That is actually a good example.
Drop rates.
Sure for a player the higher the chance, the better, right ? Not so fast.
There is a phrase that takes many forms over the different times and places it is said, but it always mean the same thing.
As I am a “Social Injustice League Fan”, I love the one used to call out Social Justice rhetoric:
- Saying everyone is special is saying no one is.
Is it really that hard to understand that once everyone has something, the appeal to have that something vanishes ?
Is it really that hard to see that the GAME does not really benefit from everyone having everything as a sure reward ?
Contrary to what people like to say, GAME has a meaning, and in all places it means the same thing. Be it in the RPG term, or the Game of Thrones title of the show. Game is the concept of the decision making process and embodiment that pertains to demand exchange should criteria be met, leaving the players to decide WHICH game they play.
Like sacrificing what is for what can be, or sacrificing the chance to do X in doing Y, or anything in that fashion.
As soon as something start being easier, something start being a lesser “game”. That is why you also refer to hunted prey as game.
That is actually one of the worse problem in WoW, that people have been translating into the hate of borrowed powers. What borrowed powers do is to offer a Deus Ex Machina solution to make gearing up and content adequacy “fool proof”, which means not allow personal preference or misinformation lead you to do the “wrong thing”, or the “right thing” in a incorrigible way. That has the problem of also not allowing for enjoyment of discover or personal fulfillment. You will never be the credited part of making your character what it is.
It is the “sacrifice of the game itself” for the sake of “appearance”.
I can bet with you that many more players would love a game they CAN FAIL and OFTEN DO FAIL, than a game they CANNOT FAIL.