Miss the point? or ignored it?
I did not get what you got from the mouse analogy.
I certainly didnt see Buy the game and auto win anywhere in that either.
I've explained why i think progression, now matter how many wins its set to, is a better mechanic for the players as a whole so i won't go over it again.
What frustraits me though is this battle between The devs can't produce new stuff so fast vs they have to make it random so we don't finish it so fast.
The issue is some people finish it extreamly fast and some never do. So for those who do get near or the full 7/7 is a relativly small amount of runs, what to you propose to force them to do to keep them at that content? Their done. They didnt need to run it even more. Thats where the logic of pure RNG fails me.
If Keeping the content and stretching it out was indeed the goal of pure RNG with a low drop rate, then wouldn't we have, for example,a 100 minimum runs before any drops were possible? That would make the arguement logical, and thus keep ALL players on the content for a long stretch of time. If handfulls of people are quiting content day by day week by week, thats hardly healthy for a community, never mind an LS.
When a portion finish far earlier, and a portion finish far later, or never it due to the mechanic alone seems to me to be a bad mechanic. RNG for drops have its place, i'm not arguing for its abolishment. However RNG on top of a set time-termed goal Is much better for the playerbase as a whole in my opinion, and for content to not be totally abandoned.
So if "no one cares" if someone goes 7/7, why do you seem so angry at the analogy? the "food pellet" could be a token, of which you need 100 of, 1000 of or the weapon itself. Sweeping generlizations are not great in discussion. I do not have a "very very .... very limited playtime", Doesn't mean i think the current drop system is a positive.
Instead of generalizations and insults, try points of discussion.