Why 20, not 16?
Why is 4.6% the break point? Why not 8.5%? Why not 2.3%?
Doesn’t it come down to metrics? How do different percentages affect overall player spending differently? How can profit be maximized? Or if strict short term profit is not the sole consideration, what about player satisfaction leading to player retention leading to more favorable word of mouth advertising leading to more players leading to more monetization?
What, to your mind, are the priorities? Short term profits? Long term profits? Player satisfaction? What are you basing 20, not 16, on?
I don’t mean to put you on the spot, just to advance the discussion.
It’s really smart to consider the dev viewpoint. But I think the devs might support capping - even “generous” capping for purely practical reasons.
The way I read KGB’s argument is, the developers by default don’t want to hand out more rare loot, because the more rare loot players have, the less incentivized they are to spend. Although I could be misinterpreting KGB’s posts.
But the way I think on it, roster slots are the big selling point. Players get a rare cover, they don’t want to sell it for iso, they want to keep it. But they also don’t want to discard what they already have, so they end up wanting to buy roster slots. So if anything, I’d say the devs may want to INCREASE the 5* drop rate, because it may INCREASE spending.
More, if players do have the perception that 5* covers are “progress” towards an end game state (and why not, because they sort of are right?), then player perception of progress is satisfied each time they get a 5*. So they’re encouraged to stay with the game rather than leaving &c.
There’s a lot of speculative back and forth I won’t get into now, but I think capping wouldn’t necessarily mean potential decrease in revenues. It might. It would be interesting to look at the metrics on this.
Though of course the developers won’t publish the metrics because the metrics amount to trade secrets is my guess. B)