Inside the Diadem (normal) our group and many other groups in the zone continually found that some of the groups were not getting kill credit and seeing treasure chest drops. Usually only one or two of the full groups would get credit.
This NEEDs adjusting. This was extremely unfair to groups with healers who spent most of the fights healing everyone including other groups (healing seems REALLY terrible at triggering the chest drop flag).
Likewise some groups with people doing gathering couldn't ever get credit for anything. Again this is rather unfair, they entered the zone they should get credit.
Please take a look at this and FIX it asap. Again, we had near full groups MISS credit with 80% DPS uptime on mobs... this is insane.
--- Update! ---
The last defect filed on this is here and has been ACCEPTED by development: http://forum.square-enix.com/ffxiv/t...g-Chest-Credit
It was accepted after our FC validated last night in Diadem hard with our 24 man group that if we stay away from all other groups we had zero problems with chest drops. Even when we had a group missing two people (gathering/afk) they continued to get all chest drops without any issues. Likewise we did not have issues with dots going nutty or not showing up. We'll continue to do all of our runs like this until SE puts in changes. We were quite efficient too and secured 81 kills, 5 NM kills and 5-6 gold chests which appears to be similar to what zerg DPS groups are seeing on our server. Killing was slower but since every group was getting 100% secure it was a non issue.
Again there were no issues when one or two people were gone from the groups when only three groups are clearing an area. And we didn't have to focus on DPS. We were able to easily off tank adds, control groups away from a star mob, keep aggro off healers, heal other groups etc. The experience was what I would have expected as fun and optimal. We did this on the bottom left island. Next time we'll try a Dino island away from the other groups. So you can definitely avoid the problem without having more "leet DPS" or having all 8 people active. You just can't have too many groups in the same spot causing the damage thresholds to break for the lower damage groups due to the lack of a scaling threshold when too many groups attack the same mob.