Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
It's to stop people like me from buying everything, and reselling it 6 months later at big markups.
Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
Long ago at the dawn of ESO, the hireling mats came in boxes, and people exploited that by putting all their boxes in the bank and opening them with their highest level character to get the most expensive mats (and a higher chance at tempers).
ZOS "fixed" that by preventing any containers from being placed into the character bank.
AyeshaBelladonna wrote: »Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
It's to stop people like me from buying everything, and reselling it 6 months later at big markups.
Hey, If you're willing to dedicate the time, money, and energy to do it to flip for a profit who are they to try and limit you? lol we can grind motifs and they stack. we can stack limited edition Luxury furnishings and hoard them to flip for a profit later and THOSE only come around once a year....... this whole 'we can't even combine them into rune boxes' seems excessive since the rune boxes don't stack anyway though. LOL
redlink1979 wrote: »It's a problem to have Apple-Bobbing Cauldron in the frag system (or any other runebox items) because players want to be able to sell runeboxes.
Account bound items is ok to put on the new frag system but items that aren't bound to account shouldn't be included in there.
AyeshaBelladonna wrote: »Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
It's to stop people like me from buying everything, and reselling it 6 months later at big markups.
Hey, If you're willing to dedicate the time, money, and energy to do it to flip for a profit who are they to try and limit you? lol we can grind motifs and they stack. we can stack limited edition Luxury furnishings and hoard them to flip for a profit later and THOSE only come around once a year....... this whole 'we can't even combine them into rune boxes' seems excessive since the rune boxes don't stack anyway though. LOL
INC:
All motif pages will now go directly into the fragments section of your collections!
INC:
Luxury furnishings no longer stack and will be bind on purchase.
*facepalm*
Dusk_Coven wrote: »Long ago at the dawn of ESO, the hireling mats came in boxes, and people exploited that by putting all their boxes in the bank and opening them with their highest level character to get the most expensive mats (and a higher chance at tempers).
ZOS "fixed" that by preventing any containers from being placed into the character bank.
And when they fixed it again by not having any containers at all, they didn't change the settings on containers I guess.
Definitely time for a review.
Did they hire from Fiverr to fix that? It's like the laziest fix possible and one with (as we are seeing) non-intuitive/unreasonable side effects.
Same with the timer for leaving a dungeon. Doesn't address the real issues people are having.
AyeshaBelladonna wrote: »AyeshaBelladonna wrote: »Dusk_Coven wrote: »They also need to audit their runebox / style page binding settings.
A Mask Runebox from the Witches event is theoretically not bound, tradeable, mailable, and saleable, but you cannot move it off the character that picked it up unless you're doing one of those things or depositing it in a guild bank.
And yeah, stacking -- when? Why not?
It's to stop people like me from buying everything, and reselling it 6 months later at big markups.
Hey, If you're willing to dedicate the time, money, and energy to do it to flip for a profit who are they to try and limit you? lol we can grind motifs and they stack. we can stack limited edition Luxury furnishings and hoard them to flip for a profit later and THOSE only come around once a year....... this whole 'we can't even combine them into rune boxes' seems excessive since the rune boxes don't stack anyway though. LOL
INC:
All motif pages will now go directly into the fragments section of your collections!
INC:
Luxury furnishings no longer stack and will be bind on purchase.
*facepalm*
while motif pages would KILL the markets lol....I'd legit be ok with the amount of bank space that would clear up! XD
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Post-launch monetization (including but not limited to microtransactions) doesn't have to be bad. Whoever makes the decisions on monetization has the ability to make them more or less predatory in nature. That there have not been increases to the base game bank/inventory space since launch - and that it seems a new cash shop only item is coming out that will increase this space - is very telling. This game isn't as harsh about inventory space as some I've seen *cough*falloutfluckyoufirst*cough*, but that still doesn't excuse it.
At a minimum, maximum bank space should have been increased by 10 for every non-dungeon DLC/chapter, ideally with the 10 spaces unlocked complementarily for players who purchase that DLC/chapter. But this would be far too nice from the company that brought us gamble crates and transformed events into cash shop redirects...
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Post-launch monetization (including but not limited to microtransactions) doesn't have to be bad. Whoever makes the decisions on monetization has the ability to make them more or less predatory in nature. That there have not been increases to the base game bank/inventory space since launch - and that it seems a new cash shop only item is coming out that will increase this space - is very telling. This game isn't as harsh about inventory space as some I've seen *cough*falloutfluckyoufirst*cough*, but that still doesn't excuse it.
At a minimum, maximum bank space should have been increased by 10 for every non-dungeon DLC/chapter, ideally with the 10 spaces unlocked complementarily for players who purchase that DLC/chapter. But this would be far too nice from the company that brought us gamble crates and transformed events into cash shop redirects...
Name one game that became better with microtransactions. I'm kind of tired of the old trope that "it doesn't have to be bad". The results are in plain sight.
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Post-launch monetization (including but not limited to microtransactions) doesn't have to be bad. Whoever makes the decisions on monetization has the ability to make them more or less predatory in nature. That there have not been increases to the base game bank/inventory space since launch - and that it seems a new cash shop only item is coming out that will increase this space - is very telling. This game isn't as harsh about inventory space as some I've seen *cough*falloutfluckyoufirst*cough*, but that still doesn't excuse it.
At a minimum, maximum bank space should have been increased by 10 for every non-dungeon DLC/chapter, ideally with the 10 spaces unlocked complementarily for players who purchase that DLC/chapter. But this would be far too nice from the company that brought us gamble crates and transformed events into cash shop redirects...
Name one game that became better with microtransactions. I'm kind of tired of the old trope that "it doesn't have to be bad". The results are in plain sight.
Um... I think you mistake the intent of my post.
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Post-launch monetization (including but not limited to microtransactions) doesn't have to be bad. Whoever makes the decisions on monetization has the ability to make them more or less predatory in nature. That there have not been increases to the base game bank/inventory space since launch - and that it seems a new cash shop only item is coming out that will increase this space - is very telling. This game isn't as harsh about inventory space as some I've seen *cough*falloutfluckyoufirst*cough*, but that still doesn't excuse it.
At a minimum, maximum bank space should have been increased by 10 for every non-dungeon DLC/chapter, ideally with the 10 spaces unlocked complementarily for players who purchase that DLC/chapter. But this would be far too nice from the company that brought us gamble crates and transformed events into cash shop redirects...
Name one game that became better with microtransactions. I'm kind of tired of the old trope that "it doesn't have to be bad". The results are in plain sight.
Um... I think you mistake the intent of my post.
I apologize if I did. It seemed to me you were defending microtransactions. I am of the opinion, at this point, that they are ALWAYS bad. They create an incentive to sell you not the game itself, but always one more of whatever virtual goods the publisher trades in. One more crown motif. One more apex mount. One more time-limited personality. One more collector's edition with theme-appropriate hats. That is why I responded to your saying it doesn't have to be bad.
Making inventory management a pain and offering a solution at a cost is freemium game 101. The problem? ZOS' solution doesn't solve all of the problems introduced to make more inventory space a must, including the neverending multiplication of fragments, and fragments of fragments, and bound containers, and so on. So if, like me, you've always subscribed because that is the one and only way you are willing to support the game, you're treated to a bloody mess of a system intended to sell something you're already buying anyway. Once again, thanks everyone who doesn't see what microtransactions do to a game.
Post-launch monetization (including but not limited to microtransactions) doesn't have to be bad. Whoever makes the decisions on monetization has the ability to make them more or less predatory in nature. That there have not been increases to the base game bank/inventory space since launch - and that it seems a new cash shop only item is coming out that will increase this space - is very telling. This game isn't as harsh about inventory space as some I've seen *cough*falloutfluckyoufirst*cough*, but that still doesn't excuse it.
At a minimum, maximum bank space should have been increased by 10 for every non-dungeon DLC/chapter, ideally with the 10 spaces unlocked complementarily for players who purchase that DLC/chapter. But this would be far too nice from the company that brought us gamble crates and transformed events into cash shop redirects...