Quote Originally Posted by Reynhart View Post
Honestly, I don't understand how this system still works. What motivation can people find to do the same thing a 200th time, when they were screwed 199 times by a simple dice roll ?
Your exaggeration is noted. But the thing of it is, time and repitition are part of what makes an MMO. You may get lucky on the first roll. Then again you may not. On the other hand, you'll probably have to run the dungeon again in order to get yet another piece or loot you're looking for. To tell you the truth, if the content is fun and you have a few friends willing to run it either for their pieces of loot or to help you get your own, it's really not as bad as you're painting it out to be. If it was, it would have failed a long time ago instead of being featured in MMOs multiple times.

Quote Originally Posted by Reynhart View Post
How do people thought, back in the days of FFXI, that getting the Empress Hairpin was "challenging" when you could OS the NM that could drop it ?
I've never played FFXI, so I have no idea what you're talking about. But I do know this: Making content challenging is only part of what makes an MMO worthwhile. Dungeons exist also as an alternative for gaining rewards that boost your character. A Dev's job is to make the content and the reward enticing enough so that a player is willing to repeat said content for said reward.

Quote Originally Posted by Reynhart View Post
And more importantly, why do they consider people who claim "challenge over random" to be "gimme gimme players" ?
I don't know, but I do know that random is needed in these kinds of runs just as much as challenge.

Quote Originally Posted by Reynhart View Post
My ideas certainly have flaws, but at least you could feel proud when the game rewards you.
Well, I'm frankly speaking for myself, but when my wand dropped for my WHM in one of my primal fights, I felt pretty proud myself.