Quote Originally Posted by Windklinge View Post
sorry but the current system is a totally outdated mmo loot system that needs to be removed or changed. it just doesn't work when people dont get their reward within timeframe x before it becomes useless with the speed this game is adding content. i mean there needs to be a middle ground to limit the RNGs power. otherwise some people keep getting screwed over.
Well said.

While I agree with another person that Tokens might be "boring," the problem is really that Yoshi P has chosen this WoW-style of Vertical Progression, and the *speed* of upgrades being released combined with the bad RNG Loot System, *and* just *1* End Game Dungeon with Weekly Lockout is what makes it so insufferable.

The game's fundamental Looting / Gear Philosophy needs to be examined and adjustments should be made:

* If they stay with a Fast (~5 - 6 month) Vertical Progression-style, with Weekly Lockouts (Ugh), then they should consider adding a Token System in addition to the RNG Drops. This way, if someone has the skill to beat various Turns over and over, but Random Number Generator is cruel to them, at least they get rewarded for perseverance over time.

* If they add *some* Horizontal Progression in the game, and add More Than 1 End Game Dungeon in 3.0 (so there are more outlets to adventure in, and more Gear Options (of equivalent usefulness / iLevel)), that would be a fair way to alleviate some of the frustration. Because at least players can tackle [Raid A] then [Raid B] then [Raid C] and try their luck at various drops that way (more opportunities to get equivalent gear).

This method would entail slower iLevel Increases, but still New Gear (it's just a Side Grade with Alternative / Meaningful Stats).

Ultimately, the Loot Pools right now are so gigantic (per Treasure Chest) that the RNG with Weekly Lockout makes it a very real possibility you will never see your item drop before the Next Item Level Increase happens (5 - 6 months), which makes the whole thing feel like an exercise in futility.