This. I get that nobody wants to go to work all day on a game then come home and play the same game. But there's absolutely value in experiencing the product before you just go in and start changing stuff. Yes, its important to listen to the people who do play, but it would be valuable to have sufficient insight to know which players are giving sensible suggestions and which are blowing smoke. If you want to have a player-based economy system relying on crafted gear - great. It can work, its worked successfully in many games, but you need to fix player to player marketing pain so people can move goods, and you need to add consistency in crafting. There's no way around it. RNG needs to go, or be severely diminished or mitigatable in some way. If players could work for the things they want over time, (and actually KEEP WHAT THEY EARN) we'll be much happier to sit here and tread water fiddling with our builds and making better and better gear while we wait for new content to appear. That's all a lot of us have been doing for the last couple years. Then something gets changed and all your progress turns into a pumpkin. Either a nerf, or quadruple xp rates trivialize your years of progress, or gear destruction rate becomes untenable for how much effort it takes to make due to the rng implementation. Chasing 0.01% or lower drop rates cannot be the only path to success. Loot needs to be consistent and/or incremental. If you want super-rare drop stuff, that's okay, but it shouldn't be essential items. I'm ok with there being houses and deeds (never looted either, in all my hours of play, but I saw someone loot one once), or rare trophy heads, and that sort of thing - I'm even ok with super rare artis, but NOT if they are so dramatically best-in-slot essential. The other issue is scaling. I've been to kill that spider queen about 10 times. Every time it dropped the exact same crap as a 500 hp spider that I can 1-shot. The amount of hassle it is to do that fight even with a group, to get such an insult of loot, I simply refuse to do it anymore. I've killed hundreds of dragons, destroyer tier creatures, etc. and every single time its disappointing. I remember spending an entire weekend doing nothing but killing demons trying to get a demon heart and after 2 days and I don't know how many demons killed net gain was zero. In the same amount of time, I can grind trivial mobs for cash and BUY the thing I want several times over. So....the best path to success seems to be finding the biggest humanoids I can steamroll, murder them repeatedly, sell everything I pick up to the vendor, repeat. Then spend loads of time trying to find what I want for sale, or more likely, go outside of game to forums or discord to try and find it since...screw the vendor system lol. So that became my gameplay. Log in, kill trivial crap, get gold, then stare at loadscreens while I shop to try and buy what I want from people who 'got lucky at slots'. Its a two-fold problem to do with poor loot progression and horrible marketing implementation which leaves us all feeling a bit 'meh'. To be successful and appealing long-term, an MMO is about progression. Gear progression, Level progression, Wealth progression. Whatever. If we wanted to "click a button until we get lucky" we'd go play slots.