It looks like you're new here. If you want to get involved, click one of these buttons!
what do mmorpg fans think about 'bound' items?
as for me a see it as a ripoff and somthing used that fits in modern mmorpg (always getting a few $ more out of players)
to me its just logic sence when i farm 5 hrs or even pay 5$ for some item, that i can do whatever i want (including selling to other players)
i readed some forum where players told that they did it becouse rare value items spam auction houses
but when that happens it is probebly a highly overated overprised item that is eazy to find
so based on those few items they made boud a common thing???
to me its just a cheap unlogic sulotion for fake rare overated items
Comments
Not sure if its implemented for this reason, but one of the major plus' I can see for bound items is that it stops gold selling sites from selling items from the game too.
It helps stop item inflation.
Consider a game such as world of warcraft. Currently, a character who is levelling will mostly wear green items. However, they may also have a few high quality blue (rare) items that they received from instance runs, PvP or from crafting.
Now suppose WoW got rid of bound items tomorrow. This wouldn't affect the first few players. But then these players would level and get rid of their old items. So these would be brought by the next generation who would hence be better geared. Perhaps this second generation would add in a couple of new, better, items from instance runs. They they sell the result to a third generation. Maybe the third generation picks up an epic. And sells to the fourth generation. Before long, the items being passed down are so much better than any items that a crafter can make, or which are received from quest rewards, that the market is destroyed. Only high quality blues and epics have any value. That's what I mean by item inflation.
An alternative mechanism to avoid item inflation is to have all items decay over time - so they can only be used so long. That works well in a crafter centric game like Ryzom, but doesn't fit in well in a raid based game like Warcraft.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
You don't see further than the tip of your nose. If you buy a cash shop item and sell it to players, that means that it won't be cash-shop exclusive. People won't be willing to spend $$$ when they can buy it ingame.
For ingame bound items, what if you get a group of 5 people different classes go kill monster X and the one class take all items dropped just because he got alts? fair huh.
There might be ways to work around these, but in the end, its the best solution.
Well, on one hand I can see the need of time and moneysinks. AoC didn't have them in from start but patched them in rather fast due to what it did to the economics of the game.
However I am against it. MMO spends to much work on items and to little on character improvement. Historicly had many warriors the same gear for their whole life, it was them who got better, not the gear. I agree that some gear should be included in MMOs and some cool loot but every stinking sword is enchanted today. A magical sword should be rare and something not everyone have.
I think you instead should develop your character, learning new skills and attacks or getting better on the ones you already have is a lot more fun and realistic. Why do I have to change my friggin chainmail all the time? This particulary sucks in AoC and for that matter LOTRO since the lore there is that magical stuff is rare, and it corrupts you in LOTRO while Conan seems to be doing fine without anything magical at all.
And that is the reason I think it is bollocks that you can't sell your chainmail, but I also think that any drop, even if it just have different skin should be rather rare. Golds and gems should be what you take from most mobs.
And yes, I don't want levels, I want you to get a little better instead of getting another gear again to vendortrash.
No it isn't. Blizzard doesn't sell gold.
One of the advantages of bound items is that even if a player resorts to RMT to try to get an advantage, he still can't outspend everyone and get the best items in every slot without leaving the auction house. Many of the best items are only found in dungeons and raids, and are bind on pick-up.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
No it isn't. Blizzard doesn't sell gold.
One of the advantages of bound items is that even if a player resorts to RMT to try to get an advantage, he still can't outspend everyone and get the best items in every slot without leaving the auction house. Many of the best items are only found in dungeons and raids, and are bind on pick-up.
No it isn't. Blizzard doesn't sell gold.
One of the advantages of bound items is that even if a player resorts to RMT to try to get an advantage, he still can't outspend everyone and get the best items in every slot without leaving the auction house. Many of the best items are only found in dungeons and raids, and are bind on pick-up.
ok i see what devs try to do but still
i think there ' r alot more logic ways to prevent this
to me it sounds idiotic that someone who never left the auction house can use gear with high bonus stats (there you come to the point, are they necessary?) i also think not,special skins work better in my opinion
swordskills and status points should (mostly?) determin the dmg you deal
In most systems I've seen, things like "skills" and "levels" can be attained by grinding on relatively simple content. Just do stuff for long enough and you get maxed out.
One of the advantages of an item-centric game is that it gives someone a strong incentive to try "difficult" content, such as raids or arena, since that's the place the best items can be found. There's a good correlation between effort and reward, and this appeals to many people.
I'm not saying "item-centric" is the only system that works. But it definitely does work - and it's quite fundamental to most of the games that use it. If you don't like it, then you should really start looking for another game to play.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Most raiders would wear sack cloth if it gave the best stats.
However, in practice, the items with the best stats are also designed to look most impressive as well. If you see a new level 80 standing alongside a well geared raider, the difference in gear level is obvious at a glance.
And glows normally come from enchants, not from the weapons themselves.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
I am clearly an anti RMT gamer and I despise bound items. Making items nontradeable is unrealisitc and an immersion breaker. It's a way for developers to coerce certain playstyles such as raiding and grouping which should be left up to the player to decide. Making items nontradeable does not impact the RMT seller at all since they sell coin almost exclusively these days and pursuing rare high quality drops is less efficient than farming lower level mobs.
No, it insures those who actually play the game are the ones who benefit the most. You can't stop people from buying entire accounts with all the best stuff, but thats not the norm. Without BOP or BOE, ANYONE can get anything. You don't have to earn something if it can just be pased down. That's lame. Its all about what makes sense, NOT what YOU think is right. Its whats right for the entire game. In a game like WOW, removing BOE would destroy it, trivializing everything, rewarding the gold sellers. Inflation would skyrocket. Its not opinion. Its FACT.
You can still buy great stuff off the AH or make epic crafted items. Maybe not the best, but still awesome. The best gear goes to people who play the best, which in MMO terms means, people who defeat the toughest challenges...high end raids and high level arenas. Besides, if you're not competing at the hgihest levels, you don't need the BEST stuff in the first place. What are you going to do with it? Go kill green mobs=)
I couldn't get the best stuff because I could never raid constantly. I just bought or earned the best stuff I could find or afford and was ALWAYS competitive with most players, which is perfectly fair.
I cannot stand BOUND items at all,to me it ruins the satisfaction of having such a rare item ,if when you gain a few levels it is totally useless to you.So now you have a item that lasts maybe 5/6 levels that is suppose to be so rare and valuable ,yet i can have a non bound item that is more valuable to me ,because i can sell it ,and it's use can go on forever.
Now a BOUND item or as in FFXI rare/ex item,could be ok if you had a game system like FFXI.In FFXI you can play the same player over and over playing all the different classes,this is not the case in most all other games,so the item becomes useless real quick.
So yes i can see it being a useful mechanic to stop RMT,but you are doing just as much damage to the real players .The worse problem Bound items creates is actually making RMT worse.This is because the best non bound items become that much more valuable,driving up RMT way higher than it should be in a game.,
I might also add,that i do not believe Bound items were made to stop RMT anyhow,the sole reason is because bound items usually are had from doing epics/ quests or actual in game work.RMT are notorious for just botting or camping bosses,they don't partake in actual game activity.
I think i know the actual reason for Bound items,however the problem could be eliminated using instances.The problem you woudl have with non bound rare items,as they are usually the better items in game,is that those bosses or kills would be camped forever.This would make finishing these quests/missions a real headache for most people,if high level players were just camping them for the profit.Like i said this could be eliminated using instances and limiting the time you can enter it.This way a botter can't sit on the boss,and they would be limited by entry time,meaning the ywould actually have to attend the player,again botting would not work.This would at least lower the RMT activity and like i said RMT would have to gather a group to finish the quest line and spend some time at it,these quest lines can take several hours,i don't see RMT doing it.
Never forget 3 mile Island and never trust a government official or company spokesman.
yes that is normal becouse it gives extra advantages but if you take all the bonus stats away what gear would you wear?
the comon not so cool looking gear or the cooler 'i have something no one else have' looking gear?
the glows......if you ask a 10 yr old how hard do swords need to glow what would the answer be?
and i saw in WoW the weapons glow that hard that you could'nt see the weapon self so for me it does'nt have to glow that hard
Some of the arguments made in this thread don't make any sense and don't follow any logic. Others are very well thought out and are excellent rationales for having bound items. It is a lot like watching a bug try to fly into a light bulb. The bug will never get to the light source, and some of you will never understand game mechanics.
The idea of bound items have various uses within a game. The excuses some of you have given for having unbound items is absurd. You pay for your account, sure, but that merely allows you access to the game's content. If you think that all items should be freely traded and that paying for your account is enough to allow you access to these items from day one, you have no clue how much that would ruin a game.
Binding allows progress mean something. Binding allows an economy work. When I say "allows" I mean it, and I do not mean "forces." These mechanics allow players who enjoy playing the game to improve their characters. This enjoyment is sullied when a player who has no real intention of playing the game for enjoyment tries to make a quick buck by selling the best equipment to the worst players, or any players who have the cash.
That being said, I am in favor of games with a no bind system, as long as the equipment gained in that game has no impact on the merits of progression.
Honestly, half of the replies in this thread seem to come from someone who has no clue about the topic they are posting in.
Doktar - 70 Troll Priest - Perenolde
I would love to see one of the people against bound items propose a game that did not use them, and then what said game would use to progress characters. What other features would these games use to keep players playing without raising the level cap.
Doktar - 70 Troll Priest - Perenolde
runescape (endless lvling)
guildwars (pvp content)
ultima online (pk)
eq before a patch
shaia (pvp content but to bad they sell uber cashop items or i would play that again)
runescape (endless lvling)
I can't say that I've played this game. Endless leveling? Sounds like a very cheap move to make it seem as though you have content when you really just promote a worthless grind.
guildwars (pvp content)
So all of Guild Wars gear could be traded? I was not aware of this feature. Although, this game does not have many of the features which define an MMORPG
ultima online (pk)
I did play Ultima Online for a while and I must say that it did a good job in making the droppable gear not so valuable that you'd quit if it got looted, but still made some of the stuff hard to get. That being said, PKs mostly used GM crafted/poisoned weapons when I played.
I think a system like this could be used to make a successful game, but it would be a challenge in post-WoW world.
eq before a patch
I played EQ for a long time. I think the idea that a level 1 could wear a fungus covered scale tunic (which granted a huge hp regen buff) and basically have godmode for most of the level grind was super lame. A lot of the items that game allowed to be traded, though, were fine with me. Especially crafted stuff.
That being said, I think EQ allowed way too much of the gear to be used by low level characters. I think the system they added which knocked down the benefit based on level was a great idea.
shaia (pvp content but to bad they sell uber cashop items or i would play that again)
No clue about this game, but since it sounds like a F2P itemshop game, no thanks.
Doktar - 70 Troll Priest - Perenolde
many games get nerves that prevent players to abuse poorly worked out game mechanics (bots,goldsellers)
and if devs really wanted goldsellers out of a game they would have been banned long time ago
a game with alot of bots is a game with poorly worked out skills (its eazy to program a bot if you just need to spam 2 or 3 skills)
i neither see how a player can improve a character better with bound items ,as when it is not bound it would be much more usefull becouse then i could sell it
runescape (endless lvling)
I can't say that I've played this game. Endless leveling? Sounds like a very cheap move to make it seem as though you have content when you really just promote a worthless grind.
guildwars (pvp content)
So all of Guild Wars gear could be traded? I was not aware of this feature. Although, this game does not have many of the features which define an MMORPG
ultima online (pk)
I did play Ultima Online for a while and I must say that it did a good job in making the droppable gear not so valuable that you'd quit if it got looted, but still made some of the stuff hard to get. That being said, PKs mostly used GM crafted/poisoned weapons when I played.
I think a system like this could be used to make a successful game, but it would be a challenge in post-WoW world.
eq before a patch
I played EQ for a long time. I think the idea that a level 1 could wear a fungus covered scale tunic (which granted a huge hp regen buff) and basically have godmode for most of the level grind was super lame. A lot of the items that game allowed to be traded, though, were fine with me. Especially crafted stuff.
That being said, I think EQ allowed way too much of the gear to be used by low level characters. I think the system they added which knocked down the benefit based on level was a great idea.
shaia (pvp content but to bad they sell uber cashop items or i would play that again)
No clue about this game, but since it sounds like a F2P itemshop game, no thanks.
guildwars first edition had a nice weapon system (bleu,purple and gold)
and those weapons did'nt have value for amazing bonus stats but just for rarety and skin
but after the first expantion they broke this system
i think becouse those devolopers did'nt want you to have end content so you would buy the next expansions
many games get nerves that prevent players to abuse poorly worked out game mechanics (bots,goldsellers)
and if devs really wanted goldsellers out of a game they would have been banned long time ago
a game with alot of bots is a game with poorly worked out skills (its eazy to program a bot if you just need to spam 2 or 3 skills)
i neither see how a player can improve a character better with bound items ,as when it is not bound it would be much more usefull becouse then i could sell it
There are other methods to make money in most games. I am fairly sure that making all items bindless in most current MMORPGs would ruin their economies.
Doktar - 70 Troll Priest - Perenolde