Reading the post Kander made here made me think I have a bit of a window of opportunity to bring up item drop rates while comparing it to a system that is in house at SoE. The problem: Right now items drop in a very 'streaky' fashion. Items that have the same weight as others are seen MUCH less than others and the perception of this drop rate varies from guild to guild. Guilds have seen X item dozens of times while seeing Y item only a couple (if at all) when they supposedly have the same 'chance' to drop. Now while the drop rate may be correct on a global scale this is simply not good enough when looking at individual servers. This is the part that Kander posted that I am talking about: Notice how an avatar that has spawned on a server recently gets a much lower chance of spawning afterwards for a set time while other avatars who have not popped on a server for a long time get a much higher chance of spawning. Now if we can play some word replacement with what I just said we need to change it to the following for items: Notice how an ITEM that has DROPPED on a server recently gets a much lower chance of DROPPING afterwards for a set time while other ITEMS who have not DROPPED on a server for a long time get a much higher chance of DROPPING. There needs to be specific rules applied to items dropping to make sure items that are weighted the same drop in equal quantities on a per server basis, not global. If this was in place the only way items could being to drop in a 'streaky' fashion again is if dozens of groups/guilds on a server were just relentlessly killing the same encounter, and it still wouldn't be as bad as a global scale. Speaking of contested, the way contested works combined with an item drop system I propose would make sure they never drop items in streaks.