I just want to comment again as I see this thread is still quite active, and perhaps the most active suggestions thread at the moment, and say... I would still prefer to see the token system in action.
I still believe it is the best solution to the issue, and I think significantly lowering encounter rates for a guaranteed WW would likely make the issue dramatically worse (not better)
Tokens actually provide players with three valuable things that are all fundamental parts of structuring a game to be rewarding and enjoyable for players:
1) The sense of control. Encounters remaining frequent (or even increased in number) make the player feel like they can roughly expect a certain amount of encounters within a time frame. We can work towards getting a confirmed WW even if we fail every single attempt prior to obtaining the token. Frustration from RNG primarily comes from a lack of control. You wish you could have done something to get a better chance, but you were not given the option to.
2) A reward to soften the blow. Players are rewarded with a token. Watching a number tick up on screen is one of the most fundamental facets of game design. Games are literally designed to make your brain feel rewarded. A token that is 1/5th or 1/10th of the way to a WW feels upbuilding and gives you drive to continue. An hour or two without seeing a single WW encounter makes you feel tired after being unrewarded for your hard work even after a while. Lowering the rates for a confirmed WW will mean players are not getting the chance to see that token number tick up, and instead will feel drained. With the current system, we all feel our heart racing a little faster when we see ‘Encounter: Wild Wolf’ and that motivates us. If we didn't see this at all for several hours or a day we would lose our motivation. Giving us a reward when we fail the encounter allows us to feel excitement when we see it, even if it only means we have obtained a token.
3) A failsafe. Misclicks, accidental refreshes. These all hurt. But they hurt twice as much if these encounters are incredible rare. At the same rate they are now, or increased all a misclick means is you failed to claim a wolf this time or obtain a token this time, but you at least should be able to encounter another one soon.
These things are all fairly well known facets of game design and preventing players from frustration. Keep players feeling rewarded. Deliver small bursts of happy feelings though frequent little rewards. Let those little rewards accumulate into a bigger one. The token system (also known as pity) is a tried and true method for resolving RNG frustration built upon those previously mentioned foundations of creating rewarding gameplay loops.
Additionally, the token system leaves for more room for additional updates in the future:
1) What about the possibility of being able to save tokens and chose when to spend them?
2) You might decide to spend all day grinding for wolves and tokens, but not use any of your tokens that day. You could save those tokens for a special day and use them then instead, meaning you can allocate an entire day where you are frequently seeing WWs and you have the ability to claim every single one
3) Tokens could possibly be sold to other players, similar to eggs on Flight Rising
We should also consider that all sorts of people play these games. Some of them have enough time to grind until they get a rare, but guaranteed, encounter. Others may only be able to play for 15 or 30 minutes at a time. Tokens with the same rates allow a player to play for short while, grab a token, and then go on with the rest of their day. They have the knowledge that the next time they return, they're already 1 step closer to a WW, rather than dreading the fact they may never obtain one due to lack of time to grind. Token systems are beneficial to both types of people here. Whilst lowered rates at guaranteed favours those with more time to devote in one sitting.
Attempting to solve Layered RNG by unlayering it and putting it back together as just lower odds RNG doesn't resolve the frustration players feel.
(No hard feelings, I know this comment is quite blunt. I'm sorry about that. We all just want what's best for Lorwolf, so I understand why many people do feel they prefer the lowered rates guaranteed system.)