A month into the Velious Phase of the Great Experiment that is Mischief/Thornblade, I thought it would be worthwhile to revisit the discussion concerning the randomized loot mechanics. Lower Tier (easier/more available targets) are quickly becoming ignored by the larger guilds. Velketor and Wuoshi feel like a waste of time if you don't get a Dain Head. Furthermore, player attrition rates seem readily apparent to me, obviously this is entirely anecdotal. But from my own personal experience, the smaller guilds have abruptly hit a content wall. There is not much that they can do that is really worthwhile, and it is generally going to be this way through Luclin and PoP. My proposed system for the randomization of loot tables addresses both concerns. (1) It makes the broadest base of content relevant for ALL players. This decreases attrition rates. (2) It also rewards players tackling the most difficult mobs/encounters. Enough introduction. The system introduces loot floors - and not loot ceilings. Tier 1 (the most difficult, eg Vulak): A mob in Tier 1 can drop loot from any other mob in Tier 1 - and only Tier 1. Tier 2: A mob in Tier 2 can drop loot from any other mob in Tier 1 and/or Tier 2. Tier 3: A mob in Tier 3 can drop loot from any other mob in Tier 1, Tier 2, and/or Tier 3. Tier 4: A mob in Tier 4 can drop loot from any other mob in Tier 1, Tier 2, Tier 3, and/or Tier 4. As such, the system would weight itself. Yes, Lodizal or a PoG mini COULD drop Vulak loot, but that would probably be worse than 1/100 or roughly 1/(number of mobs in all Tiers 1, 2, 3, 4). However, Lodizal or a PoG mini is likely to drop something better than his Tier. Conversely, Vulak would NEVER drop Lodizal or PoG mini loot - never anything worse than his Tier. Thus, the system keeps the most mobs/content relevant to the broadest player base, including both the hardcore, large guild raiders and the more casual, small guild raiders, while still incentivizing those players who can and want to go after the most difficult mobs/encounters.