Quote Originally Posted by SkyeWindbinder View Post
It's "satisfying" because of the feelings of happiness that come after you win a roll and gain a very awesome drop. I mean, that's usually why it's satisfying, lol. If you wind up doing a dungeon a few times and not getting the item you want, then that means your luck hasn't come in yet. Maybe you'll get it next time. Maybe the time after that. Who knows? The element of skill and luck when fighting in a dungeon for an epic drop make getting the drop all the more gratifying and rewarding. I'm sorry, I just don't think that just because you do content you should automatically be entitled to the epic reward for said content. I also believe that the luck factor makes the reward far more special than the "farm the dungeon for tokens to get the reward" factor.
I think the issue Reynhart is talking about wouldn't go away even if you had a set 20 times you had to redo the instance to get your loot. Why not just have something (at most) 20 times as long or (at most) 20 times as hard, as long as it could still be done in reasonable particulate spans of time? Simple answer: because it's lazier design. You put in a 20th of the work that you require of players for their drops. A reasonable strategy, but a dull one.

To be honest, I could go either way between preferring to be told straight-up to run something 20 times, or having a 5% chance of getting my item each run. Luck, and drops, have a way of being more distributed based on the wants of the (consistent and/or sympathetic) party, allowing the patient ones to stay in the pool for a while longer at aid to the less patient or further behind. That said, for those without such understanding team members and perpetual bad luck, it can really suck.

Actually, on the whole I slightly prefer RNG as it applies to dungeon drops, but that's still only as the lesser between two evils. I'm in no way condoning the design as anything more than cost-effective, and adding familiarity and longevity (for their time) to content locations (whether we like it or not...).