Quote Originally Posted by Maxthunder View Post
I have an answer but I am sure some or a lotta player would hate the answer. Now I will give the answer again, and I beleive that it will satisfy 2 things that players have been asking for. #1. The Devs use a point system, now everytime you run what ever it is you are given points, you are also given points for meeting certain requirements and that could be killing X amount of mobs, bosses etc. Some of you may not want to hear this but FFXI in some of the end game content had a point type system. Now after you have EARNED enough points players go to the coresponding NPC and trade said points for what ever it is they would like to get. Now I am not saying make the points too low nor too high, so I will clarify that right now. #2. The point system also gives players an idea of how close they are to getting what ever it is they are after. #3. This will benefit both casual and hardcore players alike, it also removes a horrid drop rate issues. Now again I amnot say get rid of drops altogether as there should be a place for those as well, example HNM's or world NM's whatever the Dev's wish to call them.
Sounds like a good idea, but i see one flaw : how many points do you get per run/kill ? How do you calculate / dertermine that ? You are just transforming the drop rate problem into a how-many-points problem.

The good thing in your idea is that it would add diversity to the ways of getting drops, and diversity is good.

The system I personnaly prefer is a 100% drop rate. But of course to get those 100% you have to sweat and work Kill this NM to get this item, with 5 items pop that NM and kill it with 5 mates. That item could be used by a DoH to craft a key, which in turn would open a chest or a door, somewhere at the end of a dungeon. That kind of system has every one work towards one goal : open a chest / access to a boss that will drop an item for certain. But the way to get there is long and hard.