's funny too, because this was a Nintendo thing. They give you so many free chances, and then you can get one or two more chances for like less than a dollar. You're brain says 'Less than a dollar? Hell yeah I can afford that! I got this!' and you repeatedly fall for it and now suddenly that less than a dollar has cost you $3 or $5 or $10 or more and you still didn't get what you wanted but you gotta have it! Now you are invested and determined! So you spend even more! Maybe you go for the $5 option to get a bonus pack of extra chances! See why this is such a bad thing?
It's why I get bored of mobiles games so quick. When they don't use ****ty lootbox tactics so that you are never guaranteed the character you want, they make it so a free-to-play player hits massive walls that take weeks to months or more to pass...but if you spend $5-$25 you can get all this bonus energy and resources and a free OP character!
It's scummy and pathetic. Half the time their games suck too and they really just want that quick cash that they can sucker out of people.