There was an experiment done with rats where they were given 2 levers. One lever produced food every time they pressed it. The other lever would only randomly produce food so sometimes they would get food and sometimes they wouldn't.
With EWOM's failure, Brad learned an important lesson. That lesson was that big projects need to be led by project managers. The lesson he didn't learn was that we needed to be treated like rats. We should not be given food (a.k.a. daggers) every time we pop a goodie hut. This should be a rare occurrence. Not so rare that we never get an item and not so common that we end up with 7 daggers; just rare enough that when we do get something we go "sweet!" and hope that one of the next 7-10 goodie huts might also have some kewl lewt.
No you got it wrong, huts don't have random rewards, they have daggers and random rewards. Daggers are not rare or OP. I was expecting armor scraps, perhaps a shield, some potions, anything! loads of daggers aren't useful at all, had to sell them for their gold value.
What I really can't understand is why is it so difficult to spawn correct loot. Amateur DMs have been doing it since the 70's. Alpha was alpha, beta was beta, but this is 1.30 and I still feel more of a tester in bug hunting sessions than a player enjoying a game.
FE *must* be really good. If anything else they set up that bar themselves.