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Items crafted as BOUND

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
Sorry if this has been posted before. I am still fairly mediocre level at crafting (150ish), but I noticed what appears to be a glitch, and /bug-ing it in game got me a "seems to be working" reply.

My understanding is that craftable items are supposed to me tradable/sellable, and therefore labelled as "Bind on Equip" or the like. I have found 2 instances of items that pop 'off the table' already bound. 1) Adhesive Grenades (Arms), 2) Totemic Helm (or somthing like that, Mysticism). These are both 'consumables' and it makes even more sense for them to be tradable. But... no go.

Am I missing something? Anyone else notice this? There may be others...
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    For some reason practically every device binds on pick up no matter how you got it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Aye. I was hoping to sell stuff I crafted...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I noticed my consumables are now bound, was a bit annoying wanted to send a n item to a non crafter. Not to be.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    The non-healing/shielding consumables are very potent, making them BoP is the only way they can avoid being nerfed into the ground.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Kinda seems to defeat the general purpose of crafting then. Why build consumables only YOU can use? Doesn't seem they should be in the crafting interface then. Is it just me, or does this seem to go against the whole point of it. :(

    As for 'overpowering' the other consumables, the re-use timers / charges / and levels seem pretty well balanced. I'd ask which items you think would be overpowered if traded/sold?

    And yes, SO FAR, healing and shields are tradable (though the mysticism ones are generally a waste of time, and the extra HP from the arms "shields" are pretty pointless, especially when they share the same timer as the heals.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    PsiberDoc wrote:
    Kinda seems to defeat the general purpose of crafting then.
    If we ignore custom crafting, sure.

    Good thing custom crafting is in the game. It's currently the least grindy way to get endgame gear. And the stuff is useful enough to put up on the AH.
    Why build consumables only YOU can use?
    To get an edge in battle.

    As far as too good items go: The Arms grenades, especially Neutralization Grenades. The various Science damage and resistance buffs. The low level Mysticism damage wand. There may be more, but I haven't gotten that far with my Mys crafter yet, iirc most of the high level Mys ones were less useful pets.

    And it's not as much the ability to sell to other players, as it is the ability to send BoE items through mail to yourself that breaks things. If they were BoE you would have the potential to cheaply get large quantities of every good consumable (ie. the only ones people would buy on the AH) on all your characters without having to switch Skill.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Ok - since I haven't gotten to the over 200 level gear yet, I haven't seen how that stuff works. I'll accept that based on your experience. I'll be anxious to see for myself.

    Still, the principle seems kinda broke to me. Thanks tho.
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