
Farming is not only the bedrock of society, it is the bedrock of typical RPG content, perhaps most especially for MMORPGs. ESO has, at least for me, generally struck just the right balance for the average time needed to farm something, whether it be materials for crafting gear or the gear itself via zone and dungeon drops. Obviously most of us would love to skip farming altogether and just get rewards for completion of content, but from an MMO design perspective it's a bit of a necessary evil so that people keep coming back. Without repeatable content, the game would quickly die. They've even improved some of the grinds to more frequently give some kind of reward, even if it's not the best trait or armor weight for you. Still, are there opportunities to improve it further? The answer is: very yes!!
At its core, RNG loot systems are designed to encourage players to repeat the content. While some players may get what they want right away, others must try many many times, and this keeps people coming back to zones, queuing up for dungeons, and generally keeping the game looking busy. It also stalls for time while the devs churn out new content, new DLC, new costumes, etc. But not all RNG systems are the same! My two goals are to convince you that a pure RNG system is not the ideal solution, and to offer a complementary, customizable system that still fits the needs of the devs and does NOT rely on a token system.
“Wait... WHAT?” you shout indignantly. “No
TOKENS???”

Yep, no tokens. Here's why!
While token systems have a lot of potential, they come equipped with some severe limitations that are not appropriate for every loot opportunity. The most important is that
they do not encourage repeating content. An average person only needs a few pieces of gear from any given dungeon or zone. They will only have to grind up exactly enough tokens to afford the pieces they want, and then they'll quit. The devs could just up the cost until it fits with how much they want people to farm on average, but then that unduly punishes people who want a lot of gear from the same dungeon or zone. No good! Token systems are good for games where you are shoehorned into one specific item, and not so good for games like ESO that allow any weapon and any armor.
“Okay, so wait, isn't pure RNG just as bad?”
No!! It is actually much worse. The problem with pure RNG systems is that you are never actually guaranteed to get a particular item you are looking for, no matter how much time you spend farming for it. While the exact details depend on drop rates and the number of attempts to get the gear, it's an unavoidable mathematical fact that your odds never converge to 100%. Since content takes time to complete and people have lives to live, this creates the very real scenario that even some of our best farmers don't wind up with the gear they're after. I'm sure we've all seen enough threads along the lines of “This is my 147th VMA run, let's see if I get a sharpened inferno staff... nope” to last a lifetime. This is frankly not the kind of game I want to be playing, and I am sure the vast majority of people agree. People should, at some point, be rewarding with what the gear they're going for when they are consistently and successfully completing the associated content. We can call it an ethical problem or we can just say “I don't like the taste of this bologna”, either way it's obviously that something should be changing.
So what, then, can we do to make a better system? Nothing. We aren't the devs, silly goose-quack!! But we can still suggest some complementary designs.
I like the recent change to VMA weapons and monster helm drops in that you are guaranteed to get one every time you complete the content. This really was a stroke of genius that gets people at least in a position where they can try some kind of build out based on the gear from the content they're doing, while still encouraging repeat visits to get That Perfect Trait. Having to roll once just to get
any gear and then roll
again to try and get something good was one of the worst doubling ups I've seen. My suggestion is to continue in this fashion : by guaranteeing that you will eventually get
every piece of gear from content after a certain number of playthroughs.
That probably sounds ludicrous at first, but that's just because it's hard to express the exact nuances of the system I'm proposing in a single sentence. I am not saying that people should play through some dungeon x number of times and then suddenly get a chest full of All The Things. The one-per-run rule is still very good. The randomness of it is still very good. But we should (efficiently) keep track of what people are getting from the loot table so that they don't get a bunch of repeats on the same character.
Essentially, when someone completes content and gets a roll on the loot table, you cross off the item they get from that loot table for that character. Then when they go to complete the content again, if they would have gotten the same item they instead get the next one on the list (or however you want to handle it, there's plenty of room for dev discretion on that implementation detail). If there are no more items left on the list, the tracker gets cleared and they have a chance at everything all over again! There would of course be separate trackers for each zone, trial, and dungeon, and each character on an account should have their own set of trackers.
To efficiently keep track of loot history takes an exceedingly small amount of memory, which is important considering this system must scale across all accounts, and be tracked separately for each character on that account. The key to remember is that it only takes a single bit to track a particular item. A value of 0 shows that the item has not yet been looted, and a value of 1 means it has. Each item is associated with a unique index on the data structure, so you end up keeping track of the bare minimum amount of information per character.
Let us take the infamous Maelstrom Arena weapons, for example. There are 12 weapons which may come in 9 traits (obviously not all of the traits drop in Maelstrom, this is just to illustrate the point). That's 108 combinations, or 108 bits to keep track of, or 14 bytes. So for the price of two 64-bit system integers you can track all of Maelstrom's signature weapons, and then some. Scale this up to 12 potential alts for an account and you can keep track of that player's whole potential Maelstrom profile using less information than it takes to keep track of this sentence I just typed. (168 bytes versus 205)
If we multiply that by our 7 million players, we get just a little bit over a single gigabyte. If we multiply that by the number of zones, sets per zone, etc. we're going to wind up with less than a single terabyte of storage needed for keeping track of all current and future loot tables. Talk about efficiency!! If y'all are
really hurting for a spare terabyte SSD I can hook you up. It's for the good of the game and all. ;-) Obviously, this memory can also be dynamically allocated if you're especially in the mood for counting pennies, but in general I'd wager it's better to ensure you have the space required in a worst-case scenario.

So what does this tracking of loot accomplish?
Everything, darling,
everything.
Players are guaranteed to eventually get the gear they want if they're willing to play the content. It's still a roll on the table every time, so it's still totally random what you're getting, you're just picking from a smaller and smaller table every time. Thus you'll still have some people getting it instantly and some people lagging behind, but now you're not penalized for a butterfly flapping its wings in Taiwan and setting off a chain reaction of events that leads you to getting your seventh Defending Maelstrom Bow. You can also still get repeats if you want, you just need to keep going until your tracker resets or work on it with a different character.
This also encourages several good behaviors for the players. It should make people
more likely to repeat content because they won't be discouraged by the chance for getting nothing they need. It will reward playing on multiple characters so you can get repeats of good items faster. It will also foster a sense of healthy peer pressure for guildies who have heretofore been reticent to do gear grinding because the odds are just so darn abysmal. YES I AM TALKING TO YOU. I HOPE YOU ARE READING THIS AND I HOPE YOU KNOW IT IS ABOUT YOU, SPECIFICALLY.

you.

It is also a system that lets the devs play around a lot with the specifics. For example, let's say they want to, on average, delay the attainment of the most desirable traits so that people play for longer. No problem! You just stuff your loot table with more instances of the non-endgame traits until you reach the desired odds. They'll still all get dropped from the table as they get looted, and it will still take at most (by our example) 108 playthroughs to get a single copy of a specific gear piece (or more or less depending on the number of potential drops for that dungeon or zone), but honestly if you don't think people should have what they came for by 108 successful runs through the content then you are just a horrible people!!
There are also some concerns related to this system that ought to be addressed. In the case of one-handed weapons, for example, it is imperative that they drop in pairs. This sounds cheaty-face until you remember that all two-handed weapon users get their goods in one go, and it is only equitable to do the same for one-handed/dual-wield weapons. Otherwise they'd have to keep going all the way to the tracker reset just to get another chance at finishing their set! Not cool!! Another concern relates to the new item trading system for dungeon drops. The check should be done only when the loot drops and should not take into account anything received in a trade. Otherwise it could be abused if someone happened to have high odds for getting a popular item and they keep trading it away for gold or ERP favors. Finally, there's the economic issue related to rare overland zone drops, like Sharpened Spriggans Swords. Everyone being guaranteed to eventually get these may cause the prices to drop dramatically. To that, I shrug. It's really the only possible downside for players, but it's more good for everyone than it is bad for the people trying to make bank.
So yeah, I'm hoping we can see a system like this roll out eventually! It's a great, customizable way to tailor the loot system while still being fair to players and exorcising all the lingering math demons that conspire to make us miserable. If you have any questions or concerns, please post them, I'd love to see what people think of this!