Camate many of us do not blame you or the other CR's. You guys (girls?) have a tough job relaying information back and forth and having to directly deal with an enraged player base.
Many of us have given various easy to implement solutions. What we've seen from the CR's translated feedback is that the dev's do not care what the players want or desire. Under no system should it take a player fighting a NM 200+ times to acquire an item. There is no way to describe such a random requirement in a positive light. The event of Voidwatch is fun, but only if your actually getting rewards from it. As most players are not receiving rewards, or rather the rewards they want, it has deteriorated into all these angry players.
The reactions of the playerbase could of easily been predicted if you (or the devs, or FFXI team leads) had studied DR. B. F. Skinner's research. He specialized in behavioral studies and did many experiments involving animals, levers and food pellets. He eventually created something known as a an Operant Conditioning Chamber.
http://en.wikipedia.org/wiki/Operant...ioning_chamber
It was a device used to train and instill certain behavioral characteristics into lab animals to study how to best train them. It has since become a staple device in any behavioral study.
FFXI's Voidwatch system operates exactly like a Skinner's Box set to random reward distribution based on dynamic input. Long wording meaning your reward is a random percentage, each time a rat hits the lever there is a chance at the food (reward) being dropped. Due to the randomness the rat is conditioned to hit the lever as often as possible and becomes agitated when food is not delivered over an extended period of time. Using a Skinner's box on human beings is considered unethical by behavioral scientists and the medical community at large.


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