Quote Originally Posted by Cthulhu View Post
How do we even know that that's not the way things work already? Has any one done any testing on the number of runs per day vs the number of drops? Everyone spamming the content could very well cutting their own throat, gorging themselves at the buffet, and then wondering why they are still hungry.
Uh, I don't think you understand what I'm saying at all. The drop rates don't go up over time.

What I'm SAYING is- the devs have an expected average amount of time spent playing for items to drop. The drop rate is such that this average will be reality (again, it's an average. RNG will give some people stuff earlier and some later). Right now, that drop rate seems to be set based on the ability to repeat content every X minutes (currently 15) following completion, and that if people leverage this and play content as much as possible, then on average, most people will have the reward by Y number of days later.

I'm proposing that the X in these calculations be changed, while the Y be left the same. Thus, with a hypotheitcal Y value of 7 days:

Currently, X = 15 minutes. Let's just say it went to 2 hours, with the average number of days Y to recieve a reward being the same for both cases (7 days).

You are able to win the content at best 1/8th as often as currently, but the drop rates are increased to a point where you still average out to people recieving their reward in 7 days. Thus, it still takes a comprable amount of real time for you to be rewarded, but you don't have to play the same content CONSTANTLY during that time.

Again: this is a hypothetical scenario about un-named content. I'm not referring to any one specific event in the game.