[QUOTE=Dannythm;861304]I think the better compromise is, if the boss is wearing the weapon/armor give it a chance for it to drop, if not, make it drop materials that can be crafted into high level items.

Or even better, make it so gatherers have o go to the instance to get the materials, then locate special forges or workbench so crafters can move their asses from the cities too and venture into the dungeons too. ...QUOTE]


I like it when gear is crafted, sold and augmented or melded to become stronger than plain gear you find it the shops. Monsters should drop MATs for craftables. weapons and gear should be found in chest and reward players for exploring if not defeating a high level boss.

It all depends on what ARR wants to promote, more crafting, more gathering or more battles. In the end, the community should be the ones learning responsibility and keeping balance. A interface should be present to show economy vs ecology trends. Supply and Demand. Purchasing vs Discovery. Crafting vs Battling.

No one can complain there's nothing to do if all they do is fight mobs and no craft.