
Originally Posted by
Ava
I don't really like the OP's idea, but I don't like the current, or past systems either. I am a typical run-of-the-mill, ex-hardcore MMO player. Back in high school I could run things all day every day, I had no bills or family that cared, etc. Now, I want to log in, experience content, get a reward for experiencing such content, be happy, and do more content a little later because the reward I got the first time made me want to come back for more. This is typically how it works with MMORPGs and raiding.
I'm going to use WoW as an example and I know 9/10 people will disregard everything I say because of it, but you are the minority so get over yourself. In WoW, there is ALWAYS a reward for doing content, whether it is in the forum of currency (gold drops), reputation (which leads to loot vendors over time), and drops on top of all of that. In addition, this content is designed around multiple tiers of bosses where you don't go go kill a boss and that was your chance at loot for the week. You kill several bosses and have several chances. And the bosses always drop something, so even if it's not for you, you still see all the people around you getting phat loot, I would also consider that a reward as well.
The last time I logged into XIV, I did Ifrit for the first time. I spent I believe 2 full sessions (total of 10-15 hours). This is the equivalent to an entire raid week in WoW, perhaps more. What did I get? Absolutely nothing, no currency, no rep, nothing. Over the course of all of this time, my groups saw less than 5 total weapons drop. I did get a drop, but it was the PGL weapon, one of the only 2 classes I haven't leveled yet. And I saw it drop twice. I haven't logged on since.
The system in place right now (even after a need/greed system) is lackluster when compared to competition. If SE wants me to come back (and pay a monthly fee...) before 2.0, they need to design better content, because not only does the loot system suck, but the entire system of content in this game is completely shallow. There's nothing to it but a boss and a chest, which may or may not have anything in it at all.
My suggestion would just be adopt a standard MMORPG loot system. One person opens chest, it has a random number of 2-4 (4 being VERY rare, 2 being most common) weapons, doubles can drop, but at least you get something every time. In addition, they should add something else, maybe a token that drops every kill. So let's say you kill him 50 times and you still don't have that 1 weapon you really wanted, you could take it to your company vendor and exchange the 50 tokens for that weapon you never got.
Sure, some people might get weapons a little faster/easier, but MMORPG's shouldn't be so brutal when it comes to drops.