Originally Posted by
Enfarious
It's not a big change to re-implement something that's already present, it's a mater of a function call or 2. Changing a chest to have 1 100% item isn't possible but would require a lot of work, it's already a mechanic that's present in every primal, we get DM 100%. I'm not sure what exactly these changes you speak of are.
Let's just call this for what it is. Poor design plans, had they taken what is already there and moved a decimal point this thread would never have started. They chose to backpedal from the system that people thanked them for in Garuda to what people have been outraged by since the first dungeon/Primal. That's just bad planning and a bad idea for a game that's "For the players"
Edit: Keep in mind that they have modified drop rates many times before and it does not involve months of rewriting the instance. I'll make an assumption, and probably not horribly wrong one, that they have a map design and script for each of the instances that we have at present, those scripts while they may be long should be seperate for each instance and therefore not all that hard to modify. Again assuming good coding practices those scripts are relatively well documented for future devs that work on them. What's more is that in the name of streamlining content development, and this may or may not have happened for 1.xx, you'd typically make a stand alone content builder for designing and modifiying those scripts making it still easier to modify a thing. To assume on further thing, drop rates for each item are set and can be relatively easily modified at a later date, making something 100% under certain circumstances should not be that hard to add to your scripts, running drop rate variables for each of the big items and as you complete scripted conditions those variables are increased. If they can do it to add chests to the win they can do it to change drop rates for those chests.