Quote Originally Posted by testname View Post
ai kinda agree, the loot system in here is garbage
What would you propose instead then?

Keep in mind it needs to meet the following conditions:
1) People need an incentive to run the content more than once or twice in general.
2) People need an incentive to run this content for a couple of months - for two reasons: First a buisness one (you want to keep people subbed) and second a gameplay one (you want to make sure that even those who would miss the initial rush are still able to get loot and clears a few weeks later)
3) The loot cant kill all other means of getting gear, mainly: It cant kill the crafting route by providing unlimited gear of the same ilvl (even though the 460 gear isnt directly crafted, it still requires crafting gear as a starting point, so I'm considering the highste crafted gear as being of the same ilvl as the 24-man-raid-gear)
4) You want to make sure that people who actually play certain jobs have a better chance of gearing those jobs (aswell as giving people an incentive to play certain jobs, for example tank and healer)
5) You want to prevent burn-out.
6) You want to make it transparent and planable for your playerbase, with as little RNG as possible.

...so... how do you do that? A simple token-system that can be exchanged for any gear of your choice wont meet points 1, 2 and 4. Making the loot unlimited doesnt work with 1, 2, 3 and 5 in mind.

So... what better system is there that makes people stay subbed, go back to do that content, doesnt kill the market and makes sure that not everyone queues as a dps?