I don't often have a lot to say on game-play because I'm primarily a crafter, but I believe that Afterworld had gained it's excellent reputation among players of 'another' game because it is fair, and not a casino.
When time and ammo are spent on hunting mobs they drop loot and, when the required amount of resources are put into a crafting terminal, items are reliably crafted.
We have all got used to this model and are happy to recommend the game to others precisely because of it's design.
I am surprised that anyone should read Jane's post as a rant: I think we are all getting a little too focused on the immediate problems, and losing sight of the long-term gains, so some dissent is understandable.
Personally, I have presumed that the lack of loot has been a bug rather than a change in game design. I have been hunting slugroaches in order to make HKs and ammo, and have been startled by the number of 'no loots'. I simply assumed that this would be corrected in a forthcoming update.
Together with the loss of all my refined minerals and charged batteries, which mean I cannot craft nor mine, I am forced to wait for an update which makes these possible again.
If I were a better hunter I could go out and try to record loot quantities - but I tend to die a lot
Anti: when these changes are reported, would you please tell us whether you consider them as bugs, or whether they are now changes to the game design. This would give people a better idea of where the game is going, and let us plan for the future.