i don’t agree with the first post, because there are many ways to retain user attention as evidenced by the loot system in other games, but vt2 did not seem to have a good plan for user retention at launch.
i believe there is a better way to structure and design the loot systems so that players don’t feel they hit a plateau of non-progression, with no idea of when they can upgrade their gear next. However I’m not a game designer so I can’t suggest how to improve. Maybe for example in vt1, you could at least see your roll vs your rewards so you know what you were missing out on, players would know they need to get lucky with a 7 dice roll. In contrast, vt2 is plain old gambling without showing you the jackpot. you have no clue what your possible rewards are.
also, once you have gotten 300 weapons, with very strong rolls on your preferred properties and traits, the only thing left to enjoy is the gameplay itself, which, while good, is not a sensible long term goal for any game design.
you need to have good systems to keep things fresh and exciting for players. D3 had seasons where they reset chars totally on a seperate character store, but at the end of the season you get awarded some nice items or a collectable for your persistent main character.
vt1 had bounties and contracts, you could work towards occasional reds daily, it was a good concept imo.
also… i didn’t play destiny but that i heard it suffered from the same end-game grinding without much rewards problems, and destiny2 had such bad reviews.
tldr: there is definitely a better way to design the end game, hope fatshark implements something nice soon.