To answer your question I’ll need to explain the various reinforcement schedules. Each reinforcement schedule has it’s own strengths and weaknesses. The denser the reinforcement schedule, the quicker a behavior builds but the quicker the behavior goes away when it’s no longer reinforced. The thinner the schedule, the slower a behavior builds but the longer the behavior continues when it’s no longer reinforced.
So a Fixed Ratio 1 (FR1) reinforcement schedule is when you get something every time you perform an action. This type of reinforcement schedule is amazing when you’re first teaching a behavior for obvious reasons. However, it’s bad for when you’re trying to maintain a behavior over time. Compare that to a Variable Ratio 10 (VR10) when your behavior is reinforced on an average of every ten responses but that can range anywhere from after 1 response to 20 responses leads to unpredictability. This type of schedule is bad for building a new behavior but amazing for maintaining a behavior (e.g. it’s essentially like pulling a slot machine).
Typically, when teaching someone a new behavior we start with that FR1 schedule of reinforcement and gradually change it over time to and FR2 then a VR 3, then a VR 5 and so on and so forth until it mimics the natural environment.
Blizzard has a jumbled mess of their current reinforcement schedule and the effects of it aren’t really explained by a lot of research. There’s obviously an attempt at a dense reinforcement schedule since we’re getting epics for anything but I think the question is are these purples raining from the sky actually reinforcers if they aren’t upgrades? So Blizz might think they have a really dense FR1 schedule but given how often we actually get an upgrade, it’s more like a high VR schedule.
The other question is of personal loot and how that’s effected the reinforcement schedule for raiders and dungeon players. Prior to personal loot, it was hard to say what the actual reinforcement schedule was… did the individual find it reinforcing just to see loot drop? Was it reinforcing to see a guildmate or friend get an upgrade? If so, then we’re more or less on an FR1 schedule. Switching to personal loot immediately jumped us to a VR5 schedule and our guildmates/friends are also on their own individual VR5 schedule so overall it seems like there are less reinforcers even though Blizz claims mathematically it’s supposed to be the same. From an anecdotal point of view, personal loot just doesn’t feel good for me. I used to get excited at the anticipation of looting a boss after the kill and that feeling itself was a reinforcer for me. Now, I dread when a boss dies because I know there’s an 80% chance I just get gold. I don’t even get the joy of opening up the boss to see what treasure he has.
Finally, the removal of tokens. Tokens offered us a predictable FR1 reinforcer while being supplemented by the Dungeons VR loot table drops. By removing tokens and focusing only on RNG Dungeon drops, Blizz created that feeling that everything is RNG based. It’s always better to have overlapping schedules of reinforcement than a single schedule.
So to summarize: Blizzard’s reinforcement schedules are a mess but it would make for a good research paper.