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Transfer of Bound Gear - An In-Game Idea

byrom101b16_ESO
byrom101b16_ESO
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I was thinking how good it would be to be able to transfer the ownership of bound equipment to others.

Obviously, not unbinding it then selling... but allowing through an in-game agency, the transfer of which character it is bound to.

My idea goes like this.

1. There is a quest to find a 'Soul Forge' in an ancient Dwemer ruin.
2. Once access is gained (hard mode solo achievement) a clickable object is available which opens up a screen similar to a Trade Screen.
3. Two characters have to be present - the one with the bound item and the one receiving the item.
4. In the available boxes in the pop-up window, a suitable number of appropriately levelled Soul Gems is placed along with the item and a 'Focus Crystal' which is either vendor bought or separately crafted (for a suitable cost).
5. When both agree to the transfer there is an animation of the item appearing floating over the forge, and soul energy flowing from the person who had the item bound, through the item, to the recipient.
6. After the uninterruptible animation finishes, the item is clickable for the recipient as a Bind on Pickup item, or just disappears and appears in their inventory as bound item.

What do you think?
  • KerinKor
    KerinKor
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    No matter how many hops and hurdles you put in place .. oh, and I see you're using the usual "hard mode solo" roadblock which obviously you feel you'd succeed in but most of the 'casuals' won't .. it doesn't matter, you're still asking for a feature that will be roundly abused by RMT and others.

    So my answer is a simple NO!

    BOUND MEANS BOUND and should be like that for everyone or no one.
    Edited by KerinKor on October 15, 2015 11:07AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    KerinKor wrote: »
    No matter how many hops and hurdles you put in place .. oh, and I see you're using the usual "hard mode solo" roadblock which obviously you feel you'd succeed in but most of the 'casuals' won't .. it doesn't matter, you're still asking for a feature that will be roundly abused by RMT.

    So my answer is a simple NO!

    But 'casuals' or whoever hasn't done it will be able to use the facility as transferees... they will simply group with someone who has cleared it.

    An appropriately tuned solo hardmode dungeon doesn't have to be too hard for everyone, it just needs too create a sense of occasion.

    I play casual hours by the way, so your assumption otherwise is invalid.
  • Samphaa
    Samphaa
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    Are bound items character bound or account bound?
  • The Uninvited
    The Uninvited
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    Samphaa wrote: »
    Are bound items character bound or account bound?

    Account bound.

    My idea is this: Make bound items tradeable, but only 1 vs 1.

    The item you trade with each other both have to be "bound on pickup" rewards. For example, I have like 5 Engine Guardian shoulders, but no helmet. My guild mate has 4 helmets, but not the shoulders he wants with the right trait (wich I do have).
    I trade my shoulders against one of his helmets, problem solved. B)
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • byrom101b16_ESO
    byrom101b16_ESO
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    Samphaa wrote: »
    Are bound items character bound or account bound?

    To your account.
  • Qyrk
    Qyrk
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    Concept of bound items has been in mmorpg even before everquest days. Why try to change it? I would rather opt for some items being bound and others not.
  • byrom101b16_ESO
    byrom101b16_ESO
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    Qyrk wrote: »
    Concept of bound items has been in mmorpg even before everquest days. Why try to change it? I would rather opt for some items being bound and others not.

    You say because an ancient MMO has it this one should have it locked in too?

    Perhaps we should also go back to needing 40 people for a raid etc?

    The gaming world has moved way on, and MMOs need to as well.
  • BuggeX
    BuggeX
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    Samphaa wrote: »
    Are bound items character bound or account bound?

    Account bound.

    My idea is this: Make bound items tradeable, but only 1 vs 1.

    The item you trade with each other both have to be "bound on pickup" rewards. For example, I have like 5 Engine Guardian shoulders, but no helmet. My guild mate has 4 helmets, but not the shoulders he wants with the right trait (wich I do have).
    I trade my shoulders against one of his helmets, problem solved. B)

    i would say just items from the same set or dungeon could be switched over
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • Xendyn
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    It's an interesting idea and i like all the detail you put into it but I doubt ZOS would ever go to the expense of the coding, writing, art, animation etc to do it since there's no profit for them in it.

    I'd be happy if you could just trade items within your group during a dungeon so I could get that lt version from the tank who would rather have my heavy one.
    Lag is ruinin' my 'mershun!
    A society grows great when old men plant trees whose shade they know they shall never sit in.
    There is only one good, knowledge, and one evil, ignorance - Socrates
    Member of the Old Guard, keepers of the game's history

    PC/NA
  • SeptimusDova
    SeptimusDova
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    This one would like the option to transfer all of your bound gear to Khajiit. Can make lots of gold and buy Yarn this way.
  • Sausage
    Sausage
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    Qyrk wrote: »
    Concept of bound items has been in mmorpg even before everquest days. Why try to change it? I would rather opt for some items being bound and others not.

    People have complained alot about RNG, so this game needs solution for those unlucky ones. I think this is smart, they can implement totally new system/currency/grind/whatever, something what OP suggested for example, of course the system needs to be the last resort and be costly, what if Skill Points were tradeable?
    Edited by Sausage on October 16, 2015 3:51PM
  • The Uninvited
    The Uninvited
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    BuggeX wrote: »
    Samphaa wrote: »
    Are bound items character bound or account bound?

    Account bound.

    My idea is this: Make bound items tradeable, but only 1 vs 1.

    The item you trade with each other both have to be "bound on pickup" rewards. For example, I have like 5 Engine Guardian shoulders, but no helmet. My guild mate has 4 helmets, but not the shoulders he wants with the right trait (wich I do have).
    I trade my shoulders against one of his helmets, problem solved. B)

    i would say just items from the same set or dungeon could be switched over

    Agreed!
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • kuscoe
    kuscoe
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    Qyrk wrote: »
    Concept of bound items has been in mmorpg even before everquest days. Why try to change it? I would rather opt for some items being bound and others not.

    You say because an ancient MMO has it this one should have it locked in too?

    Perhaps we should also go back to needing 40 people for a raid etc?

    The gaming world has moved way on, and MMOs need to as well.

    So wtf is the point then in me grinding this gear in people doing the content then? when I can just trade someone for a high end piece of gear I need? because I guarentee you this idea would be abused the *** out of...

    "here let me trade you this stupid bop thingy I got and ill throw a little g on the side"

    "sure sounds good heres a piece of high end hard mode gear that only skilled dedicated players can get"

    "thanks bruh im going to go back to rping now"


    That read snarky so ill say this, there are systems that certain games have introduced that I think should be in this game

    for example I think a piece of loot obtained by a raid member should be trade able within the raid group for say 30 minutes
    Edited by kuscoe on October 17, 2015 11:27AM
  • Tessie
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    I think you have to consider all of the reasons they make things bound, regardless of whether they're based on ancient MMO concept that harkons back to days of old or not.
    • Players like to differentiate themselves and obtaining rare drops is one of the ways this is achieved
    • Players like to feel they have a sense of purpose, and obtaining hard to achieve items is one of the ways this is achieved
    • Players will often take the easiest route to obtain what they want
    • Players often stop playing content once they no longer need any of the items dropped from that content (they've lost their sense of purpose)

    Developers use difficult game mechanics, RNG/Grind, and other methods to obtain the first two bullet points and limit the last two. They also put PvE items into PvP area loot tables or put desirable PvP gear in PvE areas to encourage players to experience other areas of the game. Difficult content requiring groups due to difficulty or mechanics encourages solo players to experience the more social aspects of the game.

    I'm not saying I agree with everything being done, but they have reasons for doing it the way they do. Should all items be available to all players but through different methods? Should any player be required to do a non-preferred playstyle to obtain the gear they want? Is the RNG odds of certain drops too difficult? There are many factors affecting all of this, and I think it would undo other intended objectives of the developers, to the point it could actually have negative impact on other players.


    Edited by Tessie on October 17, 2015 11:47AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    Grinding is like having a job you are bored of and shouldn't be a part of entertainment, and suffering endless bad luck because of *** RNG is also *** poor game design.

    If you think that playing the game long passed the point of enjoyment or getting lucky with drops is a fair way to reward effort and skill, then you are sorely mistaken.

    I am all for a better system of reward, but ZOS are sticking with ridiculous grind/luck systems that many other games got rid of with better alternatives.

    That being their decision, it would be nice to have an alternative to get around it.

    If you are concerned that people 'who don't deserve it' are getting their gear - then consider this.

    The FIRST time I did hardmode CoA as a pledge I got the helm AND the shoulders from the chest.

    Was that fair? NO.

    Was it fair that I know someone who had over a 100 runs in there without ever seeing the helm? NO.

    I think you should be complaining louder about this level of unfairness, not about a system that would help alleviate it.
  • Qyrk
    Qyrk
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    Then you shouldn't clammor about things being bound or not but rather discuss how some items should get improved chance of drops. Remember those sturdy traits on shoulders? Remember how they wiped certain traits from the loot tables of some chests? And also remember how now people are complaining about low chance of drop in iCP and WGT? People wanted these changes and dev are slowly coming around to address or have already addressed the issue. I still stand on items being left alone as bound. You can't have everything available to you that someone got lucky or worked hard getting. Nothing in this game is fair .
  • Dymence
    Dymence
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    .....

    What's the difference between this and bind on equip, exactly?

    Minus all the hassle, of course.
  • Valrien
    Valrien
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    Dungeons and Dragons Online did something really great. Instead of trading Bop items with other people, whenever you pull your loot from the chest in a quest, instead of picking it up, you can simply transfer it to one other member of your group.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Tessie
    Tessie
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    Its impossible to create content at the pace players will consume it, especially at a price people are willing to pay. If all grind were removed from the game, and all obstacles were removed from obtaining the most sought after items, what would players do other than PvP?

    A token based system would reward effort while leaving some of the grind in the game. At least you're able to see progress toward your goal. There are also other bind mechanics that could help, such as bind to group for a duration of time or until the group composition changes, at which point it converts to bound to account.
  • kuscoe
    kuscoe
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    Grinding is like having a job you are bored of and shouldn't be a part of entertainment, and suffering endless bad luck because of *** RNG is also *** poor game design.

    If you think that playing the game long passed the point of enjoyment or getting lucky with drops is a fair way to reward effort and skill, then you are sorely mistaken.

    I am all for a better system of reward, but ZOS are sticking with ridiculous grind/luck systems that many other games got rid of with better alternatives.

    That being their decision, it would be nice to have an alternative to get around it.

    If you are concerned that people 'who don't deserve it' are getting their gear - then consider this.

    The FIRST time I did hardmode CoA as a pledge I got the helm AND the shoulders from the chest.

    Was that fair? NO.

    Was it fair that I know someone who had over a 100 runs in there without ever seeing the helm? NO.

    I think you should be complaining louder about this level of unfairness, not about a system that would help alleviate it.

    Actually guy

    They arent the drop rate in teh new arena while I dont know it exactly is not bad and further they drop in perfect traits additionally they are buffing drop rates in the dungeons so please take your *** unproductive thread elsewhere
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