Some of you who have been around for some time know there were few big changes to the loot system. Initially all mobs returned loot. "no loot" message didn`t exist. Loot variation was very small prior to this, a 300ped hof was reason for big celebration at the time and about the maximum a player could get. 2nd change came after VU 6.5 when "no loots" were introduced allowing even higher loot variation. At this point maximum hof size for mobs like drone or molisk was 2-3k max. 3d change came after L items were introduced, MA saying that change was needed to allow high tt items to be dropped. We know unL items with 50% cond limit go beyond 4-5k minimum tt condition and L items also go up to 600ped tt value and such. At this stage hofs like 10k were possible for mobs like drones where the cap was previously 2-3k. While these changes make sense somewhat, they also alienate players that get many rounds of 40-50% returns in tt value. Many of these players will just quit not knowing these dynamics and will never get back the share they`ve left behind. If loot distribution were to be more even, MA would get better player retention. I`m sure of this. Areas like Hell or CND increase this dynamic even further, making loot 2X more dynamic allowing even higher variation on top of 3d change. Why not create hunting grounds like CND with higher variation, BUT with a clear warning sign about it. Also why not return and decrease loot variation to pre-VU 6.5 levels to allow players who want a more steady return and stability to hunt/mine/craft there. Create such special loot areas with very low loot variation. It was possible to create a high variation place like CND and Hell, where loot is 2X more dynamic. Please consider creating the opposite of that, a low variation loot environment. p.s: Before you mention "rookie" tools and "puny" mobs, remember those are subject to same loot variation just that on a smaller scale. It only caters to 1 week old players.