I think it was certainly a bad PR move to do both in one patch. Having to nerf it later on, when the droprate is under control would have been much wiser.
Especially, since SC is currently in a crisis imho. Which is always an opportunity aswell, if you grab it.
Since I got fairly used to these mistakes, I am less surprised.
I do atm. expect they will finetune the droprate over time.
Now I also understand, droprates have to be under control, as I am also knowing from the side of the actual companies, that products have to keep a certain interest and challenge. It would be equally unfair to have a few players get a vast advantage simply because they play the game nonstop. While at the same time, it would be also unfair not to reward players who play more, just don’t make it explode and still make them invest time… So much fear to control.
Fear is never a good motivator, as it gets you choose the wrong opportunity at the wrong time. This is actually something, modern games teach quite well;
May I suggest reading up on utility based AI, fuzzy logic, and “curves”, as they can provide you with the weapons, to make “chances of droprates” gradually change, and might even allow for more tricks, like a utility based resource drop chance, which basicly feeds back from what the player currently might be looking for? It allows you to have random chance without daily integer limitations, more safety of abuse, while keeping the player constantly interested in “having luck”. Such a system deals much better with corner cases, than random rules all over the place, and in fact is mathematically quite simple - well the rules need a bit of thinking.
I even have a lecture which touches the point a bit (I had others more about rewards but this one is still in my playlist), but it contains a lot of ideas along that (the methods used would also work on reward systems).
it certainly looks to me like a good possible inspiration for a more wholistic solution?
I just hope, one day you guys realize, you have surrounded yourself with advisors who are dependant on you, and even if they oppose an idea, they might not do it with the full weight you sometimes should hear.
SC is technically an awesome game and most people are having fun playing it - that is basicly what most people admit, even if they are opposed to it. So what is going wrong?
I can’t tell I am interested in how OS drops are or are not - but let me tell, I like the idea of earning the stuff in multiple game modes now, even if I don’t like the droprate - still I didn’t want those, who used the missions to have a more steady supply for casual play, to suffer. My condolences.