Hi Proxy. Jack clarified what he meant by perception here: First, it's worth adding that broker prices are not the full picture. Many things factor into how often an item is put up for sale or what people think they can get for it. It's not just about how often something drops - it is also about how often someone is willing to part with it. The Phoenix Material in particular is one example of an item that players are consuming themselves at a much higher rate. They are unwilling to trade or part with it, so it seems more rare. For those asking for the specific odds and the exact details, this is proprietary information we will not be sharing with you or our competitors. -- Now, with that out of the way, Jack also reiterated we are (have been, and will continue to be) looking at the odds and the overall makeup of capsules, based on feedback we see out here in the community as well as based on what the data says about player behavior. Is every open as positive an experience as it can be? Are too many (or not enough) opens needed to get certain items? How many people are participating in the system? How long do people participate in the system? Does the system impact other areas of the game? And so on. Let's take a step back for a moment. Why can time capsules exist? We created time capsules as a way for us to deliver cosmetic and other fun items, items that are additional or on top of our regular content and events and progression. Stabilizers can be earned in-game over time, or they can be purchased, and it's the purchasing that makes them viable. Stabilizer sales first pay for time capsule development and then contribute significantly to the long-term continued existence of the game. We want to learn from everything we do, and then iterate, experiment, and improve with the next thing. We learn from your feedback and we learn from how your behaviors change. Sometimes these things conflict, even your opinions conflict, and it's a challenge to navigate what is best. Sometimes what we try doesn't work at all, or works partially, or has unintended consequences elsewhere, and then we try something else. That's what you're seeing with time capsules. These are common in other games and the team has significant experience implementing them, but every game and every community is different, so we're still learning. Right now, we hear some of you saying you are concerned about: The overall odds of getting certain items How feats are attached to certain items The pacing/cadence between capsules The maximum gear level compared to the latest content The desirability of specific common items As we look ahead to the next capsules and the ones after that and the ones after that, we are considering these concerns and how they match (or do not match) in-game behavior. What adjustments can we make to the time capsules or to the greater game to address these concerns? We do not have the answers yet, and we will share when we do. Thanks for your initial question and detailed response!