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Official Forum Discussion - Bound Items

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  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Sovrath
    Originally posted by Loke666

    The thing is that a levelbased games economy gets totally broken without bound items.

    AoC didn't bound it's items at launch but they were forced to do it later. It makes crafting pretty useless and you just can't sell gear below the top tier for more than peanuts.

    As for making sense neither does the level requirement on gear. It is not like certain chainmail needs you to be strong as a bull while other is paperthin. 

    Logic is fine but a MMO need a good economy. And annoying as it is gear besides trashgear needs the be BOE.

    Bound on pickup is a very different thing though, that only helps against people who buy gold to get gear but that one isn't worth the annoyance.

    Just have gear deteriorate. Or if there is enchanting then allow for a chance for the item to be ruined.

    If gear deteriorates, the bonuses of the items should degrade. Ex:  sword does 100 dmg at 100% but 50 dmg at 50%.  Allow items to be destroyed.  Either through wear and tear or sometime fights with special mobs.  Ex: rust monsters.

    How about you have non-bounded items but places to go to where you can soul  bind them with a chance that something cool will happen to the item. AKA an upgrade or downgrade.  Make the best items in the game acquired through the soul binding upgrades.  Also, the ability to bind it lost on trade, sale, email.

    Make it so you can't get the best by purchase or trade!  You have to earn it and risk it.

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  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Enbysra

    Originally posted by Nightbringe1

    Originally posted by SlyLoK
    You cant have every other item be free trade and then let the raiders only have access to others.

    Yes, you can have one sub-set of items as no-drop while allowing other sets to be traded freely. Games have been doing so successfully for a long time regardless of your likes or dislikes.

    Nightbringe1 is correct. Generally speaking, raid and even dungeon gears (particularly rares), are bind on pick up... While less rare are bind on equip. Nothing to do with opinions.

    Originally posted by Nightbringe1

    Originally posted by Dullahan

    First, almost all gear was tradeable early on in EQ and it worked just fine.

    Stop and ask yourself: why did EQ change the mechanic if it was working just fine.....

    It was not working. No-Drop items and level requirements were added in EQ to address serious issues that were cropping up with increasing frequency.

    Dullahan I do usually agree with you, but again in this case, Nightbring1 is correct. The main reasons for no-drop items being implemented were :

    1. In-game economy inflation - such items being tradeable means what is going into the economy is not in equal value coming out of it.

    2. Rare item mudflation - same principle applies here. Items that were coveted, eventually become a dime a dozen. It is the same thing as has been stated of mmo's today, "everyone special means no one is"... "everyone has that special item means it is not that special."

     

    I should add however, that just because certain systems were done in any way, does not mean they need to be done that way again. But the reasons why those systems were implemented as they are/were, do need to be taken into consideration.

     

    Mudflation and economy inflation weren't an issue.  There was plenty of item rarity even without those systems in place.  SOE changed a lot of things over the years, mainly because their game became more casual and with it, the commonality of items and mudflation increased.  Originally this was not so.  Even in Velious there was high demand for rares from Kunark.  Not just plat demands either.  I could sell items from a previous expansion for $20+ bucks a pop on ebay.

    I hardly think citing changes SOE made to any game over the years can be considered a viable argument.


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