I don't particularly care whether loot is bound or loose so long as it makes sense ^^ No Drop currently doesn't have any sort of game world explanation. Yeah it's great that li'l gnomes can make their way to the realm of veteran adventurers to pick up free things in exchange for being super fun and engaging, but it (the no drop mechanic, not the exchange!) doesn't make any sense :c
Think about it this way, a band of adventurers makes their way to the bottom of some dungeon, fell the infamous Wrongdoer of Nastiness and find on him the Legendary Shiv of Asspoking! Unfortunately none of them are rogues, there are no cute gnomes accompanying them and they know that the laws of the universe will bind the dagger to their souls upon touching it. So they leave it there. How does that make sense!? Make it make sense and I will hug you!
The other thing that bothers me about it, but to a lesser degree is that it forces more linearity into an open world. It is akin to the primary storylines in games like AoC or ESO. Both are great games, but less open world / sandboxy than say something like classic EQ, EQ2, VSoH or one of my personal favorites FLYFF!
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<Millenial Snowfkake Utopia>
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