I am going to be entirely honest here. After all the time I have played LE , I do not agree with this statement. I regularly find things that are useful for one of my chars - be it the one I am current playing or another existing one or even an item that enables or inspires building a new char entirely. What concerns me tho, is that this kind of feedback needs to be quantified and evaluated because if its true for the majority then something is broken in the game. No ARPG wants players to have 99% of the drops be useless - no one in their right mind would design a game like that.
Another point to make about the issue of poor quality drops (not just drop rate) is the issue that I have brought up in other thread about understanding LE and how gear progression works as you play and get farther into the game. For example, when starting the game, almost everything that drops is an upgrade. By the time you are at mid levels (probably 2/3 the way through the campaign) drops require basic crafting to improve on what you already have - e.g. a tier or two here or there. By end game, you are exclusively looking for crafting base items with high tiers of appropriate affixes (usually good rares, then exalteds) and crafting takes over as the critical part of min/maxing gear vs drops that would otherwise not be an upgrade anymore.
If someone assumes drops are going to be good throughout the progression of the game, then I would guess that they would definitely be annoyed and say that 99% of drops are useless - because depending on your build evolution, drops very well would be because the other mechanisms in the game that are intended to be used are not.
Yes. Exactly this. This is a core fundamental of Loot based games like Arpgs. Oversimplifying it somewhat, the algorithms employed would do two things. Firstly, ensure that the quantity of drops are at an acceptable level - no one wants to open a chest and one health potion and a common weapon drops but also, you dont want to open a chest and have a loot explosions across the screen because that devalues the loot chase and causes untold number of other issues.
The second part of the algorithms is to ensure quality of the drops - either simply as per general item rarity or more specific like more sentinel drops if you are playing a sentinel or boosts like more drops of a specific type of gear. It may be that th algorithm is weighted too much in a certain direction so you end up for example, too many sentinel items while playing a mage OR the algorithm is not weighted enough to ensure that drops are closer to your character level OR the algorithms are not dropping items mid/late game that are suitable for crafting.
All of this takes time and testing to balance and figure out. Its probably one of the hardest things in ARPGs to do - especially when you are trying to build a new game without any statistical data to work from - like trying to to see how many Ravenous Voids are dropping across the player base of # players.
Definitely - thats why its so important to balance it correctly.
True - this is difficult - If I were the developers, I would not base changing things on what people are saying because everyone is subjective and you need objective data to manage RNG properly. I would simply use people saying this as an indicator that perhaps an investigation into this is appropriate. Mike W (one of the senior devs) did exactly this for the crafting system (I think it was the crafting system) a while ago where he tested the the chances of things happening into the millions to ensure the probabilities were within the range they wanted.
RNG is critical to the game, without it, there is really no point in playing a loot based arpg game. Everything is based on RNG, weightings and ranges to provide variation in the game and YES, if its implemented BADLY, then people will not want to play either from boredom because they can get everything or from frustration that nothing drops. Imagine how boring the game would be if every interation was defined. There would be no crit chance, every hit of a certain skill or certain type would have a fixed damage value, every hit your char took would be predicatable and every playthrough would be the same.
If you dont want any RNG, then you have to go play Chess.