To be fair, I get that they don't work weekends... I wouldn't want to and I imagine the office is pretty small anyway. Problem I have is, it's obvious that loots are based on a "factor" value where there are, lets say, X amount of shadow feet in circulation. They then put a mob which drops shadow feet, is hunted at say 50 mobs per second overall, and put the factor to N+5. Instantly, 5 feet drop in 1 minute even if the droprate is 0.0001%.
This works fine in the old PE system where mobs were hunted at 1000th of the rate of current and they still needed, for example, eon helmets to drop from neconu, but it's now an unviable item introduction method.
It was first broken when Hogglo were first introduced, when the 2 intended imk3's dropped from the first 2 hoggs killed. Incidentally, this was also good proof that MA didn't understand their own loot system - as the servers were taken down instantly - nerves that 100 imk3's would be looted. The factor was 2, and 2 dropped. They could have left the servers on and it would have been no problem.
I just don't understand why they don't but a % chance factor on all items rather than a factor value, and manually adjust the % chances... It's more work, but it makes it more fluid. That way, from the outset they can introduce eoe's at say, 1 drop per 10,000 zombies, rather than sometime next week at about 2pm in the afternoon, 50 eoe's drop, 10 in each level, and we never see them again.
The second issue with the factor droprate is, if MA don't increase the factor you will never get an item, no matter how many mobs you kill. E.G. I've done the 10k mission on allo/esto, and not received a single unL item - because all the items allo/esto drop have hit their limit in the system. This really reduces the incentive to kill anything but the "flavour of the month" mob in the correct time of day.