Crafts_Many_Boxes wrote: »While the drop system can be frustrating at times, I think having certain gear be BoP is important to keep the combat aspect of the game alive.
If everything becomes "for sale" then suddenly you can have players with the best possible gear who've never set foot in a dungeon or raid. The game world loses a little bit of its "magic" because suddenly it becomes that much closer to real life, where EVERYTHING can be bought and sold, for the right price.
One of the big draws of the rpg genre in general is that there are these powerful, time-lost items in deep, dark dungeons being guarded by big bad beasties. The only way to obtain the epic loot is to engage in combat with these beasties and emerge victories.
If reseller Joe who's never set foot outside of Wayrest can just stroll up to some guild traders and buy the same gear that Lord Fred, raider of the Forgotten Wastes had to struggle inside a dungeon for 5 hours to obtain, something is lost. Something important.
It goes beyond the silly arguments of "well Reseller Joe had to grind gold for 5 hours to afford it, so his effort is just as valuable"; 5 hours of farming should not yield the same results as 5 hours of actually progressing in PvE content, in an MMOrpg that is focused on combat. There should be an incentive to step up and put yourself out there in challenging content instead of running around mining rubedite and ancestor silk, or zerging public dungeon bosses for divines pieces.
Crafts_Many_Boxes wrote: »While the drop system can be frustrating at times, I think having certain gear be BoP is important to keep the combat aspect of the game alive.
If everything becomes "for sale" then suddenly you can have players with the best possible gear who've never set foot in a dungeon or raid. The game world loses a little bit of its "magic" because suddenly it becomes that much closer to real life, where EVERYTHING can be bought and sold, for the right price.
One of the big draws of the rpg genre in general is that there are these powerful, time-lost items in deep, dark dungeons being guarded by big bad beasties. The only way to obtain the epic loot is to engage in combat with these beasties and emerge victories.
If reseller Joe who's never set foot outside of Wayrest can just stroll up to some guild traders and buy the same gear that Lord Fred, raider of the Forgotten Wastes had to struggle inside a dungeon for 5 hours to obtain, something is lost. Something important.
It goes beyond the silly arguments of "well Reseller Joe had to grind gold for 5 hours to afford it, so his effort is just as valuable"; 5 hours of farming should not yield the same results as 5 hours of actually progressing in PvE content, in an MMOrpg that is focused on combat. There should be an incentive to step up and put yourself out there in challenging content instead of running around mining rubedite and ancestor silk, or zerging public dungeon bosses for divines pieces.
Crafts_Many_Boxes wrote: »While the drop system can be frustrating at times, I think having certain gear be BoP is important to keep the combat aspect of the game alive.
If everything becomes "for sale" then suddenly you can have players with the best possible gear who've never set foot in a dungeon or raid. The game world loses a little bit of its "magic" because suddenly it becomes that much closer to real life, where EVERYTHING can be bought and sold, for the right price.
One of the big draws of the rpg genre in general is that there are these powerful, time-lost items in deep, dark dungeons being guarded by big bad beasties. The only way to obtain the epic loot is to engage in combat with these beasties and emerge victories.
If reseller Joe who's never set foot outside of Wayrest can just stroll up to some guild traders and buy the same gear that Lord Fred, raider of the Forgotten Wastes had to struggle inside a dungeon for 5 hours to obtain, something is lost. Something important.
It goes beyond the silly arguments of "well Reseller Joe had to grind gold for 5 hours to afford it, so his effort is just as valuable"; 5 hours of farming should not yield the same results as 5 hours of actually progressing in PvE content, in an MMOrpg that is focused on combat. There should be an incentive to step up and put yourself out there in challenging content instead of running around mining rubedite and ancestor silk, or zerging public dungeon bosses for divines pieces.
WHAT exactly is lost? Just because some newbie has BIS gear doesnt mean any more than some Skyreach baby grinding to CP cap. How does it take away from your accomplishment because someone else bought it with gold exactly? As a master crafter, it doesnt take anything away from my accomplishment that someone can buy Twice Born Star, IT PROVIDES A MARKET FOR ME TO SELL MY SKILLS IF I SO CHOOSE, this would only provide a market for trial grinders to sell extra gear.Lets be realistic here....people ALREADY buy vMOL skin/gear runs, so they can ALREADY buy BIS equipment of they so choose.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »While the drop system can be frustrating at times, I think having certain gear be BoP is important to keep the combat aspect of the game alive.
If everything becomes "for sale" then suddenly you can have players with the best possible gear who've never set foot in a dungeon or raid. The game world loses a little bit of its "magic" because suddenly it becomes that much closer to real life, where EVERYTHING can be bought and sold, for the right price.
One of the big draws of the rpg genre in general is that there are these powerful, time-lost items in deep, dark dungeons being guarded by big bad beasties. The only way to obtain the epic loot is to engage in combat with these beasties and emerge victories.
If reseller Joe who's never set foot outside of Wayrest can just stroll up to some guild traders and buy the same gear that Lord Fred, raider of the Forgotten Wastes had to struggle inside a dungeon for 5 hours to obtain, something is lost. Something important.
It goes beyond the silly arguments of "well Reseller Joe had to grind gold for 5 hours to afford it, so his effort is just as valuable"; 5 hours of farming should not yield the same results as 5 hours of actually progressing in PvE content, in an MMOrpg that is focused on combat. There should be an incentive to step up and put yourself out there in challenging content instead of running around mining rubedite and ancestor silk, or zerging public dungeon bosses for divines pieces.
WHAT exactly is lost? Just because some newbie has BIS gear doesnt mean any more than some Skyreach baby grinding to CP cap. How does it take away from your accomplishment because someone else bought it with gold exactly? As a master crafter, it doesnt take anything away from my accomplishment that someone can buy Twice Born Star, IT PROVIDES A MARKET FOR ME TO SELL MY SKILLS IF I SO CHOOSE, this would only provide a market for trial grinders to sell extra gear.Lets be realistic here....people ALREADY buy vMOL skin/gear runs, so they can ALREADY buy BIS equipment of they so choose.
The heart of the game is lost. If you can just buy your way into any gear you want, then nothing matters anymore. What little progression this game offers dies. What's the point of taking on the big boss if you can just buy his drop for 10k gold? Guarantee dungeon completion rates halve in the first week alone.
Your argument would make sense, IF the point of this game was mercantile. If we were playing Elder Shopkeep Online, I'd agree with you, but we're not. We're playing a combat-oriented MMO, and certain things should only be obtainable through personal combat. And this is coming from someone who is very critical of the combat system to begin with lol.