Ok, so to keep this simple I am suggesting the following loot system be implemented LEVELING DUNGEONS ONLY meaning only dungeons that can be done through the Low Level Duty Roulette which has now been renamed Duty Roulette: Levling.
While leveling my Summoner(SMN) and Black Mage (BLM) jobs it has become painfully obvious that the current loot system is not working in the slightest. as of right now with SMN 60 and BLM 55 out of all the caster gear I have less then 7% of the drops from the dungeons. Yet for gear for the rest of the jobs I have about 21% of the total drops. As far as I can see there are 2 viable options for this.
The first is to implement a Smart Personal Loot System which will follow these simple rules:
- 1 Item per boss per day is guaranteed to drop
- After the guaranteed item drop the drop rate goes down to 5%
- The item dropped will be for the current job.
- The item dropped will not be an item already in the possession of the player or in the possession of the players retainers.
- If no item can be give for the players current job an item for a job not the current will be given.
- Again no item will be given that a player or retainer already posses.
- If a player has on their person or on a retainer every available item that can be dropped they will received a random item from the loot table and normal loot rules apply.
Considering the sheer number of items that drop in each of the leveling dungeons I believe that this is the best solution for the current issue.
The second solution that has come up and that would be to add a gear vendor for each of the leveling dungeons that would use a special token that drops at the completion of each dungeon run, one note the token that drops at the end would be the same no matter if you were using it for Acc, armor, or weapons, unlike the way the Alex tokens work. Each dungeon would have a unique token and would break down as such:
- Accessorys would cost 1 token
- Armor would cost 2 tokens
- Weapons would cost 4 tokens.
Reasonably these 2 solution are the only real answers to the currently implemented loot system used in leveling dungeons which favors intentionally keeping the player weaker in an effort to make the dungeons more challenging when all it does is make it a pain.