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either give them a different product to get them hooked, or just go back and give them the same one you gave them before.. theres always a chance of liking or not..
Unless you're saying your product at 78% of chance of success is getting rejected for over 78% of costumers with that 78% chance of success, than it's not bull. It's math doing it's thing.
Correct.
74% means that out of every 100 attempts, you're going to average about 25 rejections.
note, this is /average./ this means that one 100, you get 30 rejections, another 100, 20.
over time the real number of rejections matches the expected outcome more and more closely.
the part you're not grasping is that these are averages, over 100's of attempts. on the individual attempt scale, meaning you look at each single attempted sale, and it's not going to match the probability very closely.
you're probably thinking, "oh, 75%, only 1 in 4 will reject it." that's not how it works. the average does not tell you where in the sequence your rejections will be. every fourth attempt failing is the same statistical odds as 75 successes in a row, then 25 failures in a row.
No.. You just didnt get the response you wanted that agreed with your entitled attitude about percentages , and want a game that has everything just the way you like it all the time