Sorry, but the moment items like Vicious Ophidian, or Undaunted sets become BoE (read: instantly available for people with a lot of gold) is the moment I stop PvEing altogether and then spend all days complaining how there's nothing worth doing in the game.
You can't let people work hard to achieve something, then give it away basically for free to players pretty much fresh out of leveling process, that's just backwards thinking. If other players worked hard (and were skillful enough) to achieve those items, then so should you.
I'm not saying there are no faults with the game's loot systems, but BoE loot would only be a step backwards.
Other, more feasible solutions:
- Make the loot system less punishing, by introducing a Need/Greed system for the most difficult content only (SO/Vet Arena).
- Add a token or a reputation system for Undaunted shoulders (but make sure it's still difficult to get them).
kelly.medleyb14_ESO wrote: »In the past it has been used as a band-aide "fix" to items the developers didn't want people passing to others so instead of incentivizing them not to, they simply forced them to not be able to trade or sell the item.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Other, more feasible solutions:
- Make the loot system less punishing, by introducing a Need/Greed system for the most difficult content only (SO/Vet Arena).
- Add a token or a reputation system for Undaunted shoulders (but make sure it's still difficult to get them).
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
What exactly is a need/greed system?
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
Wouldn't a need/greed system work in pretty much the same way?
Would be easier to implement & less hassle imo
|
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
Wouldn't a need/greed system work in pretty much the same way?
Would be easier to implement & less hassle imo
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
Then you run into problems with things like people legitimately needing to leave the group at some point during the run, so you get someone to come in and replace them... at what point are the items then bound? Only after the last boss, or what?
And then what happens if someone gets disconnected from the game (they crashed, their router went out, power outage, etc)?
I agree with DDuke, an NBG system would work as well and be easier to implement/come with less complications.
The only thing I'd like to see is the ability to trade an item within your group until you leave the dungeon. That way you all have done the content and if someone gets luckier constantly they can trade it away.
The only issue I see with that is that people would then sell the loot right. They'd just get one person to leave the group and the zone, and invite someone else into the group (for a nice sum of gold, of course) to come in and have the item traded to them.
Personally, I would have it so that if someone left the instance, then the items all become bound. (So hopefully you are with a group you trust and not a troll) or something similar (I'm not sure what the technical limitations of the system are). But I did think about that and would definitely create an answer for it in the programming in their shoes.
Then you run into problems with things like people legitimately needing to leave the group at some point during the run, so you get someone to come in and replace them... at what point are the items then bound? Only after the last boss, or what?
And then what happens if someone gets disconnected from the game (they crashed, their router went out, power outage, etc)?
I agree with DDuke, an NBG system would work as well and be easier to implement/come with less complications.
As I said, I don't know the technical needs for the programming of it, so it's hard to say, but I have a feeling that it wouldn't take much to sit down with a group for ten minutes and hammer out a dozen different concepts for how to deal with it.
What exactly is a need/greed system?
Other, more feasible solutions:
- Make the loot system less punishing, by introducing a Need/Greed system for the most difficult content only (SO/Vet Arena).
- Add a token or a reputation system for Undaunted shoulders (but make sure it's still difficult to get them).
Like these ideas, and have discussed similar with guildies/friends.
BoE might water things down too much, I admit, but I am a bit dissatisfied with the current BoP system. I'd actually like to see a Need/Greed type of system for vet dungeons as well, only on loot of a certain quality (i.e. only purple items). That way if *the* helm drops, if one of the four people who participated in that boss kill needs it, they have at least a chance at it. The drop rate for those helms is still low, so it's not like everyone would have it on their first run.
In fact, with that kind of system in place, I'd even be fine with it being lowered [the drop rate]. Anything but me getting the helm when helping a friend farm it, and I won't even use it.
I am 100% with you. I vote for option A.kelly.medleyb14_ESO wrote: »For those of you who don't know Bind on Pickup or (BoP) is a method MMORPG games use to restrict gear and other items by making them unable to be traded or sold after you pick them up.
In the past it has been used as a band-aide "fix" to items the developers didn't want people passing to others so instead of incentivizing them not to, they simply forced them to not be able to trade or sell the item.
This becomes more poignant when considering the Undaunted Pledges for example when dealing with the 2 pc sets.
The pluses to this mechanic are:
1) Stops developers from letting an item be traded or sold.
The minuses to this are:
1) Deters people who would be motivated to do content in order to "farm" items to sell, gift or trade to friends, family or others.
2) Discourages players who try to get the item over and over and over and over again for their own use while the other members in the group get lots and lots of the item that they will either vend or deconstruct, including ones that this player would use.
3) Takes valuable items from the economy. Currently there are VERY few high value items as the most valuable items are things that are simply rare and not really practical.
4) Discourages re-playability of content. I have several helms of the kind I want so I have no reason to repeat content, this leaves those who want to do the content to get the exact one they want with a smaller pool of players to go with them.
There are more reasons why BoP is detrimental to the health of an MMORPG when overused (or used at all imo) as it is
Keep in mind I am not referring to Bind on Equip which makes sense considering the game mechanics and is practically unavoidable. BoP however is simply poor design.
Some proposed solutions are:
A ) Make all BoP item's BoE (yes including pets why force us to keep or delete pets we don't want?) At the same time greatly reduce the drop rate of said BoP items.
B ) Make BoP gear from dungeons trade-able for a time, this is my least favourite because it really doesn't handle the Gold key shoulder rewards.
C ) Need before Greed system. The group you are with rolls for desirable loot, still doesn't handle shoulder BoP rewards which should be made BoE.
I believe if you implement solution A you will see a much happier economy and healthier game with more replayability of content.
tinythinker wrote: »I once suggested giving advanced PvPers a chance to earn Alliance specific equipment with an Alliance specific bonus as a reward and as a way to make fighting under a particular banner more meaningful. I would still favor BoP for that equipment if such an idea were ever implemented, but I can't say I am convinced either way on BoP for Undaunted pledges. I assume the reason for using it for pledge equipment is to show that the person wearing the gear actually earned it. It's something that can't just be bought, much like the character achievements, only these achievements can be easily seen by other players.
Completely with you. The only thing in game design that is more important than providing a sense of achievement, is to avoid creating sources of frustration. BoP creates many sources of frustration. It's frustrating to find a rare item you then have to decon, and it's frustrating to not be able to give it to your friends and not be able to sell it. It's also frustrating to find 5 piece BoP items, knowing there is no realistic chance to ever get 5 pieces together.Agreed.
I have no problem farming for an item I want/need, and would opt to do so even if they were sellable. What I hate, however, is having to trash an item someone in my group really wants. I hate that. They were there, a part of that group, and the only reason I could get the item was because they were helping me. Yet I can't give them the reward they want, and instead have to just decon it.
Seems silly, really. At least for Undaunted stuff. Trial stuff, I don't know. But regular dungeon drops? Yeah...
BugCollector wrote: »I just want to be able to buy Master Weapons. Things as powerful as these should not be bound.
Sorry, but the moment items like Vicious Ophidian, or Undaunted sets become BoE (read: instantly available for people with a lot of gold) is the moment I stop PvEing altogether and then spend all days complaining how there's nothing worth doing in the game.
You can't let people work hard to achieve something, then give it away basically for free to players pretty much fresh out of leveling process, that's just backwards thinking. If other players worked hard (and were skillful enough) to achieve those items, then so should you.
I'm not saying there are no faults with the game's loot systems, but BoE loot would only be a step backwards.
Other, more feasible solutions:
- Make the loot system less punishing, by introducing a Need/Greed system for the most difficult content only (SO/Vet Arena).
- Add a token or a reputation system for Undaunted shoulders (but make sure it's still difficult to get them).
I would also be fine with need/greed for group dungeons and trials, as well as a token system for Undaunted pledges.