@MatMB wholeheartedly think the grind was necessary and deep down inside I reckon both Artemix and I know this all to well
@Artemix your whole rolling the dice parable, pertaining to that very case, is statistically sound (that is if that were the case, it would definitely be a statistical anomaly) but I’d give you here an example as to how most such games might be designed:
Lineage 2 source code was leaked sometime in 2004/2005. Therefore a throng of not only private servers but also mechanics info sites sprang to life afterwards (the truth was out in the open). One such website is lineage.pmfun.com (still alive). There you have full loot tables with probabilistic chances of drop. This is the very thing I want to highlight:
chance of drop in Twin Falls / Swarming Hive / Cronley’s for let’s say an Ultos component might be hardcoded as either 0,(0)5% or not at all even (as it’s definitely not an end-game worthy zone) meanwhile the components that you’d seen drop might be having a 5% chance -> therefore after roughly 20 runs you might be statistically inclined to believe you should at least get one of them.
Morale of the story: exactly what I said in my last post, the end-game rout might be exponentially more tedious than the whole experience of leveling to 100