On discord, there have been a few insights. 40 wins was based on, from my understanding, actual metrics of matches played on average by players. I don’t believe they were looking at “what did you play to reach a score” but “how many matches did you play in an event”. There was even some back and forth where players learned how many matches they played on average and it was, in some cases, close to 40.
As someone pointed out, it was revealed that the initial proposed requirement (internally at the devs) was higher than 40, but they reduced it. It may be that some players were playing more than 40 matches when trying to get to 900 (PVPers know about being stuck so close but not making it).
If you assume that part of (most of?) the reason for the change was to remove perceived/experienced PVP negatives (losing score, being hit incessantly, trying to beat the crowd to get to the 900 score) among the majority of the playerbase, there is a fallacy, in my opinion, in using actual player experience as your guidepost. I would argue that PVP is the place that the true committed people play (PVE is the more casual player’s preference), so their engagement is already higher than the non-PVPers playtime, and, perhaps, preference. PVE can be approached on its own terms and you can play lightly, if you choose, and get benefits. PVP is obviously different.
So, if your goal is to bring more casual players into higher engagement, should you be using the highly engaged player’s match count as your metric? Or should you consider making the goal more attainable so the casual folks decide to give it a try and then become more engaged? (I argue B, of course.)
I am not sure if the developers want more 4s in player’s hands. It would appear that they either want more 4’s out there, or at least want to make them more attainable. I personally feel that more 4’s being rewarded is not detrimental to the game, as it increases excitement, it likely leads to more roster slots/HP sales, and it maintains the need to play (iso earnings higher due to leveling costs). Not to mention that the sheer number of 4 characters dwarfs any increased rewards you can earn through playing PVP. Consider that every 2 weeks, you need 13 more 4* covers (or 5*), but can win 6 covers in PVP progression. And most players have a huge backlog of 4* covers they already need. (55 characters? That’s 715 covers in the right distribution.)
If they do want more 4’s being rewarded, then I hope that the players show them that the 40 win requirement is too high as people stop sooner. And they adjust it downwards.
Also, if the developers insist on this wins based model, they should consider making PVP rewards closer to PVE rewards, with increased per win rewards or random (ie intercepts) bonuses. It would make it feel less slog-gy. A little, anyway. The PVE version of PVP takes a long time. A loooong time.