Yeah, I can provide some info here, as we're talking about Loot Ransack Reset Potions and that's in my area.
I wouldn't try to use this potion to infer something about the other areas of the game because it's not how we do the development process. My requests for these types of items are a separate track from how the game is balanced. In this specific case, this idea was very separate from drop rate changes. It was ideated at a different time, it had been on the product list for a while, and it felt like something interesting to introduce with the expansion, where we normally put in something like this.
So this isn't about relieving a problem with drop rates, nor is it about changing the drop rates to create this item. That's all separate, and to be honest I don't know what the drop rates are going to be for the new content. Just not involved with that on a day-to-day level.
As to the future of this item, yeah, it's something that we'd like to eventually bring into the store, but it's also something we'd like to introduce slowly to see how it affects said systems, how folks use it and approach it, and work with the community to find what's appropriate. It's why I try to come around here as much as possible - hearing folks opinions and commentary on what's going on is super important. It's also why the item quantity is currently capped.
Depending on how folks feel and how folks use this item, that may change what I'll be suggesting for the potion going forward.
I've mentioned in other posts that yeah, how players use items and services is pretty meaningful to me, and this is one area that I do keep an eye on.
I'll say the same here that I will say to my colleagues any day of the week: More of a certain behavior does not always equal success. This is definitely one of those areas, as increased rerolls could be beneficial in the short term, sure, but it doesn't necessarily improve quality, it doesn't necessarily improve fun, it doesn't necessarily offer meaningful difficulty, etc... There are many other important goals that need to be hit. Revenue should never be the metric that drives development alone.
A few more folks rerolled? That's nice, and very appreciated that folks are willing to support us and the game in that way, but that's not telling me enough information about the game. It's one data point in a suite of data points. This is actually an area we've been diving more into so I can help development
not just look at the easy-to-find numbers - we want to better understand how folks play quests and dungeons and use spaces. We want to see what's popular and what's not and understand why. We want to be looking at the wider picture. Actually pretty excited about it, but that's a very separate discussion.
I look at both short and long term trends and take both into account. So when these types of changes happen, and they happen in more cases than just this, it's something we can take a look at and understand. That way, no, we're not just looking at one slice of time or one specific moment and using it to determine something in the future. We're instead identifying "oh, this changed, and we know why it changed, and this is what it means in context of everything else around it."