yeah i have poked into looking at so-called 'world drops' and it would not be that hard to implement but pretty tiresome to balance.. i mean you clear trash so you can get loot from bosses if you also get loot while clearing trash that is 'for free' as people would say.... EH!!!!!!!!!!
I was kind of thinking about this, and almost every raid zone does actually have trash drops. Obviously ToT and Thaz have archaic frags, essences, ToT weapon pieces; PoFrost has various trash loots, some of which are awesome, some of which are situational; most tier6-7 zones have caster frags, in addition to special quest drops for valor, and gems for prison; nightmare... doesn't have a lot of trash, so I don't really remember; water has a bunch of trash drops; entropy has nice trash drops; poair does too; torment has that mutilated skull, in addition to the plate armor that drops.
I'm not too sure about how things work in higher end 6-man zones, but doesn't cmal armor drop off trash?
I guess what I'm saying is the whole trash-loots is a non-issue because it seems to be already implemented, but I'd also add that contrary to what I think Slaariel is arguing, the whole trash-loot system it is basically a really good idea.
The balance of it seems to basically work by having many of the drops either:
1) quest drops that require some collection in order to yield an upgrade, or
2) relatively situational items that are not direct progression, or
3) just quantitatively balanced by making the odds of getting a loot off a trash mob low enough that the number of loots you get from trash will correspond to the amount of time that you've invested in the zone. So lets say you think 1 upgrade/hour is reasonable; you put 2 drops/named, have it take 3 hours to get to the named, and have the odds favour 1 trash drop along the way. I think that math works, but you-know-what-I-mean-anyway.
But beyond the balance issue, I think it's pretty obvious why trash drops in raid zones are a good idea to make the game more like a playing a game and less like working at a task.
I'm not sure to what extent this sentiment is supposed to be taken seriously:
i mean you clear trash so you can get loot from bosses
but shouldn't the idea be that you are playing a game the entire time you are playing? If the majority of raid time is simply a task to get through in order to get to a reward, then that turns a lot of play-time in to work-time. It seems to me that the fact that the loots come at unexpected intervals during raids is another way SoD prevents that spreadsheet-progression mentality that Slaariel was rightly talking about earlier. Every trash mob is a potential reward, and the whole time of a raid is permeated by whatever sense of excitement is generated by the prospect of phatz, rather than the dreary feeling of grinding away at an onerous task. Making many of the trash drops about quests or making them situational oddball loots makes it even better.
As for "world drops", if that means progression drops in non-raid/6-man zones, then there are obvious problems with messing up the idea of progression as such, but that's a separate issue from whether they should be there in progression raid zones.