Welsper,
From your numerous posts on this subject you are clearly a fan of Pure RNG and believe it's a cornerstone of MMORPGs. I respect your opinion, but disagree.
There are some key flaws with this argument:
1. Pure RNG to "keep people busy" is an archaic, outdated methodology from the early days of MMOs.
Heck, early RPGs used to give out Quests and had No Quest Journal (nor any "!" (Markers) above people's heads or on maps), and people used to have to write it down on paper and figure out where to go next / how to solve things.
But that's changed over the years. Why? For convenience, sanity, quality of life, etc. Customers gave feedback and developers changed and improved.
2. Pure RNG doesn't work with a game as *fast-paced* as FF XIV. Gear / Drops get outdated FAST in this game.
If this was Final Fantasy XI, or earlier MMOs, where your gear mattered for more than ~5 - 6 months, then sure, that super low drop rate on Valkurm Emperor, or trying to get your O.Kote from Mee Deggi that took you MONTHS of grinding might've made sense, but not here.
There are numerous pieces of gear from First Coil, 2nd Coil, and now in Final Coil, that have NEVER dropped for me (nor my friends), and the content moved on, and was already outdated and we just gave up; it's worthless now.
Yoshi P has made this game too fast (vertically), IMHO, but with that fast-paced method, Pure RNG just fails.
3. You claim Pure RNG adds to "prestige". Totally disagree.
Ask any of the hardcore raiders from 1.0, about how they felt when they saw someone run around with a piece of Darklight Gear (the best gear at that time), that they didn't get yet. The answer was invariably:
"That guy got lucky."
It wasn't "That guy was skilled!" Or "Wow he's prestigious."
Because it wasn't. With the super low, pure RNG on Darklight, it was about how LUCKY you got with a drop, not that it was prestigious. People were just glad to finally get the drop and never bother running Aurum Vale 5 Chest, 17 Min Speed Runs any more.
You seem deathly afraid that, gasp, SE would run out of content if they didn't rely on pure RNG. That's not a reason to subject all players to absurd RNG like this.
The solution is to design more content, more variety of content, and have systems that engender fun in repeating the content, not mindless Dungeon Runs or Fates or beating the same easy enemy 200 times to try and get a drop.