Agreed. Having to "junk" a rare item simply because you or an alt can't use it is painful, especially when it could potentially net you a tidy sum on the AH :P
I agree. I always hated Bind on Equip or Bind of Pickup that WoW instituted. I loved the loot based economy of games like Asherons Call.
Think the "Bound" system came along, like MANY things, before WoW. If I remember correctly, but as my wife is found of saying when it comes to my memory "Honey, you can't remember sh*t", EQ had Bind on Equip.
Think the "Bound" system came along, like MANY things, before WoW. If I remember correctly, but as my wife is found of saying when it comes to my memory "Honey, you can't remember sh*t", EQ had Bind on Equip.
True EQ did have it bound items but UO(ultima online) didnt until way later but those were blessed (same as bound). Blessed items were only starter items or anniversary items.
Either way I believe junking the whole bound item system would be awesome and could help out the in game economy, but only if the rare items are hard to come by.:D
I think this is an unreasonable expectation. It's too absolute. Cryptic has to have some way to control the flow of money and good in the game and I think there are reasonable ways that bound items can be implemented to do that without taking away the player's ability to sell loot.
After all, Dungeons and Dragons INVENTED killing a monster and selling its hoard.
I think this is an unreasonable expectation. It's too absolute. Cryptic has to have some way to control the flow of money and good in the game and I think there are reasonable ways that bound items can be implemented to do that without taking away the player's ability to sell loot.
After all, Dungeons and Dragons INVENTED killing a monster and selling its hoard.
I think bound items will harm the flow of money imho, no D&D game has ever had bound items (except DDO) and MMO's have been successful with out them aswell. If I find a long sword +3 and want to sell my long sword +2 to someone else or give it to an alt I should be able to, instead of having to sell it too a NPC vendor for 20G.
True EQ did have it bound items but UO(ultima online) didnt until way later but those were blessed (same as bound). Blessed items were only starter items or anniversary items.
Either way I believe junking the whole bound item system would be awesome and could help out the in game economy, but only if the rare items are hard to come by.:D
Blessed items in UO could be sold, they just dont drop when u get killed :P
Anyways, i rly think we shouldnt have bound items, well maybe some extremly intelligent items should be bound but beside that NO bound items. Ofc we dont have a clue yet how items properties will be build or if theres named items or something, if the bosses drop all the same items or they are random... we simple dont know yet (at least i dont :P)
So, i think is hard to make a serious discution about items yet
I feel it should be bind on equip so your choice is sell it or equip it but not use it for 4 levels then sell it.
Just a sincere question here, have you tried playing an MMO without equipment binds? The very first MMO I played (and the longest I've played) was one without equipment binds and that aspect was wonderful.
1) The market/economy. You can easily find and buy different kinds of equipments from other players to help you with your adventure. There are cheap "these will have to do" equipments; moderate "at least these are decent" equipments; and high end "hell yeah I finally got this gear slot covered" equipments. There's less reason to be stingy on upgrading your gear because you can sell it to another less fortunate player. The market is especially good for those who make a lot of alts and have some gold to spend.
Also helps out new players since the more and more of the cheap equipments get put into the market, lowering its price, despite the gold inflation that all MMOs suffer with over time.
2) Sharing equipment. This is probably a foreign concept to those who grew up with WoW and the like, but being able to borrow some equipments from your friends is awesome. If you're making a new Wizard alt, and max level Wizard friend has some of his old gear in stash, well you get the idea.
Then there's the super rare "godly" equipment (rare on the order of: on a server population of 800, you could count, on your fingers, how many of those "godly" equipments exist even after 2+ years). The idea with them being super rare is they're near over-powered equipment that is meant to be shared among several players (usually guildmates). Not like WoW legendaries where it's expected that everyone and their alts would get one after several months.
3) Equipment hunting for profit. This kinda ties in with #1, and it helps alleviate the end-game problem posted in another thread. The way non equipment bound games handle equipment loot is that you have to hunt some specific monster/s to get a specific equipment. Furthermore, you could find scenarios such as a max level guy needing some rare equipment dropped by a mid-high level monster; meaning, any mid-high level player can take a break from leveling and go do some loot hunting since there is a market for that.
Then there's boss monsters. In games with bound equipments, bosses drop loot that are strictly level-appropriate to that boss. But in games without bound equipments, you'd find bosses dropping equipment that players 10-15 levels above can and would love to use. So again, one can take a break from leveling and do some boss hunting for a while since some player out there would gladly buy whatever that boss drops.
*4) It is important that for everything I've mentioned here, rarity is the most important regulating factor here. Since players can essentially *grind* for those loot, you'd commonly find drop rates of <1% for common monsters with nice rares, and even for some of the weaker world bosses. Instanced bosses (where you must form groups) are normally in the 10% drop chance.*
That kind of system leads to problems with game balance because wealthier players tend to be much more powerful, meaning that there will be content that's too easy for the wealthy players and/or there will be content that's too hard for the poorer players. Doesn't it make sense that the game would be more fun if all content presented appropriate levels of difficulty to all players regardless of wealth?
Cursed items should be "bound" ;-) However, the binding is a mechanics that has a purpose - not let low level players get ultra cool stuff that will break the balance. If not binding then there should be some other mechanics that will keep the balance, like level restrictions.
Cursed items should be "bound" ;-) However, the binding is a mechanics that has a purpose - not let low level players get ultra cool stuff that will break the balance. If not binding then there should be some other mechanics that will keep the balance, like level restrictions.
Yea i can see a lvl req for items, it would be odd to see that lvl 1 with a +5 Silver long bow of shocking burst enfeeblement crippling keen seeker.
*4) It is important that for everything I've mentioned here, rarity is the most important regulating factor here. Since players can essentially *grind* for those loot, you'd commonly find drop rates of <1% for common monsters with nice rares, and even for some of the weaker world bosses. Instanced bosses (where you must form groups) are normally in the 10% drop chance.*
Your ideas are nice, but wouldn't this add to the length of grinding that many would love to see reduced?
That kind of system leads to problems with game balance because wealthier players tend to be much more powerful, meaning that there will be content that's too easy for the wealthy players and/or there will be content that's too hard for the poorer players. Doesn't it make sense that the game would be more fun if all content presented appropriate levels of difficulty to all players regardless of wealth?
And this, if someone wasn't wealthy enough to buy the item he/she wants, they kinda be "forced" to grind, unless they find the same item with a cheaper price.
It's really hard to explain what I'm trying to get at unless you've played one of those "grindy" MMOs. Yes, being forced to level grind isn't nice and that's not something I want to see here. What I'm talking about are truly rare items where, you can still level and do content normally without them, but if you do come across one, you'd feel like you won a (small) lottery.
This also lets you take a break from rushing to max-level (which all MMOs focus on these days), since you can go off adventuring, looking for rare treasures that you know others will gladly buy.
Plus, if you don't want to "grind" to get rich, you can always do instance bosses with your friends. Of course, that requires planning, making a schedule with your friends, committing to a schedule, etc. But "grinding" for equipment, you could do that on your spare time on the side.
Lastly, you don't have to be rich in order to succeed at any content. I'm just talking about the difference between a +1 to a +3 to a +5 here (in D&D mechanics sense). The really rich players would probably aim for a +5 sword, but if you're not as rich, having only a +3 sword isn't gonna kill you, and noobs could settle for a +1 until they get that +3.
Let's be straight about it: wealthier players are basically those who grind a lot to get enough gold to buy cool equipment. Right? So why is it so good to ban them that option?
Well, if you want to have high-end content nerfed to the point where players who aren't willing to grind can still enjoy it and it's easy to the point of being boring for players who do grind for top-tier loot... or if you want to try to force players who don't want to grind to do it in order to be allowed into raid groups so they end up quitting in favor of a friendlier MMO... or if you want to create a market for real money traders to steal people's accounts, auction all of their gear, and then sell the gold they get to people who open their wallets because they can't stand the monotony of grinding until they can afford the items they want... then by all means, make all items unbound and let the free market flow. Just don't expect me to stick around for those problems.
Well, if you want to have high-end content nerfed to the point where players who aren't willing to grind can still enjoy it and it's easy to the point of being boring for players who do grind for top-tier loot... or if you want to try to force players who don't want to grind to do it in order to be allowed into raid groups so they end up quitting in favor of a friendlier MMO... or if you want to create a market for real money traders to steal people's accounts, auction all of their gear, and then sell the gold they get to people who open their wallets because they can't stand the monotony of grinding until they can afford the items they want... then by all means, make all items unbound and let the free market flow. Just don't expect me to stick around for those problems.
Having items not bound would make it a equal opportunity for ppl to sell their old gear w/o being forced to sell it to an NPC for chump change, and IMHO ppl who use gold sellers understand the risk of being hacked, which consequences for that would serve them right for cheating in the first place(yes I think using gold sellers is a form of cheating).
The ppl I have known that have been hacked that dont use gold sellers gave up their password one way or another usally by fake emails, I'm sure they will have same security device as all the other MMO's do nowadays, so hacking in general will be slim to none.
Even in WoW where everything is bound, there exists a lucrative gold selling/buying industry and people still get hacked for their gold. As long as there is an economy, hackers and scammers will try to cheat.
Even in WoW where everything is bound, there exists a lucrative gold selling/buying industry and people still get hacked for their gold. As long as there is an economy, hackers and scammers will try to cheat.
So true unfortunately, lets hope cryptic can stay on top of the spammers. :eek:
Just a sincere question here, have you tried playing an MMO without equipment binds? The very first MMO I played (and the longest I've played) was one without equipment binds and that aspect was wonderful.
Yes I have and most likely in more games then you.
Crafting sucks when you can buy everything used off the AH there is no reason to craft when you buy drop items for less the cost of crafting items.
I would be in favor of transferring bound items to alts on the same account.
The ppl I have known that have been hacked that dont use gold sellers gave up their password one way or another usally by fake emails, I'm sure they will have same security device as all the other MMO's do nowadays, so hacking in general will be slim to none.
One of my friends and a few of my former guild members had their accounts stolen after having their computers infected with a key logger virus they suspect came from browsing info sites (wikis, etc.) about the game on the web. Due the different nature of our experiences in this regard, I can't accept the argument that we can just blame the victims on the assumption that they were doing something wrong.
Even in WoW where everything is bound, there exists a lucrative gold selling/buying industry and people still get hacked for their gold. As long as there is an economy, hackers and scammers will try to cheat.
You're correct that these problems aren't directly the result of bound items. The incentive for real money trading, as with most (if not all) forms of crime in real life, comes from socioeconomic inequality. In theory, it's possible to have an economy where no items are bound and no significant inequality exists, but I don't know of any MMORPG that has successfully done this. (If you know of one, please point me in that direction, as I'd be very interested in seeing why it works).
So, I agree that bound items are not desirable, but I also think there has to be some careful construction of an MMORPG economy to prevent the kind of socioeconomic disparity that creates the problems I complained about in my previous post.
One of my friends and a few of my former guild members had their accounts stolen after having their computers infected with a key logger virus they suspect came from browsing info sites (wikis, etc.) about the game on the web. Due the different nature of our experiences in this regard, I can't accept the argument that we can just blame the victims on the assumption that they were doing something wrong.
You're correct that these problems aren't directly the result of bound items. The incentive for real money trading, as with most (if not all) forms of crime in real life, comes from socioeconomic inequality. In theory, it's possible to have an economy where no items are bound and no significant inequality exists, but I don't know of any MMORPG that has successfully done this. (If you know of one, please point me in that direction, as I'd be very interested in seeing why it works).
So, I agree that bound items are not desirable, but I also think there has to be some careful construction of an MMORPG economy to prevent the kind of socioeconomic disparity that creates the problems I complained about in my previous post.
I do see ur point, when I played WoW a lot of my guildies were hacked as well, some just fell for the free mount email though hahaha.
There will always be gold sellers and ppl trying to hack, the only way to keep them at bay is if cryptic can take our spam reports seriously and if the community refuses to buy.
I think bound items will harm the flow of money imho, no D&D game has ever had bound items (except DDO) and MMO's have been successful with out them aswell. If I find a long sword +3 and want to sell my long sword +2 to someone else or give it to an alt I should be able to, instead of having to sell it too a NPC vendor for 20G.
And my problem was the absolute nature of the statement I quoted. I also suggested that there should be a compromise in the needs of the players and the control of item availability as it befitting D&D tradition. There is nothing inherently wrong with bound items. The real issue lies in excessive use of it.
And my problem was the absolute nature of the statement I quoted. I also suggested that there should be a compromise in the needs of the players and the control of item availability as it befitting D&D tradition. There is nothing inherently wrong with bound items. The real issue lies in excessive use of it.
You do make a really good point, but also to cut down on the excessive use they could do a durability on all items like in DDO just harsher, so over time the item will sell for less on AH and or be destroyed and useless.
I like the durability to actually go down everytime the item has to be repaired, and not just when the repair is botched.
Comments
I agree. I always hated Bind on Equip or Bind of Pickup that WoW instituted. I loved the loot based economy of games like Asherons Call.
Think the "Bound" system came along, like MANY things, before WoW. If I remember correctly, but as my wife is found of saying when it comes to my memory "Honey, you can't remember sh*t", EQ had Bind on Equip.
True EQ did have it bound items but UO(ultima online) didnt until way later but those were blessed (same as bound). Blessed items were only starter items or anniversary items.
Either way I believe junking the whole bound item system would be awesome and could help out the in game economy, but only if the rare items are hard to come by.:D
I feel it should be bind on equip so your choice is sell it or equip it but not use it for 4 levels then sell it.
After all, Dungeons and Dragons INVENTED killing a monster and selling its hoard.
I think bound items will harm the flow of money imho, no D&D game has ever had bound items (except DDO) and MMO's have been successful with out them aswell. If I find a long sword +3 and want to sell my long sword +2 to someone else or give it to an alt I should be able to, instead of having to sell it too a NPC vendor for 20G.
Blessed items in UO could be sold, they just dont drop when u get killed :P
Anyways, i rly think we shouldnt have bound items, well maybe some extremly intelligent items should be bound but beside that NO bound items. Ofc we dont have a clue yet how items properties will be build or if theres named items or something, if the bosses drop all the same items or they are random... we simple dont know yet (at least i dont :P)
So, i think is hard to make a serious discution about items yet
Just a sincere question here, have you tried playing an MMO without equipment binds? The very first MMO I played (and the longest I've played) was one without equipment binds and that aspect was wonderful.
1) The market/economy. You can easily find and buy different kinds of equipments from other players to help you with your adventure. There are cheap "these will have to do" equipments; moderate "at least these are decent" equipments; and high end "hell yeah I finally got this gear slot covered" equipments. There's less reason to be stingy on upgrading your gear because you can sell it to another less fortunate player. The market is especially good for those who make a lot of alts and have some gold to spend.
Also helps out new players since the more and more of the cheap equipments get put into the market, lowering its price, despite the gold inflation that all MMOs suffer with over time.
2) Sharing equipment. This is probably a foreign concept to those who grew up with WoW and the like, but being able to borrow some equipments from your friends is awesome. If you're making a new Wizard alt, and max level Wizard friend has some of his old gear in stash, well you get the idea.
Then there's the super rare "godly" equipment (rare on the order of: on a server population of 800, you could count, on your fingers, how many of those "godly" equipments exist even after 2+ years). The idea with them being super rare is they're near over-powered equipment that is meant to be shared among several players (usually guildmates). Not like WoW legendaries where it's expected that everyone and their alts would get one after several months.
3) Equipment hunting for profit. This kinda ties in with #1, and it helps alleviate the end-game problem posted in another thread. The way non equipment bound games handle equipment loot is that you have to hunt some specific monster/s to get a specific equipment. Furthermore, you could find scenarios such as a max level guy needing some rare equipment dropped by a mid-high level monster; meaning, any mid-high level player can take a break from leveling and go do some loot hunting since there is a market for that.
Then there's boss monsters. In games with bound equipments, bosses drop loot that are strictly level-appropriate to that boss. But in games without bound equipments, you'd find bosses dropping equipment that players 10-15 levels above can and would love to use. So again, one can take a break from leveling and do some boss hunting for a while since some player out there would gladly buy whatever that boss drops.
*4) It is important that for everything I've mentioned here, rarity is the most important regulating factor here. Since players can essentially *grind* for those loot, you'd commonly find drop rates of <1% for common monsters with nice rares, and even for some of the weaker world bosses. Instanced bosses (where you must form groups) are normally in the 10% drop chance.*
Never ended up w/a cursed item in D&D? those feel a tad "bound" to me
That kind of system leads to problems with game balance because wealthier players tend to be much more powerful, meaning that there will be content that's too easy for the wealthy players and/or there will be content that's too hard for the poorer players. Doesn't it make sense that the game would be more fun if all content presented appropriate levels of difficulty to all players regardless of wealth?
hahahaha ok got me there i did.
Yea i can see a lvl req for items, it would be odd to see that lvl 1 with a +5 Silver long bow of shocking burst enfeeblement crippling keen seeker.
And this, if someone wasn't wealthy enough to buy the item he/she wants, they kinda be "forced" to grind, unless they find the same item with a cheaper price.
This also lets you take a break from rushing to max-level (which all MMOs focus on these days), since you can go off adventuring, looking for rare treasures that you know others will gladly buy.
Plus, if you don't want to "grind" to get rich, you can always do instance bosses with your friends. Of course, that requires planning, making a schedule with your friends, committing to a schedule, etc. But "grinding" for equipment, you could do that on your spare time on the side.
Lastly, you don't have to be rich in order to succeed at any content. I'm just talking about the difference between a +1 to a +3 to a +5 here (in D&D mechanics sense). The really rich players would probably aim for a +5 sword, but if you're not as rich, having only a +3 sword isn't gonna kill you, and noobs could settle for a +1 until they get that +3.
Having items not bound would make it a equal opportunity for ppl to sell their old gear w/o being forced to sell it to an NPC for chump change, and IMHO ppl who use gold sellers understand the risk of being hacked, which consequences for that would serve them right for cheating in the first place(yes I think using gold sellers is a form of cheating).
The ppl I have known that have been hacked that dont use gold sellers gave up their password one way or another usally by fake emails, I'm sure they will have same security device as all the other MMO's do nowadays, so hacking in general will be slim to none.
So true unfortunately, lets hope cryptic can stay on top of the spammers. :eek:
Yes I have and most likely in more games then you.
Crafting sucks when you can buy everything used off the AH there is no reason to craft when you buy drop items for less the cost of crafting items.
I would be in favor of transferring bound items to alts on the same account.
One of my friends and a few of my former guild members had their accounts stolen after having their computers infected with a key logger virus they suspect came from browsing info sites (wikis, etc.) about the game on the web. Due the different nature of our experiences in this regard, I can't accept the argument that we can just blame the victims on the assumption that they were doing something wrong.
You're correct that these problems aren't directly the result of bound items. The incentive for real money trading, as with most (if not all) forms of crime in real life, comes from socioeconomic inequality. In theory, it's possible to have an economy where no items are bound and no significant inequality exists, but I don't know of any MMORPG that has successfully done this. (If you know of one, please point me in that direction, as I'd be very interested in seeing why it works).
So, I agree that bound items are not desirable, but I also think there has to be some careful construction of an MMORPG economy to prevent the kind of socioeconomic disparity that creates the problems I complained about in my previous post.
I do see ur point, when I played WoW a lot of my guildies were hacked as well, some just fell for the free mount email though hahaha.
There will always be gold sellers and ppl trying to hack, the only way to keep them at bay is if cryptic can take our spam reports seriously and if the community refuses to buy.
And my problem was the absolute nature of the statement I quoted. I also suggested that there should be a compromise in the needs of the players and the control of item availability as it befitting D&D tradition. There is nothing inherently wrong with bound items. The real issue lies in excessive use of it.
You do make a really good point, but also to cut down on the excessive use they could do a durability on all items like in DDO just harsher, so over time the item will sell for less on AH and or be destroyed and useless.
I like the durability to actually go down everytime the item has to be repaired, and not just when the repair is botched.