Voidwatch fights bring new challenges and interesting battles to a post-Abyssea FFXI, and most people applaud the fights themselves; however, I have not met a single person that has anything good to say about the reward distribution system. The main grievances are as follows:
1. The drop rates seem dreadfully low.
Maybe after Abyssea, land of force-what-you-want-to-drop, low drop rates aren't necessarily bad for us. But, some of the drop rates on Voidwatch items seem astonishingly low. Combine that with...
2. Random distribution of R/EX items
It's insulting, and practically heartbreaking when the LS's main tank receives an item for BRD when she doesn't even have it unlocked, and the BRD receives a shiny new mail for his level 10 Samurai. The already low drop rates make this even worse.
[SIZE="5"]A Potential Solution
[/SIZE]
Why not release a series of items, similar to the "ascent" items which can be traded to a Planar Rift before the start of the battle, which affect the type of item one might receive from the riftworn pyxis? I'd propose two sets:
Part I: Type Selection (15k cruor each, can trade 1 per fight from this category)
Spiritual Medallion: greatly increases your chance of receiving magic oriented armor from riftworn pyxides, but you will be unable to receive other high quality items.
Assailant's Medallion: greatly increases you chance of receiving melee oriented armor from riftworn pyxides, but you will be unable to receive other high quality items.
Armorer's Medallion: greatly increases you chance of receiving weapons from riftworn pyxides, but you will be unable to receive other high quality items.
Part II: Designation Selection (20k cruor, can trade 1 per fight from this category)
Collector's Medallion: greatly increases you chance of receiving exclusive items from riftworn pyxides and greatly reduces your chance of receiving items that can be sold.
Merchant's Medallion: greatly increases you chance of receiving sellable items from riftworn pyxides and greatly reduces your chance of receiving exclusive items.
The cost in cruor is set relatively high in comparison to other items, and should have a noticeable effect. I'm not saying it should raise the drop rate to 50% or anything, but a decent increase at the "target" items while removing the ability to get things you were just going to drop seems reasonable.
A system in place like this would at least make players feel more in control over their fates when venturing out on the Voidwatch, and I think it would increase the playability and reception of the system greatly.