onlinegamer1 wrote: »Doing content awards tokens.
Different content can award different tokens.
Spend tokens for gear specific to that token.
Diversify gear by token type.
This has been solved decades ago, not sure why any modern MMO still does random drops.
Nazon_Katts wrote: »Just add item decay.
Nazon_Katts wrote: »Just add item decay.
I don't see how this would help anything. Would you want that item you spent months trying to get to decay?
onlinegamer1 wrote: »Doing content awards tokens.
Different content can award different tokens.
Spend tokens for gear specific to that token.
Diversify gear by token type.
This has been solved decades ago, not sure why any modern MMO still does random drops.
Wouldn't a system without BOE be a pay to win system?
Rescorla_ESO wrote: »Wouldn't a system without BOE be a pay to win system?
How would a system without Bind on Equip gear be pay to win?
If anything, the current system is pay to win. A guildmate of mine has a VR14 weapon that drops from Dragonstar Arena. He himself has never successfully completed Dragonstar Arena. He bought the weapon for 20K gold.
If that weapon was instead Bind on Pickup, then only the people who complete the trials content would be able to acquire it. That is not a pay to win system. That is a "winning has a reward that only winners get to benefit from" system.
Nazon_Katts wrote: »Just add item decay.
I don't see how this would help anything. Would you want that item you spent months trying to get to decay?
Dagoth_Rac wrote: »New Equipment Type: Equip on Achievement
These items can be sold and traded just like Bind on Equip, but you cannot actually use them unless you have a certain achievement tied to the piece. So let Valkyn Skoria at the end of Vet City of Ash drop his unique helmet. But it will be Bind On Achievement with the associated achievement being "City of Ash Conqueror". And so on for PvP achievements and Trials Achievements and Dragonstar Arena achievements, etc., etc.
Now you have created an economy for difficult content rewards without losing the exclusivity of those rewards going to only those who have earned them.
Not really. In non BoE/BoP system games currency generally become useless. Because currency means little. The real value is in items. Because there are millions of items (borderlands literally has 17.75 million weapons in the game... That is ridiculous) The odds of you getting the one you want are insane. On top of that, let's say you do get the drop you want. Great! Is it the right stats? Chances are that it isn't, But if somehow you are the jammiest person alive and you do get the right item and stats you still will most likely not have the proper stat weighting on the item.Wouldn't a system without BOP be a pay to win system?
This idea is my favorite so far. I wouldn't call it Equip on Achievement, since this suggests that it's bound as soon as you get the achievement, but the concept is good. They could have different achievements for every dungeon allowing you to equip different sets and then remove BoP.Dagoth_Rac wrote: »New Equipment Type: Equip on Achievement
These items can be sold and traded just like Bind on Equip, but you cannot actually use them unless you have a certain achievement tied to the piece. So let Valkyn Skoria at the end of Vet City of Ash drop his unique helmet. But it will be Bind On Achievement with the associated achievement being "City of Ash Conqueror". And so on for PvP achievements and Trials Achievements and Dragonstar Arena achievements, etc., etc.
Now you have created an economy for difficult content rewards without losing the exclusivity of those rewards going to only those who have earned them.
Dagoth_Rac wrote: »New Equipment Type: Equip on Achievement
These items can be sold and traded just like Bind on Equip, but you cannot actually use them unless you have a certain achievement tied to the piece. So let Valkyn Skoria at the end of Vet City of Ash drop his unique helmet. But it will be Bind On Achievement with the associated achievement being "City of Ash Conqueror". And so on for PvP achievements and Trials Achievements and Dragonstar Arena achievements, etc., etc.
Now you have created an economy for difficult content rewards without losing the exclusivity of those rewards going to only those who have earned them.
I think this can easily be done with a bit of imagination.Dagoth_Rac wrote: »New Equipment Type: Equip on Achievement
These items can be sold and traded just like Bind on Equip, but you cannot actually use them unless you have a certain achievement tied to the piece. So let Valkyn Skoria at the end of Vet City of Ash drop his unique helmet. But it will be Bind On Achievement with the associated achievement being "City of Ash Conqueror". And so on for PvP achievements and Trials Achievements and Dragonstar Arena achievements, etc., etc.
Now you have created an economy for difficult content rewards without losing the exclusivity of those rewards going to only those who have earned them.
And how would this promote replayability of the content? You'd just do content once & then buy all the gear (since gold is so easy to come by).
Within a week or so, each end game guild would be fully geared up & they'd have nothing left to do (no, grinding content just for items to sell isn't particularly interesting).
I really like this idea! It doesn't change the current system at all, it simply makes sure that you WILL get the item for sure by the time you have completed the dungeon 100 times (likely before that). Also the visibility of this buff strengthens your motivation. After your tenth run you see the buff in your char that says you have a XX% higher chance for BoP items to drop.I already did and posted it in many of the threads in regards to BoP-RNG drops. ZoS adds a character tracker (these already exist, aka achievement progressions per character, kill count, etc) that specifically adds 1% drop rate for an item per Boss kill, or chest looted. Once the item is looted the drop rate resets to it's base. That won't help getting nearly useless Medium-Sturdy drops but at least it'll increase the chance of getting ANY drop that you want the more times you kill a certain Boss.
I really like this idea!onlinegamer1 wrote: »OK, I have invented a wholly new idea for gear drops in MMORPGs which combines the idea of 'earning over time' with RNG.
Imagine that each Dungeon/Trial has a new UI. In this UI, there is a display of each different piece of gear that CAN drop from the dungeon. Next to each piece of gear is the number "0" to start with.
Each time you complete the dungeon, you get 1 point to spend in this UI. By spending a point on a specific piece of gear, you are altering the ODDS of that piece of gear dropping by a small amount. You can spend points in multiple pieces of gear or just 1, as you see fit. In addition, you can freely MOVE those points around as you see fit at any time, even when you're inside the dungeon.
So, for example, if the dungeon drops a certain ring I want, and I have 10 points allocated to that ring to increase my odds of getting it, and on the very first boss I happen to get it, I can open the UI and move all 10 points to the chest piece I want before continuing with the dungeon.
What this means is that RNG still plays a big role in what I get, but the more I run the content, the higher chance there is for me to get the specific items I want.
Now, here comes the fun part.
Any gear which drops for me when I have "0" points allocated is not BoE. Its freely wearable and tradeable. But if I have any points in the gear when it drops, then the system adds "Binds on Equip" to that piece of gear. So, if its really random gear, then its not BoE. But if its gear I "skewed" in my favor, its BoE.