Quote Originally Posted by Koujiro View Post
I find it amusing that people rather correct math issues than to actually talk about the loot system and try to give better solutions (on the hope that maybe a dev. will see this topic and promote some changes in a near future?).
I specifically asked for help with my math. Further, the math is to highlight what the current problem is. I also suggested fixes in my original post. Finally, someone correcting math is on topic, while your statement above is nothing but dismissive.

Quote Originally Posted by Koujiro View Post
Giving my own opinion now. The "one item per run" is interesting (at least half of the people in the run will get >something<), but I thought on something that follows the Savage example to eliminate the RNG completely. Give a "Gordian Prototype's Page", or however you want to name it, for each clear we have on each individual floor, and allow us to exchange some of those pages for bolts, chains, pedals, you name it. That will eliminate a bit of the RNG of those places while securing that people will have to run them a sufficient amount of times for them to not be simply "given" to the players. And, of course, if RNG is on your favour, you will be able to reduce the time you spent there.

The reason for the different pages instead of a single token is to make sure that everybody runs all the floors, instead of spamming the same floor over and over again for easy tokens.

The only issue I see with this method is a inventory one. But inventory is ALWAYS a problem, so, what else can we do? ¯\_(ツ)_/¯
This is similar to my earlier thoughts. I think that the actual items should drop, with everyone receiving some sort of currency to purchase if their items do not drop. Similar to both Alex Savage and EX Primals loot systems. In my opinion, the current Alex Normal loot system is the worst loot system in the game by far (and has been since release).