what is the reasoning behind binding all dungeon gear?

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marshill88
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In general, I'm not a fan of bound items, and I wish so much more stuff was unbound. Sometimes I can understand the reasoning behind it, but when it comes to dungeons, I'm not really seeing the bigger picture why it's all bound. What is the logical reason behind it?
  • Fennwitty
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    To make people do the dungeon over and over until they get what they want.
    PC NA
  • the1andonlyskwex
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    It's so you actually have to do the content to get the gear, instead of just buying it from someone.

    It's not complicated.
  • Goregrinder
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    It's a way to steer players who normally would avoid dungeons completely (PVPers) into dungeons.
  • Everest_Lionheart
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    Imagine all the gold you could rake in selling the extra pieces of certain BiS gear. The in game economy would be out of control.
  • marshill88
    marshill88
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    It's so you actually have to do the content to get the gear, instead of just buying it from someone.

    It's not complicated.

    fair enough, though I still think its better to let players just do their thing...buy it, farm it, etc.
  • El_Borracho
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    It's so you actually have to do the content to get the gear, instead of just buying it from someone.

    It's not complicated.

    Exactly. Aside from PVP gear, the PVE gear in dungeons is typically used for group content. So naturally the way to get it would be to run group content.
  • JoDiMageio
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    I would assume that it is because you need to complete the content to get the gear. Kind of like a reward for your work.

    Imagine if perfected trial gear could be sold - as mentioned above, the market would be insane. It would also mean that anyone trying to farm gear would have immense difficulties acquiring the gear they need. This would apply just as well to dungeon gear (including helms for 2pc sets).
    Edited by JoDiMageio on May 6, 2021 9:13PM
  • the1andonlyskwex
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    I forgot to put this in my previous post, but it also helps to pad the population running dungeons, which makes it easier to find groups, which helps with player retention (because people who struggle to find groups quit).

    If dungeon drops were unbound, you could just buy that inferno staff you've been farming for (from someone who's probably farming for something else), instead of having to keep farming until it drops for someone in your group.
  • Hanokihs
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    marshill88 wrote: »

    fair enough, though I still think its better to let players just do their thing...buy it, farm it, etc.

    I agree for the most part. Like, I get that this is an MMO, and that means multiplayer, blah blah. The core gameplay of an MMO is to run dungeons to get gear, so you can run harder dungeons and get better gear, rinse repeat.

    But it's also an Elder Scrolls game, and in a lot of ways, you can't really play it like one without all the MMO tropes getting in the way. Sometimes it'd be nice to just explore the massive landscape and experience the story, without having to rely on other people to cooperate or stay out of the way. Being able to buy gear instead of farm it would help in that regard.
    "I haven't really played much yet, but lemme tell you all about how the game should include X and be a lot more like Y!" - Half the posters on this forum.
    "I've been here for years, and lemme tell you all about how they should never change or evolve Z, because then the game would be ruined forever." - The other half of posters on this forum.
  • marshill88
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    Hanokihs wrote: »

    I agree for the most part. Like, I get that this is an MMO, and that means multiplayer, blah blah. The core gameplay of an MMO is to run dungeons to get gear, so you can run harder dungeons and get better gear, rinse repeat.

    But it's also an Elder Scrolls game, and in a lot of ways, you can't really play it like one without all the MMO tropes getting in the way. Sometimes it'd be nice to just explore the massive landscape and experience the story, without having to rely on other people to cooperate or stay out of the way. Being able to buy gear instead of farm it would help in that regard.

    Sometimes I think the differences in gear are just so minor, it is more of a "meh" than a "oh I need this gear." So many gear sets ,and yet the variance between many of those sets are pretty insignificant, even in the procs.
  • driosketch
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    Imagine all the gold you could rake in selling the extra pieces of certain BiS gear. The in game economy would be out of control.

    I don't have to imagine. I sold a Silks of the Sun ring from a Hel Ra Citadel drop for a few 100k gold back when the loot was unbound.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
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  • Sanguinor2
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    Trials used to drop what is now dungeon sets a long time ago and they were sellable. Zos got rid of that with one tamriel I believe and I would assume that they want people to do the dungeons for the dungeon gear.
    Some of these old drops might still be around the market if you look for them they will just be very very expensive.
    Politeness is respecting others.
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  • Hanokihs
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    marshill88 wrote: »

    Sometimes I think the differences in gear are just so minor, it is more of a "meh" than a "oh I need this gear." So many gear sets ,and yet the variance between many of those sets are pretty insignificant, even in the procs.

    I think it all comes down to how good a player is. Sometimes.

    A great player can curbstomp the game naked. A good player can make due with whatever they've already got laying around and doesn't really need to shop around. An average player will benefit from the best gear for their job/role, even if the differences seem minimal. But a bad player? A bad player needs every buff, every debuff, every proc and effect they can possibly get, or they simply won't be very effective.

    Ineffective players avoid content. Players who avoid content don't practice. Players who don't practice never get better. And players who don't get better, or at least perceive that they're getting better, avoid harder content - and the cycle continues, all the way up the ladder, from overland content to vet trials.
    "I haven't really played much yet, but lemme tell you all about how the game should include X and be a lot more like Y!" - Half the posters on this forum.
    "I've been here for years, and lemme tell you all about how they should never change or evolve Z, because then the game would be ruined forever." - The other half of posters on this forum.
  • Ratzkifal
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    If dungeon gear wasn't bound, people would grind and sell dungeon gear, which means that most players would not do dungeons anymore which means that updates have a shorter life cycle as everyone constantly does other things than grinding. People would run out of things to do quicker than new things can be developed and once boredom sets in and nobody has any goals left people would start quitting.
    Getting players to spend as much time in the game as possible is kind of the whole business model of an online game.
    This Bosmer was tortured to death. There is nothing left to be done.
  • virtus753
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    You can buy most bound gear. Pay for a carry for whatever content and verify with the group carrying you that they include the loot. Many players sell trials gear and arena weapons (including for DSA and BRP, just not Maelstrom or Vateshran if you value your account), perfected gear, skins, achievements, etc.
    Edited by virtus753 on May 6, 2021 9:40PM
  • Hal
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    A lot of good replies in here indicate that it's so there is a clear reward system in place. I'd have to agree with that sentiment.

    & Here I was, thinking it was so that the game knew which items you had permissions to via the Transmute Station.
    (It is really great to be able to make something from a dungeon, after you already bound it in an undesirable trait. Less time grinding for 'Devines' if you have the T.Gems for it.)

    However, others have also pointed out that perhaps it's an effort to funnel players into queuing for Dungeons more often thus providing a bit of padding, which also sounds pretty logical.

    Suppose there's always more benefits and reasons beyond one.
  • AcadianPaladin
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    To me, binding dungeon gear is an admission that the content in question is not fun enough to do simply for the sake of fun.

    That said, it is also true that the high end dungeon bound gear is not important for the content I enjoy.

    PC NA(no Steam), PvE, mostly solo
  • kargen27
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    An MMO needs three things to survive long term.

    New content.

    Players participating in a variety of content.

    Players repeating content.

    That is why good PvP gear can be found in PvE content and why good PvE skills can be found in PvP content. Also why items are bound.
    and then the parrot said, "must be the water mines green too."
  • marshill88
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    i honestly believe the system of binding dungeon gear is not ideal. It's not awful, per se, but certainly there is a better way to implement your goals of having players queue for dungeons than binding everything they can possibly find in there.
  • Lady_Lindel
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    Binding = grinding. A well known tactic game companies use.
  • Everest_Lionheart
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    Hanokihs wrote: »

    I think it all comes down to how good a player is. Sometimes.

    A great player can curbstomp the game naked. A good player can make due with whatever they've already got laying around and doesn't really need to shop around. An average player will benefit from the best gear for their job/role, even if the differences seem minimal. But a bad player? A bad player needs every buff, every debuff, every proc and effect they can possibly get, or they simply won't be very effective.

    Ineffective players avoid content. Players who avoid content don't practice. Players who don't practice never get better. And players who don't get better, or at least perceive that they're getting better, avoid harder content - and the cycle continues, all the way up the ladder, from overland content to vet trials.

    This is also true, you can get by on a mag toon for all the vet dungeons including DLC wearing Julianos and Mother’s Sorrow. Some of that is going to take some skill and a solid group to do it, but those two sets can easily eclipse the 65K mark for DPS. Stam toons can get by on Hundings and Briarheart through the extra pen of Spriggans is certainly an option now.

    Some trial gear you don’t even have to be that good at the game to get. Siroria can be had for body farming with a group willing to funnel you all the pieces in 3-4 runs max. Same for FG, it may not be the trait you desire but that will come in time. On the stam side Relequen, AY, VO, all easy to obtain. Gold jewely for AY and VO for vet Hel-Ra is also fairly easy to obtain you just need to be able to stay alive and pretend to DPS a little bit.

    And some gear is situational like Zen’s or Catalyst. One player in any optimized group is going to wear those and they aren’t necessarily needed. Those sets are going to end up on one of your top players that know mechs and the ins and out of the game.

    Monster sets you can easily get a Grothdarr, slimecraw or Selene with a group that can keep one eye open and mash a few buttons.

    As for the rare drops like the Medusa inferno staff...spoiler alert you don’t “need” it. Yes it helps on certain builds but you can get by running one of the classic combos like MS + Siroria for about 2K less DPS overall and rid yourself of the headache that is sustain when you are wearing a set like this. Medusa is one of those sets that should come with a warning for players that think their DPS will suddenly take a huge jump. It’s got a learning curve and a different rotation that has to be followed (class dependant of course.)

    So play the game have fun, farm the gear for your friends and try to enjoy the MMO aspect of the game. Even trash groups can be fun but when you get in a good one while pugging you better run with someone that wants to run again to farm that last set piece and save them the hassle. In fact it’s a great way for an up and coming player to get into a guild that will help you farm the gear and run the content you are farming the gear for anyway.
  • Magdalina
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    Hanokihs wrote: »

    I agree for the most part. Like, I get that this is an MMO, and that means multiplayer, blah blah. The core gameplay of an MMO is to run dungeons to get gear, so you can run harder dungeons and get better gear, rinse repeat.

    But it's also an Elder Scrolls game, and in a lot of ways, you can't really play it like one without all the MMO tropes getting in the way. Sometimes it'd be nice to just explore the massive landscape and experience the story, without having to rely on other people to cooperate or stay out of the way. Being able to buy gear instead of farm it would help in that regard.

    Tbh, I don't really see how being able to buy gear would help with experiencing story. Experimenting with builds - yes, getting best competitive scores - yes, but there really isn't any content out there (especially on normal which is just fine for experiencing the story) that you couldn't do in crafted/openworld gear.
  • Froil
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    Remember the days when gear from dungeons couldn't be traded with group members?
    Imagine trying to get that meta/bis/FotM gear all by yourself.
    "Best" healer PC/NA
  • kargen27
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    Froil wrote: »
    Remember the days when gear from dungeons couldn't be traded with group members?
    Imagine trying to get that meta/bis/FotM gear all by yourself.

    And no transmute stones so specific traits were going to take a while.
    and then the parrot said, "must be the water mines green too."
  • lolo_01b16_ESO
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    Sanguinor2 wrote: »
    Trials used to drop what is now dungeon sets a long time ago and they were sellable. Zos got rid of that with one tamriel I believe and I would assume that they want people to do the dungeons for the dungeon gear.
    Some of these old drops might still be around the market if you look for them they will just be very very expensive.
    Oh yeah, those glorious times when you could sell your raid loot for hundreds of thousands of gold. :D
  • poodlemasterb16_ESO
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    So I solo, the game and am setting up to do dungeons, just for fun. I don't want or need the rewards, I will only use my own stuff, so what should I do?
  • marshill88
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    would anyone here think it would be a good idea to spend transmute stones to UNBIND dungeon gear? That way its possible to unbind it, but at a cost. I just really appreciate the idea of player options....giving players choices and not being so micromanaged all the time. like when I'm trying to get to point X on a map and there is a mountain range strategically placed to sheep-herd me a certain way


    Edited by marshill88 on May 7, 2021 12:03AM
  • lazywhiteseal
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    Im very sure there are more pve pvp players in this game.

    if all dungeon gears are tradeable they wont worth much anyways in the market since alot of people discard what they game from dungeon. and since majority of the people play dungeons on daily basis there will be more supply than demand. i sell more than half of the stuff i get from dungeons to the npc merchants. and when you have unlimited supply in the market many people wont play dungeons because... why play the dungeon if you can buy them cheaply in the market.

    the devs wants YOU to play the game whether it be by grinding or not. if the devs suddenly change the dungeon items to be tradeable, then most people will just buy their way out of getting gears. then there wont be any 'progression' in that.

    PS: pvp gears are tradeable because like i said there are probably more pve players than pvp players. thus there are more demand than supply (even if its currently tradeable).
    Edited by lazywhiteseal on May 7, 2021 12:57AM
  • marshill88
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    Im very sure there are more pve pvp players in this game.

    if all dungeon gears are tradeable they wont worth much anyways in the market since alot of people discard what they game from dungeon. and since majority of the people play dungeons on daily basis there will be more supply than demand. i sell more than half of the stuff i get from dungeons to the npc merchants. and when you have unlimited supply in the market many people wont play dungeons because... why play the dungeon if you can buy them cheaply in the market.

    the devs wants YOU to play the game whether it be by grinding or not. if the devs suddenly change the dungeon items to be tradeable, then most people will just buy their way out of getting gears. then there wont be any 'progression' in that.

    PS: pvp gears are tradeable because like i said there are probably more pve players than pvp players. thus there are more demand than supply (even if its currently tradeable).

    its the single player game inside the MMO.

    I like ESO, don't get me wrong, but I do wish it was much more MMO.
  • Iccotak
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    It's so you actually have to do the content to get the gear, instead of just buying it from someone.

    It's not complicated.

    It also makes people more inclined to trade stuff after beating the dungeon
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