this problem actually extends to all bosses/events. They like to do these monster spawns in the lowbie area but again only the top dps groups get any of the main loot, which in just about every case are high level players.
The draw for non-guilded un-allied players to engage the pvp bosses is very low. That said, the draw even for the majority of the "top-dps" group is still quite low. It's almost a necessity to form alliances in order to form a large enough group to coordinate a boss kill. Because of that the loot gets divided so thinly that most players dont see much of the loot for themselves. The guild grows from the higher drops, but individually there really isn't much progression.
I've been in the main group many times, and I've leveled and geared my toon on my own with very minimal assistance from boss loot. The profits for the most part go towards gearing lower-geared players in the guilds.
It's a double edged sword really. You need a strong core group to even attempt a full on war. But why should anyone else help if they wont see any drops? Why should a random player that contributed very little be given the very rarely seen good drops? What insentive would there be to coordinate and gear-up if the drops would be completely random anyway?
The misconception is that 1 group gets all the loot and is being selfish and greedy. The truth in the matter is that the core group that normally get's that loot keeps almost none of it for themselves. Those players for the most part geared up on their own dime to bring power to the war. Then the loot is sold off to help those that cant afford to gear themselves.
I've spent more time in this game raising gold on my own from buying and selling on the auction house, ap item selling, and waiting on the occasional rare drop for me to sell for a few dozen gold. I'd rather be playing the game or pvp'ing, but I cant do that because I feel the responsibility to better my toon so that I can help in the war, only to have the profits distributed to those that cant/wont raise gold on their own.
I spend on average at least 50g per boss spawn in consumables, and that's without confrontation from the opposing faction. I keep none of the loot to myself. If every player would be willing to regularly lose gold for the fun of the game, then we'd have far more engaging battles. Instead both sides end up with people complaining about loot distribution fairness and guild rivalries. As a un-guilded/solo player, of course I'd love to have a unique drop in my name. As part of a very large alliance... the loot is pretty much paper thin. I go because of the content, not the loot.
I don't see how playing for content can mix with the whole level up and gear up system RPGs.
If we were talking about Counterstrike or another game like that, you could say you play for the content. Everyone starts at zero, you play for an hour, become the best you can, and winners are decided.
But if you have to work for something for months or years, then the progression you work towards is at least as important as the content you experience while getting there. People want to see the drops because, while it would be a fun game for everyone to play as fully geared characters and no loot dropping at all because we don't need it, that isn't what we're playing. We're playing a game where only the items matter. I played for several months trying to ignore the gear system completely, spending resources only on basic gear and as many different nice outfits as I could. But even that gets boring eventually. As soon as I scratched the surface of competitive playing, I stopped bothering. It's not a game. It's not even a job. It's extortion. You have to pay money in the hope that you'll have a less crappy experience a bit further down the road.
And to the OP, yes, it's a strange system. The goal of the system is to create competition for the bosses. The factions fight each other first. Once one faction has won, then the groups try to beat each other for the prize. The sad reality is that the system is actually really good, but it can't function properly in SB.
In a better game with the same system, if one group hogged all the loot, the others would leave them to the opposing faction. Also, the bosses would be much tougher, so while it is a DPS race, if it was left to one group, they would be guaranteed to wipe on the boss alone.
Ideally, the bosses would be designed in such a way that the winning group would have to pay for help from all attending players or they'd never have gotten the boss kill in the first place. The game also needs a system where the boss despawns (no loot drops) if it is ever reset. That way people have to beat the boss continuously, not harass it back and forth.
Ultimately, bosses in SB are way too easy. They are designed for players who wouldn't be able to PVE their way out of a paper bag. As a result, the boss is little more than a trophy with a DPS meter attached. If they were anything like hardmode WoW bosses, you'd see actual competition for them because even the top guild would be nothing to the boss unless they got very coordinated help from the whole faction. In my opinion, it's much better for the game that the boss is so hard that nobody gets it, and it despawns, forcing people to come back four hours later to try again, than for it to go to an undeserving group. And by undeserving, I mean a group that doesn't have 100% of the faction support behind them.
My suggestion for you, if you enjoy SB pvp, is to do group dungeons and get geared in good rares. They're practically free on Consignment anyway. Enhance them up to +6 with the free gems you get all over the place. Spend the extra money you have on a decent +7 or +8 bike. Limit your playing to Janus/Turnpike and completing daily quests in PvP zones. That amount of playing will be fun, but won't frustrate you when someone comes around the corner and hits you for 20k damage even though they're using the same weapon as you, just with 10k gold strapped to it in the form of enhancement.