Lol seriously. I predicted this from the beginning, before alpha. I said if you randomize drops, you are contradicting the very method you claim to pursue. You don't "earn " that which is randomly given to you.
[b]Other people experiencing the same problem. Bungie, look at your hurting community:[/b]
http://flic.kr/p/pjt2Jm
http://i.imgur.com/qCeiats.jpg
http://imgur.com/FkhSXhh
http://assets.enjin.com/wall_embed_images/1411666335_1529924_10152283654261673_1876483252179024172_o.jpg
http://tinypic.com/view.php?pic=1414941&s=8
http://i62.tinypic.com/149wjv6.jpg
http://i57.tinypic.com/2zyixja.jpg
http://i.imgur.com/DgfdvBy.jpg
http://i.imgur.com/VIyyKzQ.jpg
http://i.imgur.com/bTBb060.jpg
http://i.imgur.com/xxOJgiT.jpg
http://i.imgur.com/hyHCe9h.jpg
http://i.imgur.com/Ixrf2SH.jpg
https://twitter.com/GunheadCOD/status/515048852228153344
http://i.imgur.com/BCxrOyy.jpg
http://imgur.com/0Ef01Nc
http://imgur.com/ZtaIlyR
http://imgur.com/ptkGrpK
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The RNG (loot) and trading (or lack of) systems: -Bosses should have loot tables associated with them. This way, even if RNG remains in place, there are only a set number of drops that would be randomly selected. -Crucible performance should have an effect on the rewards. -Strike performance should have a bearing on completion rewards. (usually, I kill most of the enemies in the strikes I run, but more times than not, I get worse items, if any, than the guy that kills the least) -There is no reason why we shouldn't be able to trade being as how the entire (minus a couple of queen's missions and a couple of story missions) reward system is based on RNG. Bungie wants us to "earn" our rewards and display them like trophies. Well with an RNG system the worst player can get something great while the best player runs around with crappy gear. There are no true rewards for doing well. The current system "rewards" players for just being. Time spent greatly overrides player skill when finding items. Not everyone has hours a day to spend on the game. Before the loot cave nerf, PC players could just write a macro to cave farm the entire time they weren't actively playing. (It's not hard, I've written them for other games.) How much pride can be taken from an item that was found by shooting into a beginner level cave because there are no restrictions on the quality of drops available there? How about a player that hides in a corner the entire crucible match but ends up with the best loot? There are some people that are so insecure and shallow that they feel the need to try to get ahead by exploiting a game in any way possible. These are the same people that have to cheat on other games to have some edge to win over other players. Removing these exploits would reduce the avenues in which players can choose the "lazy" way to play. Crucibles would have more active players if there were no possibility of completion rewards, aside from reputation and marks, for players that ranked 4th and below. Those items worth having should be found in more difficult areas like high level strikes, raids, and doing well in crucible. If I find an item in one of these areas that I can't use or isn't as good as my current item, I should be able to give it to a friend to help him along. We are "encouraged" to play in teams, but are forced to be stingy with our items.