Undoubtedly many games have struggled with the balance of unit stats, skills, items, and countless other variables. Sometimes finding this balance is a struggle due to the mechanics of the game itself, in the case of the gauntlet point system it is the belief of many, that there is an improportionate balance between the amount of time spent versus the reward. There are a couple key issues to be explored in order to make the appropriate decision regarding the point system. Player expectations, economical implications, time versus reward relationship.
It was the dream of many that once the gauntlet point system was implemented the doom gauntlet would now be a realistic part of gameplay as one would get a drop every couple of trips, giving an incentive to go in and kill these wretched creatures. Once the update went in, the many hopeful flocked gauntlet through the event gate in order to test their luck and be rewarded for their valor of defeating these creatures. However, what became clear was that gauntlet was the exact same as it has been since birth of UOG: Demise. This has left gauntlet barren, with the occasional hopeful mindlessly completing dozens of rounds without seeing anything to show for it. It is clear that the population of Demise wants an OSI drop rate like point system implemented.
Few fear the economical implications of an OSI like point system, while an increased drop rate in gauntlet would create a price fluctuation in certain artifacts, there are many artifacts that are already worthless and help to create a cushion for those more valued artifacts. Also, I believe the demand for these is high enough that it is not through the gauntlet point system itself that the price has shifted, rather through the psychological aspects of a micro-economy. Through the announcement of the point system, this already happened. Items such as the Spirit Of The Totem saw a price decrease by three to four million. Many of the artifacts have seen a devaluation through the implementation of other game mechanics, i.e. Dryad Bow through runic fletching kits, Hunter's Headdress and Jackal's Collar through the stat point cap, Hat of the magi through the addition of champion replica's, Aegis, blade of insanity, tunic of fire, voice of the fallen king, etc.. through runic crafting bumps. The point is, as is there is a very small chance of an artifact dropping, once that chance occurs, there is a very small chance of getting an artifact that is either useful, or valuable. The desire for an OSI like point system is not a cry by the lazy for more items, it's a plea to fix a broken game mechanic.
This broken system requires such a significant time investment that it is not profitable. It is far more profitable to spend all day doing champion spawns, doing bulk order deeds, farming leather, etc. While these are other alternatives to obtain items, for the new inexperience player they are not viable options as there are always players looking to take champion spawns, and bulk order deeds require an initial investment. This leaves new un-geared players, little choice than to go to other shards. This is not balance, and this is a major problem for the long term development of this server. While the veteran players have the necessary items to have a great experience while playing after multiple years, those who are new to the server find little reason to stay as the AOS system is very item based, making a new player's experience frustrating.
I offer my experience with statistical analysis in order to show that this system that was put in place is in no way different than what was done. All that I would require is sample data to run the tests with, ideally a minimum of 100 trials (rounds with 1 person) with 0 luck, 1000 luck on both of the systems both the old and the "point system".
In summation I believe the benefits of an accurate point system far outweigh the negative aspects. This point system would create more balance between all phases of the game with regards of time versus reward, it would give both old and new players an incentive to go to the doom gauntlet, and the economical implications will not be as significant as most people think. Ultimately there are many factors that affect this supply chain, the primary limiting factor being the actual drop system, however secondary factors like players' willingness to sell the higher end artifacts also plays a significant role.
TL;DR.
JK, read it.