Right, but that’s 175 gems for only 1 guaranteed pet. Then costs go up a lot for people who want more.
What l’m suggesting is that, on top of what already exists, we make the initial expenditures of small-potatoes gems (like the 30 that normally provides the “Enchant” potion as an incredibly generous bargain) worth more by giving some players the means to get that initial pet a little more easily than dropping 175 gems.
Having enchant might be enough of an edge. It might not. But 30 gems, in the event that it is enough, would be a lot cheaper than 175. Which I suppose is a reason for the devs not to do it, because it might make people spend less.
But what if the people who were going to buy the pet at 175 still did, but now could also win a pet that was outside their reach? It might help new players feel less behind than they otherwise could, because it could help them “catch up” (an evermore Herculean task, admittedly, since old weapons are beyond their reach, just to name one glaring problem) in a way that doesn’t hurt endgamers (like with the PVP nonsense that’s happening right now).
I think it would help with player retention, by keeping players who quit when they realize how far behind they are after they play for only a week or a month.
Then we’d just need ways to retain endgamers (maybe stop punishing progress? A good start, I think) and we’d be golden with a healthy playerbase.