After watching this topic expand over numerous threads and countless posts, I feel a strong urge to comment. This post contains two separate sections. It is also long, so if you want to jump to the data, head to the next post.
To the Community:
As fans and players of Guild Wars 2, we have a strong desire to see the game we’re playing be the best it can be. We expect a solid experience – not a perfect one – but one that is not marred by bugs creating unplayable, non-challenging, or no-fun scenarios. As a whole, I believe that the game and ANet have delivered on this. However, we as a fan base – just like this game – are not perfect, and frankly a lot of posters seem to have the illusion that we are.
Throughout this thread (and the previous one), we have expressed perspectives regarding the drop rate of items. We’ve had lively discussion about the topic, produced theories to explain it, and collected some data to help prove it. But we have also spent a LOT of time whining, playing the blame game, and most importantly, generalizing the issue.
This presents a problem. In the previous thread, there were some posts that did an amazing job of proving exactly what had happened with the drop rate – specifically, these posts included percentages and math to help show a distinctive problem. However, these posts were few and far between, and in a thread that long, they got lost in the deluge. In this thread, there have been many references to “we already have all the data you need in the other thread,” but I (and I’m certain none of you), feel like sifting through that entire thread for the relevant information that will actually help solve this problem.
This is why this thread was created. It is a space for us, as a community, to post SPECIFICS of what we are experiencing. However, all too quickly, this thread is becoming much like the other: 90% of this so far is generalizations about the drop rate. “We’ve noticed a decline” and “I’ve played XX hours and gotten no rares” isn’t going to help. Those who have provided specifics (numbers) in this thread – good for you and keep it up.
Should there be more input from ANet regarding the issue? More transparency? Clearer communication about how we can help? The answer to all three is probably. But there is only so much that the ANet team can do, based on the resources (both people and data) available. Should we be responsible for helping? For addressing a problem such as this? Probably not. But we’re here now, so let’s do something about it.
This is why, as a community, we need to step up and help, and I believe we have enough of a love of this game to help it succeed. Instead of providing more generalization about the issue (we’ve established there’s a problem and it’s annoying – time to move on), let’s get some data to prove it.
The following is a simple test scenario. It gives hard data based on play experience. It is easily reproducible in any area in the world, and takes very little time to collect this information. I think, if we all took some time to put this together, we could provide some compelling evidence to show a good example of what the drop rate is like across the game. If we do that, then we’ve done as ANet has asked. This thread has done its job. Whether we see a resolution to the problem, we’ll just have to wait and see. But at least we can say we did our best, and that ANet can count on us to lend them a hand and not simply blame them when everything goes wrong.
NOTE: The following scenario deals with simply fighting enemies in the world. Easiest way to do this is to strip it down to the basics. If you want to provide info on chest drop rates, champions, or dungeons/fractals, a different test scenario may be warranted.
Henge of Denravi
[CATZ]

