
Originally Posted by
ArwynOfOdin
I'm not sure if this has already been said in one way or another, but I'm not reading through 120+ pages to find out, so if it has, just consider it a reminder for those who missed this important point.
From what I did read, I notice some people who used the exploit are claiming that it did not adversely effect others, specifically because Salvage is instanced.
When SE designs a new event, such as Salvage, there are a variety factors that go into it such as event difficulty, time spent, rewards system, etc. In the design phase, SE does their best to implement a balance of these aspects that is as fair as possible. However, there's really no way for SE to know for certain that their original design implementation for new events or jobs is perfectly balanced which is why you see SE making a lot of 'tweak's over the years. They release something, watch it closely in the community for a while, taking inventory of numbers and what not, then adjust as needed to make it as fair and balanced as possible for all. Before people start pulling the "that's SE's problem for not adequately testing their product" card, you can't make that statement because events such as Salvage are meant to carry on over months/years at a time, most often in conjunction with other end game events, so using a pool of biased testers in a very short window won't really do much, and tweaks will be bound to happen regardless.
So now you take an event such as Salvage, with extremely questionably drop rates, and throw in an exploit such as this. When SE is taking inventory of total Salvage pieces completed for the sake of assuring the event is fair and balanced, how do you think essentially doubling/tripling drop rates is going to effect any necessary tweak to the Salvage system? From SE's perspective, it could appear the system is MORE than fine. I mean, just look. There's plenty of completed pieces going around, so from their angle, even if the drop rates are low, the system in general must be balanced if all these rewards are coming as a result. And thus, this leaves those who are NOT using the exploit, basically up shit's creek with a poor and unbalanced system that SE really can do nothing about because those abusing the exploit have SE fooled into thinking that the Salvage system is NOT broken.
So in short, what may have been a necessary game fix has been halted because of those abusing an exploit and hiding it from SE and the rest of the community. So in fact, not only did this adversely effect others, it significantly and adversely effected others.