Only due to engine limitations. They have said that need/greed will be the way to go as the final loot system.
It's not really a thing to worry about until they implement something crappy and had no intention of attempting to do anything better.
Printable View
Fundamentally there's nothing to be worried about - they know it's an issue, it's why I'm not omgburning to 50 so I can do the fight immediately. I think they've said they'll be dealing with this sooner than 2.0?
Even really good developers make boneheaded mistakes now and then. As long as they listen to the community, like Yoshida's proven himself capable of doing, it's not the end of the world.
hikaro jin has had some bad luck there
Whats even worse is that this was basically a copy/paste from voidwatch loot system that nobody liked, endlessly complained about since day one, they knew the system was shit long long ago and still put that in.
I will preface this post with the following: I agree that this loot distribution system is flawed and needs to be fixed.
However, it was spawned from a fundamental need on the dev team's part. Looking at it from their prospective, it is not that hard to understand what the thought process was. With the concurrent development of 2.0 and content for those of us still playing, the amount of both is going to be diminished per time period. For many reasons, they want to retain as many people during this time up until the release of 2.0 as possible. This means two things. First, they need to ensure that any content they implement in each patch will last until the next patch. Second, that over time, the set of uncompleted content grows.
The best case scenario for the dev team is one in which when they release Dark Moogle, at least one fourth to half of the endgame population still isn't done with Ifrit. At this point, they can rest assured that players will begin to have options with their end game experience.
It follows, then, that any content implemented would have to be harsh enough to keep us playing it for at least two months (at least on Ifrit, since it is currently one of the only options for what many consider true endgame content). This, in turn, is dictated by a triangle of conditions: difficulty, accessibility, and loot distribution. This dev team seems to be pretty consistent with their difficulty curve. Well informed and prepared groups consistently beat their content somewhere between one and two weeks after release.
Accessibility, on the other hand, is somewhat more complicated. In this situation, however, they were pretty much locked into only one choice. There is very little to do at 50 right now, so if they made Ifrit too inaccessible, players would have nothing to do while waiting on the cooldown and leave from boredom.
That leaves only loot distribution. The dev team needed to come up with a loot distribution system strict enough to keep people playing for at least 2-3 months despite the ease of access. They choose poorly, perhaps, but just wishing the problem away isn't going to make it better. They need a way to keep content pertinent for a relatively long duration.
At one attempt every 20-40 minutes (assuming a 5-25 minute long spread for fight duration), and endgame, hardcore player who plays at least 20 hours a week can do between 30 and 60 fights a week. Given that the dev team is likely trying to stretch content out to at least two months, that means that 100% of the population can have their desired items after between 240 to 480 attempts.
Well, let's reel that in a bit, those numbers are assuming everyone is a hard-core-20-hour-a-week player. Generally speaking, I would say that represents less than half of the population, so something closer to 120 to 240 attempts would be more reasonable. Hardcore players could be done after only 4 weeks, true, but the majority of the server would still be playing the content well into the release of Dark Moogle, which should be their goal.
Which brings us full circle to the current loot distribution. It sucks, people get double drops and end up tossing more than they are getting, but hindsight is always 20/20. It really is either this, everyone gets what they want then leave the game from sheer boredom (something I guarantee you SE will avoid at literally all costs), or exceedingly low drop rates. To do some quick napkin math - 8 people in a party each want 7 weapons for 56 drops over the course of... we'll shoot low... 120 fights. That's a 47% chance of anything dropping at all in a given fight. Given an even distribution, that's a 6% chance of any given weapon dropping.
I rather fight Ifrit less and have the dungeon's loot system than being disappointed every half hour during the night, but that is just me.
Need/greed system is STUPID!!!!!! YOU DON'T NEED ANYTHING