Effort should not always mean time spent. People are being rewarded for who can sit on there but the most. I rather be rewarded by player skill. If I can take down a mob because I know what I am doing I should get something from it not well good job but noone really cares as a reward for it. I don't view player skill just sitting in one spot again and again. If an item is supposed to be rare than make it rare make it hard to get each time someone wants it.
I want my ability of knowledge and memory test. My ability to strategy tested and rewarded. Something that I have to solve puzzles or actually be immersed in the game not sit there and crack a rock and come back home and pray I got something to show for it. I spend my normal life doing this half the time why should my entertainment be this as well.
Yet these days that seems rarely the case. I rather have fun attempting to get an item and know that if I kill the mob that has that I will get it to drop. Killing a boss a 100 seems anti climatic. I rather die 100 times trying to kill the mob but have the mob drop what I need every time than have to sit there and kill the mob again and again. That is my point.
Why should a boss not be just that boss. Yet they are not usually treated as such in terms of drop rates or any kinds of rewards. If it takes 7 months to get an item it better make you God like at the level its intended for. If it doesn't then seems to be just seems rediculus. If the item is rare truly and intended by FC to be rare then only say 5 to 10 people per server could get this item per year.
If not then its not truly rare but uncommon. A truly rare item should be coveted and not seen every day yet even the items that is revered as rare really are more uncommon atleast its seen that way in the high level community. If you can show how able you are to sit in one spot for hundreds of hours to get one item I should be able to show my ability to play and beat down a mob and get rewarded for that.
Yet reward is left to time spent and chance not player skill. This is probably why games like GW has people interested because atleast you get rewarded for knowing some strategy or for figuring out good combinations and things. MMO's depend too much on chance for reward. A majority of the time 90% of your time is wasted on the failed attempt of going after an item. While some items should be worth this effort why should that later part of the game that of which all the expansions content should be all rare item drops?
Think about this. What would you consider to be a common armor that anyone at lvl 215+ can get that should be fairly easy to get but yet be useful? The item can't be something easy to get at lvl 200 it would have to be something thats designed for use at lvl 215+? Tier 3 is still not common common. There really isn't items that you can get for varying levels alot of professions have gaps in items. There are items you get on at lvl 170 and wear them till your 210 or from the totw till you hit 200. This is where the issues of the game arise.
There really isn't a diverse selection of common but yet useful, uncommon, rare, and ultra rare items. It typically goes vendor food, buff items, social wear, uncommon, rare and uber rare. The uncommon content at one point and still is a hard to get and rare item to aquire. So there is this big gap where you either have the goods or you don't. This becomes pretty evident once you hit 215+.