This is incorrect. Over long time horizons, randomness doesn’t matter. Buy-and-hold, etc.
If you take a look at the responses, it seems clear to me that the reliability of Unfinished Business has been intentionally diminished. The fitness for some purposes remains, but now people have incentive to look elsewhere for reliability. It’s like Fidgeting Writer. It’s very good over the long term, but some people choose to avoid it in exchange for a more consistent return over the short term.
Instead of saying "This is less desirable, we should inform the designers so they can change it back." we could be saying "This is less desirable, the developers made it that way intentionally, we should explore why and adjust as needed."[/quote]
Several problems here. For one, you’re either misapplying the Law of Large Numbers or mistaken as to the values involved in Unfinished Business; your earlier post suggests that you seem to think that in the long run these would be more profitable, but they aren’t, as the mean (and what the Law of Large Numbers pushes towards) is actually an echo per action. That’s below the short and long-term average for other places. Unless you need a small amount of something and get lucky, Unfinished Business (the randomized ones, at least) is not the way to go now.
Secondly, you’re avoiding the main point; the main complaint isn’t that there’s a spread, it’s that the spread is far too wide, with a low end so low that it can achieve results too terrible to get anywhere else. Unfinished Business isn’t the only place this happens either; the Rooftop Shack’s option for Making Waves can (and has, frustratingly) give a single point of MW in exchange for a moderately expensive item and quite a bit of Connected: Society, and unlike Unfinished Business you can’t even trust in the LLN because you get the card infrequently and are unlikely to have many Favours in High Places unless you have the right Profession. The spread can be reduced to a point where it’s still arguably worthwhile, and still have the same mean, without being scrapped entirely.
Thirdly, just because something’s the developers’ intention doesn’t mean it’s working that way. Notability, for example, was something you could try for whenever you got the Amanuensis to show up, resulting in someone abusing probability and making numerous attempts at extremely low chances and hitting the cap in less than a week; probability-wise, it was never favorable to grind towards higher percentages. The dev response to this was to institute a minimum MW requirement for Notability attempts, to prevent this kind of behavior. However, it did not address the problem; making minimum-MW attempts was still the most favorable course of action, it just required more grinding to attempt, and it still had the illusion that trying for higher percentages was better when in fact it would still likely require many, many more actions than the low-MW attempts. This ended up being changed to a flat MW requirement to advance Notability, addressing the problems and making a much less painful game experience, thanks in part to user feedback.
This is the same thing. Users are responding to a frustrating mechanic (the possibility of getting effectively nothing for what is given up, be it items or actions, on what is ostensibly a successful attempt at something). The devs may end up agreeing, as with the Notability incident, or they may not. Either way, this sort of discourse is valuable, and while you might disagree with the point saying "well the devs want it so it should be" is attempting to shut down important discussion.[li]
edited by Roland Jones on 1/8/2014