The problem is the original post does seem very drop rate oriented.....
When duplicates really are the big issue
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All that would happen if the drops were is that everyone would easily be able to get the weapon they want, meaning everyone will end up with the same equipment for their class, removing any individuality or sense of achievement in getting the gear you want and people would start complaining that there's no content again because everything is completed so quickly and easily.
it is true he keeps mentioning the drop rates themselves, but repeatedly mentions the duplicates that were thrown down. it shows they got 10 blades for example, but of those 10 blades 5 were dropped because they were duplicates. that, in itself, would make the fight seem to be twice as effective for getting drops if they could be passed to others. they go farther into it to mention getting the cane over and over again. that was why i mentioned the duplicates more than the drop rates was because even though the drop rates was what was mentioned they are complaining more on the not getting items and when they do it's something they already have and being forced to drop them.
i may have been reading it differently, but i was just looking over it and i seen more of an issue of people getting and dropping items consistently that makes the other people feel as though they are not getting anything out of the fight.
I would like to see what they do with the new need/greed system and reflect on that data before making any comments thus far. I agree with a lot of the points concerning duplications and the loot system. However I'm wondering if this is something not already being looked at and addressed, but not being detailed yet.
That said, the work done for the post is appreciated on my end, and I hope will continue. I think if we can provide some concise points as to what is going on and what we're looking for, we can help develop the game in a direction that will be pleasing for everyone.
Thumbs up!