@Rang-Dipkin "Rare Drops" were largely guaranteed in Dragon's Dogma Online because most of the game (at least during the bulk of Season 2 and Season 3) was spent running in a dungeon and learning to speedrun it to get the rewards at the end (or on the way). You would need something like like twenty special rocks from that dungeon to make an ingot, another twenty from another dungeon to make cloth, or something of another related material so that you can combine them all together in your crafting to make the high-end equipment. If you did not craft something with a high enough rating you would have to start over on the grind or pay your way through using the Bazaar which was effectively the game's Player Shop-equivalent with competitive pricing. You could completely skip this by using the gacha weapons but once you brought those weapons to the relevant content (say for example an "Item Rank 100" weapon brought to a place where the enemies are that level you will find very quickly your weapon you paid for as a shortcut is ineffective and worse than the base-rate weapons you could have crafted from the previous tier.
When you decide you want "end-game" equipment or to future-proof yourself so you can still do the next tier of content you can participate in Extreme Missions and Grand Missions (the game's versions of raids) where you go through familiar fights but with much more challenging damage checks and skill checks for rewards. However, these tend to be time-gated so you can only get the rewards once a day and get smaller rewards in every successive run.
At the end of the game's lifespan (Season 3.4) they introduced a new series of Extreme Quests that worked similarly to Warframe's Bounties in the open-worlds and their Defense missions where you had to run around and fight waves of enemies on a map. Every five waves you unlocked the chance to open a chest for rewards and dying/respawning would set you back five waves (meaning if you could not get to five you failed to get any reward at all and would leave with time spent getting nothing) and the ideal goal was to reach at least twenty or thirty waves before getting to the end and not opening any chests until you got to the very last few (as you can only open a number of chests equal to the intervals of five waves you got). This ended up dropping random end-game-ready gear that had a special power in them that was only relevant for the new end-game boss fights (Dragon Power and abilities) but for the rest of the game was otherwise comparable in stats to everything else.
The drop rates in Dragon's Dogma Online aren't overly "generous" in high numbers but if you ran a dungeon successfully you were guaranteed the intended reward. The problem then is that you can crunch the math, figure out your speedrunning strategies for optimal runs, and realize you need to run this dungeon several hundred times in order to get the equipment you want. You can put up items on the Bazaar for free (players with the "Premium" Adventure Pass get to put up ten items instead of just five and don't have a cooldown upon items selling whereas free players have to wait twenty-four hours after an item sells) to fund shortcuts around gathering resources but a great deal of the rarer resources cannot be sold or bought anyways and must be farmed for manually over time. I would put this up there in comparison and in competition with Phantasy Star Online 2's original drop rates for Episodes 4-5 where you had to hunt for a New-Type thirteen-star weapon (which could not be sold in the Player Shops at the time or traded for) and hope that it dropped with a +35 Grind Limit. If it did not you had to hope for another duplicate to drop or a similar weapon that would push you there as certain weapons gave advantages for progression (Rifles allowed both a Gunner and Ranger to break the Level 75 Cap simultaneously and the Talis allowed the same for the Force and Techer). The Successor classes never had to deal with this as their gameplay (specifically the Hero as they were the only one around during this time) had a fundamental core gameplay that was usable, playable, and responsive without any fancy equipment (all classes would otherwise have used "mobility" rings for things like step-jump dashing, for aerial recovery after taking a hit, or having a Just-Attack Bonus on the first hit meanwhile the Hero is a class who can use everything to zip around, handle mobs, handle bosses, and negate most of the problems related to the lack of mobility).
I really would not mind if New Genesis takes the approach of expanding a Zieg-like exchange for crafting weapons/equipment as a means of getting "powerful" gear or for tailoring equipment you can find out in the wild so you could effectively do something like "Extend" something like a Vita weapon to make it end-game worthy or to at least tailor it to the player's preferences like our SSA's can do. My hope is that we can drop a vertical progression in favor of something much more horizontal provided the game takes a huge spike in difficulty and execution (similar to Monster Hunter) so that players have a reason to seek out other options and alternatives and also can still use what they like and what they want. Dragon's Dogma Online was definitely punishing in that if you created the low-tier weapons for that content you are facing the next tier of content makes your weapons worthless (you deal minimal damage and get one-shotted) and if you never geared up to that point or relied on the gacha equipment you would end up stuck never being able to be viable at the current content without investing in the grind at some point. In Phantasy Star Online 2's case, I never liked that you can pick up a Vita weapon early on and discard it because you know it isn't valuable outside of cosmetics because there was absolutely no way that would hold up on Ultra Hard unless you were trying for one of those challenges (for instance the several one-star weapon and no-unit battles against the final boss).
I am curious to see where the microtransactions will lie or where things like the real-money-trading market would go if it turned out that the new version of Meseta is restricted to only buying things from vendors such as starting equipment or consumables (if those are still something you can preload before embarking on an adventure). I would curious of how things would be if the means to trade cosmetics became something else that could not be traded or would have a different kind of inherent value along the lines of Bitcoin mining (completing tasks in-game to get that token type of currency which can be exchanged for fashion but is not obtainable otherwise or usable otherwise for anything that isn't cosmetic). If it ended up like the Blue Badges we had for inviting new players with an exchange shop but did not help progression at all I am curious to see how the market for fashion would go if the costs for affixing and the costs for fashion were completely separated and to see where those bots decide to look for profits.