tl;dr
Read solution and reasoning below.
opening
Ok so I'm going to take a slightly different approach than other threads. Instead of bashing the one Tamriel system, let's talk about it from a developer point of view.
General idea
Bo_ is a concept to reduce flow of items in the economy. Old school MMO and current ones that have no bindings have low value gear and the character, enchant, poison, magic is what drives damage. Binding systems normally are implemented when gear plays a much higher influence on damage, heals and stats.
Obviously, we are playing a game that is binding based, so no binding is not an option. Let's discuss bind on pickup vs equip.
bind on equip
*in line in terms of power to other common/dropped/crafted sets
*allows people to not do content to get gear
*removes gear from economy after use (can't regift)
bind on pick up
*should be for final gear only
*gear is not in line with other gear
*gear never enters economy
solution
I think we still need a hybrid binding system, but in light of one Tamriel, here is my suggested system.
all world drops are boe same as one Tamriel
all trials drops are bop same as one Tamriel
all bop items have end game traits
the reward quest giver gives a gold jewelry in vet 160 in trials for crafted, world drop, or trials gear with a random chance to get 2 pieces of jewelry that is boe. There is a medium chance on normal but it's bind on pickup new idea
reasoning
I agree that trials needs to be profitable to keep old school trial runners in the game. Selling gold jewelry can be that venue. With all of the sets * the 3 traits. There is a lot of options to keep this from overwhelming the economy + adding crafted gear to the mix let's more options to be in final gear if crafted sets fit your play style, while removing crafting jewlery off of the table with an easy solution.
Since bop are reserved for final gear stats like prosperous and training are removed. Armor should be impenetrable, divines, reinforced (chest, legs, head only), well fitted (legs and boots only), sturdy (shield, shoulders, waist, hands, boots only) and infused. Weapons should be nirnhorned, charged (destro staffs only), precise, decisive, powered (resto staff only), and charged. This will ensure those who run trials get rewarded properly.
I think a balance to low setting the cp and very and normal should be normal/vet determines the bop vs boe of the quest giver reward while cp affects gear level drops. The end box should scale to the dungeon cp to reward higher difficulty and remove alternate paths to compete with trial runners.
Please respond with your thoughts and suggestions. Thanks!
Edited by PS4_ZeColmeia on September 7, 2016 2:18PM PSN: ***___Chan (3 _s)
Hybrid, All-Role NB
Developer discussion: BoP changes, in line with game? 26 votes
I like the current system
I like one Tamriel system
Don't care...

2 votes