The thing is, as with most topics, request for change most often comes from a place of "the way I choose to play the game, this isn't working out as well as I'd like". And while they most often make perfect sense, from that person's PoV, such a change usually severely compromises the way other people play.
There are folks IG who basically all they do is chase sups and / or bosses. So whatever scheme is implemented that would be most appropriate for those folks, would be less advantageous for those folks like have posted above. I have **seen** Kiro boss 3 times since merge. Two of the three dropped no mandible, the third was a 3 mat (21 of each) drop w/ a 3 guild split. So in 6 years or so, I have managed 7 mandible. And yes, I do spend a fair amount of time scouting, but it's not all I do and most often, I'm not doing it in group or part of a coordinated effort. But that's OK, if I can't get by w/o every piece of equipment I'm using being uber quality, i should have quit playing long ago.
So yes, the current system favors larger groups working together for a common goal devoting the majority of their time to it which is not a bad thing. The problem, if you will, was most evident prior to the shutdown before server merge when there were many players grinding jools from GHs stacked with 10,000+ spu zun. I can understand the mindset of getting enough to craft what is necessary to supply your guild or supply your faction. But what I have noticed since merge is that it's less about that and more about keeping the good stuff away from the "evil people".
The only way that I see the issue being addressed fairly across the board is if availability was limited **similar to** instanced situations but without the overhead of creating the infrastructure necessary to do so. Unfortunately, how this might be implemented in a manner that could not be subverted is something I have not been able to formulate. For example, if mats "aged", say anything over xxx mats degraded after a certain time ... regardless of the difficulty in implementing it, peeps would subvert by adding more GHs or crafting off and then you'd have to have equipment aging too which i don't like.
Given the above, I wouldn't support any change to the existing system.... but would love to examine any idea that isn't geared to provide advantage or disadvantage to any subset of the player base.
There are folks IG who basically all they do is chase sups and / or bosses. So whatever scheme is implemented that would be most appropriate for those folks, would be less advantageous for those folks like have posted above. I have **seen** Kiro boss 3 times since merge. Two of the three dropped no mandible, the third was a 3 mat (21 of each) drop w/ a 3 guild split. So in 6 years or so, I have managed 7 mandible. And yes, I do spend a fair amount of time scouting, but it's not all I do and most often, I'm not doing it in group or part of a coordinated effort. But that's OK, if I can't get by w/o every piece of equipment I'm using being uber quality, i should have quit playing long ago.
So yes, the current system favors larger groups working together for a common goal devoting the majority of their time to it which is not a bad thing. The problem, if you will, was most evident prior to the shutdown before server merge when there were many players grinding jools from GHs stacked with 10,000+ spu zun. I can understand the mindset of getting enough to craft what is necessary to supply your guild or supply your faction. But what I have noticed since merge is that it's less about that and more about keeping the good stuff away from the "evil people".
The only way that I see the issue being addressed fairly across the board is if availability was limited **similar to** instanced situations but without the overhead of creating the infrastructure necessary to do so. Unfortunately, how this might be implemented in a manner that could not be subverted is something I have not been able to formulate. For example, if mats "aged", say anything over xxx mats degraded after a certain time ... regardless of the difficulty in implementing it, peeps would subvert by adding more GHs or crafting off and then you'd have to have equipment aging too which i don't like.
Given the above, I wouldn't support any change to the existing system.... but would love to examine any idea that isn't geared to provide advantage or disadvantage to any subset of the player base.
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