In lineage 2 the gear that was dropped, other than a few rare items, was the exact gear that one could craft.
Guilds would make money by raiding and selling that gear. Or just giving it to their members.
I think a good in game economy would want to have great gear for sale but also ways to remove that gear (blowing it up by enchanting it for example or allowing it to break over time).
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I think there should be 2 ways of getting the best gear in game. Doing the content, or crafting the item.
I dont think there is a good way of preventing guilds from carrying a member through content to easily get gear. Not without affecting other parts of the game. If guildies want to do that, thats their prerogative.
Maybe scaling instance difficulty to the strongest party member would help prevent rushing through just to gear up? while at the same time keeping the content always challenging for the group. Not sure if that would have a downside.
EDIT: this edit is a major issue for me personally. If im getting gear through content, i wish they gave the piece of gear to everyone instead of a silly loot table with terrible RNG. I dont like repeating the same dungeon/raid 50 times to get a piece of gear. That just makes me want to erase the game.
It's happening full time on the high populated WoW realms since WotLK, for both the PvE and PvP end game aspects. Blizzard seems to be ok with this as the "sellers" advertise their "products" on the trade and general channels 24/7.
Should this happen ? A player must earn his shiny PvP / PvE gear and titles, mounts etc with his own merits. However, as long as this doesn't interfere with my experience i really don't care.
I believe in horizontal gear progression at endgame, so best pvp = best pve = best crafted with plenty of variations.
In such a situation, I have no problem with all endgame gear being tradeable, in fact, I believe it would be good for the game. Everyone would have multiple routes to BiS gear so there wouldn't be much of an advantage. Raid fans would have a reason (selling for gold) to keep running raids. PvPers would have a way to make money. Crafters would have a great market.
However, if the game has vertical gear progression at endgame, then I'd rather not have it tradeable. In such a game, you're basically paying to skip part of the progression which kinda defeats the purpose.
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Seems to me, guilds were selling the non-BoP items anyways so it seems like a moot discussion considering the rest is usually all BoP.
I think the OP meant to query the question differently... as in regards to say cash shop selling said items in lieu of having to actually do the content to get it.
There aren't any absolute rules, but plenty of guidelines.
In games where PVE progression isn't a significant element (non-RPGs) it's generally fine either way.
In PVE games, most items should be soulbound. This basically just forces players to play the game to earn their gear, and also makes more gear more meaningful (if you see someone in full Mythic Raid gear, there's a very high chance they're a skilled player.)
However you can still have some items be tradable, especially if they consistently are only certain types of items (that go in specific item slots.)
Tradable items can also be used to manipulate where players fall on a macro level within a game. Example 1: WOW provides vendors who sell full sets of all types of gear so that you can start an xpack in any spec you want without gimping yourself. Example 2: WOW released the Tanaan zone which provides an easy way to get much more powerful gear than the basic dungeons offered -- this was done to keep the raid-ready pool of players healthy (you always want progression to be fairly streamlined right up to the door of raiding, because otherwise there will be a drought of raid-ready players.) While this example isn't done through tradable gear, they could just as easily have done it by making that gear tradable.
Randomized gear works particularly bad as tradable gear, as Diablo showed. If random stats can be rolled 1-100 on an item, then it will take several drops of that item before you're expected to get something in the 90+ range. But with tradable items and an auction house, you can simply buy a 100 right off the market, which defeats most of the point of the randomized system.
When it comes to MMORPGs (which I view as PVE progression games) I feel it makes the most sense for most things to be soulbound and only a controlled set of things be tradable. It's fun to get a tradable thing that you know you can sell, but it's also fun to know that you earned the majority of your gear the hard way. (Which is a little disappointing even with WOW's Tanaan gear, since it doesn't feel as challenging to earn as it probably should be. I would've personally preferred an amped up set of dungeons to earn the gear, since I enjoy the dungeon content the most.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
1. Because some people have money and can buy in-game gold (not from gold sellers of course) much more easily than find the time to grind things.
2. Some people want the best gear for PvP, but don't like PvE which is needed to get it (I don't really like open world PvP because of this).
3. Selling runs is a good way for people with PvE skills to make gold from those with less skills than them, but more time to grind (aka: adults selling to kids).
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Then again, it depends on how the game is set up.
In lineage 2 the gear that was dropped, other than a few rare items, was the exact gear that one could craft.
Guilds would make money by raiding and selling that gear. Or just giving it to their members.
I think a good in game economy would want to have great gear for sale but also ways to remove that gear (blowing it up by enchanting it for example or allowing it to break over time).
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I dont think there is a good way of preventing guilds from carrying a member through content to easily get gear. Not without affecting other parts of the game. If guildies want to do that, thats their prerogative.
Maybe scaling instance difficulty to the strongest party member would help prevent rushing through just to gear up? while at the same time keeping the content always challenging for the group. Not sure if that would have a downside.
EDIT: this edit is a major issue for me personally. If im getting gear through content, i wish they gave the piece of gear to everyone instead of a silly loot table with terrible RNG. I dont like repeating the same dungeon/raid 50 times to get a piece of gear. That just makes me want to erase the game.
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Should this happen ? A player must earn his shiny PvP / PvE gear and titles, mounts etc with his own merits. However, as long as this doesn't interfere with my experience i really don't care.
I believe in horizontal gear progression at endgame, so best pvp = best pve = best crafted with plenty of variations.
In such a situation, I have no problem with all endgame gear being tradeable, in fact, I believe it would be good for the game. Everyone would have multiple routes to BiS gear so there wouldn't be much of an advantage. Raid fans would have a reason (selling for gold) to keep running raids. PvPers would have a way to make money. Crafters would have a great market.
However, if the game has vertical gear progression at endgame, then I'd rather not have it tradeable. In such a game, you're basically paying to skip part of the progression which kinda defeats the purpose.
I think the OP meant to query the question differently... as in regards to say cash shop selling said items in lieu of having to actually do the content to get it.
- In games where PVE progression isn't a significant element (non-RPGs) it's generally fine either way.
- In PVE games, most items should be soulbound. This basically just forces players to play the game to earn their gear, and also makes more gear more meaningful (if you see someone in full Mythic Raid gear, there's a very high chance they're a skilled player.)
- However you can still have some items be tradable, especially if they consistently are only certain types of items (that go in specific item slots.)
- Tradable items can also be used to manipulate where players fall on a macro level within a game. Example 1: WOW provides vendors who sell full sets of all types of gear so that you can start an xpack in any spec you want without gimping yourself. Example 2: WOW released the Tanaan zone which provides an easy way to get much more powerful gear than the basic dungeons offered -- this was done to keep the raid-ready pool of players healthy (you always want progression to be fairly streamlined right up to the door of raiding, because otherwise there will be a drought of raid-ready players.) While this example isn't done through tradable gear, they could just as easily have done it by making that gear tradable.
Randomized gear works particularly bad as tradable gear, as Diablo showed. If random stats can be rolled 1-100 on an item, then it will take several drops of that item before you're expected to get something in the 90+ range. But with tradable items and an auction house, you can simply buy a 100 right off the market, which defeats most of the point of the randomized system.When it comes to MMORPGs (which I view as PVE progression games) I feel it makes the most sense for most things to be soulbound and only a controlled set of things be tradable. It's fun to get a tradable thing that you know you can sell, but it's also fun to know that you earned the majority of your gear the hard way. (Which is a little disappointing even with WOW's Tanaan gear, since it doesn't feel as challenging to earn as it probably should be. I would've personally preferred an amped up set of dungeons to earn the gear, since I enjoy the dungeon content the most.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
1. Because some people have money and can buy in-game gold (not from gold sellers of course) much more easily than find the time to grind things.
2. Some people want the best gear for PvP, but don't like PvE which is needed to get it (I don't really like open world PvP because of this).
3. Selling runs is a good way for people with PvE skills to make gold from those with less skills than them, but more time to grind (aka: adults selling to kids).