"Shax;894090" wrote:
Logic dictates the opposite: Dynamic droprates can potentially increase revenue, therefore we should assume dynamic droprates are being used.
For example:
1. Identify most needed item - carbanti - needed 438
2. Reduce drop rate on carbanti by 30%
3. Increase occurance rate of carbanti in shipments by 500%
4. Increase drop rates on other items to compensate.
5. Profit
I don't agree with your argument. The most needed gear does not fluctuate dynamically over time; the same characters will require the same gear for all players.
For this to change, the devs will need to make changes to the game, such as:
*Introducing new characters that don't require the current most needed gear
* Introducing new gear recipes that require different gear
* Dropping gear in a new location (i.e. Challenges)
* Switching the META to characters that don't require the most needed gear
* Long-term significant changes to item drop rates
However, these changes if implemented will still take time to filter through and have a significant impact on the game.
The gear most commonly discussed as 'needed' on the forums is the Mk3 stun cuffs, mainly for the amount of salvage required to craft, the number of times it is needed for the current character roster, and the fact that it does not drop in challenges (unlike the carbanti)
It is unlikely that this will change from day-to-day unless changes are made to the game. Even then, it is unlikely to impact in the short to medium term (and perhaps even long-term if new players continue to join and still require this gear in vast quantities).
Therefore, I would argue that the need for gear is not dynamic as you suggest; and the most needed gear now will remain the most needed in the short to medium term. So based on your profit argument, the drop rate for this item will remain low