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The Pub at MMORPG.COM  » Why do all modern MMOs have bind on equip/pick up?

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36 posts found
  Phelcher

Advanced Member

Joined: 6/01/09
Posts: 1133

9/01/13 8:08:54 AM#21
Because it is so much cheaper to run their game, instead of housing servers to keep track of all items.

"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


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  ariboersma

Novice Member

Joined: 9/26/11
Posts: 1817

9/01/13 8:23:02 AM#22
Originally posted by Axehilt
Basically if a game doesn't have item-binding it dramatically undermines the fun and longevity in some pretty nasty ways.
  1. Binding makes gear meaningful.  In a world where only people who've completely specific, difficult tasks have earned a Thunderfury, seeing the weapon equipped on someone is meaningful because it represents a significant amount of skill or effort.
  2. Binding prevents the item economy from sucking.  See Diablo 3, where items with better stats are constantly cheaper and cheaper because they never leave the economy.  Conversely, it becomes harder and harder to find anything worth selling because you basically have to roll near-perfect stats.
  3. Binding allows gameplay to provide useful rewards.  See Diablo 3, where virtually all item drops are marginalized by the fact that you already own something better from the AH.  Basically the point of a loot jackpot system where item stats are randomized is to add longevity and jackpot fun, but if you can just buy a perfect jackpot then you shortcut past the entire system.

I dunno.. I dont really have an answer nor do I not like BOP or BOE items.. I rather do like them. On your post however 1 and 2 Lineage 2 alone debunks them... the non bind gear meant a lot because you really had to work for your new class of gear and the economy was TERRIBLE in Lineage 2.. as in things cost TOO much instead of not enough, it actually made most ppl have to buy adena(gold).

  User Deleted
9/01/13 8:38:00 AM#23

This is just my opinion...

 

Binding is used by companies that don't really understand game economy and/or don't have a very good system with or without binding.

 

EQ2 is a game that didn't have Bind on Equip at launch... it was added and the excuse was "to help stimulate the crafter economy" which it of course didn't do.   Why?  well because as with almost every other MMO crafted gear is sub-par to "uber loots".

 

 

The only people that BoP (in WoW as an example) really affects.. are the people who will never get to do certain content.   While the people who can raid... are going to obviously get to the point that the BoP is either sold (to npc) or disenchanted everytime it drops because everyone already has it.   (In EQ2 you can sell "loot rights" as you can join after the fact and loot but that's not really a great system either).

 

If somebody wants a great economy in a game you need something like UO... Meaning crafted is as good as anything.   The gear can be lost somehow and replacing it is not a huge money sink.   Which means your crafters have ongoing sales and your average player isn't going broke replacing their items.... binding will not fix anything if you don't have that and if you DO have that.. then you never need binding.

 

  Dauzqul

Spotlight Poster

Joined: 2/10/12
Posts: 1189

9/01/13 8:43:47 AM#24

Economy.

They also want players to earn the rewards themselves.

  blood87

Apprentice Member

Joined: 1/19/06
Posts: 32

9/01/13 8:52:37 AM#25

"Bind on pickup" was mostly a anti RMT thing, because people would sell an epic swords in real cash for thousands of dollars.

 

But why we have "Bind on equip" has always baffled me

  maccarthur2004

Advanced Member

Joined: 10/02/12
Posts: 408

9/01/13 8:54:12 AM#26
Originally posted by TheScavenger

I remember back in UO and Asheron's Call...I could freely trade any weapon/armor/item.

 

Since AC was more item focused than UO...I'll talk about that.

 

I remember working for 12 hours (yup, non stop)...to get...I forgot the armor name...but back in 2001 it was super rare and the best of its kind. I had a lot of help from my fellowship.

 

Later, a better item came out and I didn't want the armor I worked for for 12 hours to go to waste. So, I gave it to the guy that swore to me (he had been my vassal for 6 months). He had a lot of real life obligations and was going through hard times, so however long it would take him to get the armor...would be rather too long.

 

Cut to today...

 

Hey! I worked 6 hours for this armor! But...I can't give it to anyone or do anything with it when better items come out! I just wasted many many hours of my life! WOOOO!!!!

 

What is it with all the bind on equip BS in modern MMOs?

 

The Bind on Equip/Pick is needed in themepark mmos because the majority of the gear (and the better ones) are provided in dramatized instanced content, that is meant to tell a story related to the game lore (dungeons, raids and so on). Therefore, if people could trade gear obtained in dungeons/raids, the need to do the run (and watch/see/participate in the story) would not occur to the majority of players. The players would skip PVE content in a far bigger degree than today!

 

 

"What we are aiming in ArcheAge is to let the players feel the true fun of MMORPG by forming a community like real life by interacting with other players, whether it be conflict or cooperation." (Jake Song)

  PAL-18

Hard Core Member

Joined: 4/14/13
Posts: 590

9/01/13 8:57:46 AM#27

theres more but heres 2.

1)pls pls help me to get hammer of DOOM,pls pls help help guild.

he gets it and sells it right away.

2)these days dungeons are not for fun ,those are for gear score,now if items were not locked it would make dungeons obsolete.

 

So, did ESO have a successful launch? Yes, yes it did.
By Ryan Getchell on April 02, 2014

  iixviiiix

Elite Member

Joined: 3/04/13
Posts: 301

9/01/13 9:23:46 AM#28

They should bind gold too and no more "bind on equip" , just "bind on pick" so we don't have to trade anymore ,

hurray no more auction house , no more RMT , no more gold spamer

Just kill the economy if you can't control it hahaha ... JK.

 

But I don't like my items bound , i love to collect items (rare or look funny) and don't want to just throw them to NPC shop , so i always get short storage and bags slot.

Sometime i wish there are no limit for storage lol.

 

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 11360

Currently playing EVE, SMITE, ESO, and Combat Arms

9/01/13 9:25:16 AM#29
Originally posted by Cheook
I guess you need either binding or item decay to stabilize the economy.

Pretty much. It's just a band-aid approach to fixing the loot flooding from farming items (bot or otherwise).

Maccarthur brings up an interesting theory, though. It's possible that in some games it's there to make sure players play through the meticulously crafted tedious crap they spent weeks creating and don't just farm cheap mobs to buy the rewards from the game's 'epic' content off the market.

  Nikopol

Novice Member

Joined: 11/21/08
Posts: 627

Brought to you by... The Spirit of Nikopol.

9/01/13 2:24:44 PM#30

People call it "carrot on a stick", but I think rewards in a game are not to be looked down on. It's fundamental stuff and one doesn't need to feel bad for chasing a reward. Most game systems are about rewards in the first place. We talk about gear like it's something that's embarrassing to chase, but why should it be more embarrassing or meaningless than any other reward?

I chased a rare mount in WOW that translated to fishing for months! Did I not know it meant next to nothing? Sure I did! To me it was just a goal I set to stay in a game world I liked being in - almost an excuse. And when I got it, I was happy alright, as meaningless as the thing was. :)

Most themepark games are gear-based. You chase gear. You set a lot of goals based on gear. (And this is from someone who doesn't really do much gear-chasing in the usual sense.) When you make it so that all gear is tradeable, the gear-based goals become somewhat meaningless. Especially in a game with preset gear (rather than randomized).

I know, I know... People could just choose not to trade and go try to earn those items instead. Well, apparently that doesn't work. Very few people do that; others just trade for / buy the stuff and  then grow kind of bored of the game. Even happens in Diablo 3, seeing as it does have an Auction House that makes trading easy.

 

  TheScavenger

Novice Member

Joined: 7/05/12
Posts: 672

Those who ask a question, are stupid for 30 seconds. Those who never ask, are stupid for life.

 
OP  9/01/13 2:30:09 PM#31

If they want the economy to be fixed, everyone to work on getting items, and no gold sellers.

 

Just remove trade/auction/gold. That way, everyone has to work for their items. Problem solved. Its already headed that way anyway with the tons of bind on equip/pick up items. They may as go the whole way and remove trade completely, it isn't really needed if you can't trade items to begin with.

 

 

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  Quizzical

Guide

Joined: 12/11/08
Posts: 12773

9/01/13 2:38:19 PM#32
Originally posted by TheScavenger

If they want the economy to be fixed, everyone to work on getting items, and no gold sellers.

 

Just remove trade/auction/gold. That way, everyone has to work for their items. Problem solved. Its already headed that way anyway with the tons of bind on equip/pick up items. They may as go the whole way and remove trade completely, it isn't really needed if you can't trade items to begin with.

That constitutes a "fixed" economy only in the sense of "neutered", not in the sense of "repaired".  Which, to be fair, is what a lot of players want:  for a game to not meaningfully have an economy.

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

9/01/13 2:57:03 PM#33
Originally posted by TheScavenger

If they want the economy to be fixed, everyone to work on getting items, and no gold sellers. 

Just remove trade/auction/gold. That way, everyone has to work for their items. Problem solved. Its already headed that way anyway with the tons of bind on equip/pick up items. They may as go the whole way and remove trade completely, it isn't really needed if you can't trade items to begin with. 

Well the purpose of item-binding is to allow some trade of items without allowing trade to completely make items meaningless.

Obviously if there's no trade at all, it doesn't matter whether you call items "bound" or not, because they're effectively bound anyway (you can't trade them.)

But with a well-designed item-bindi system, you can still have a meaningful, controlled item economy.

  Scot

Hard Core Member

Joined: 10/10/03
Posts: 4742

9/02/13 5:25:21 AM#34
Originally posted by Axehilt
Originally posted by TheScavenger

If they want the economy to be fixed, everyone to work on getting items, and no gold sellers. 

Just remove trade/auction/gold. That way, everyone has to work for their items. Problem solved. Its already headed that way anyway with the tons of bind on equip/pick up items. They may as go the whole way and remove trade completely, it isn't really needed if you can't trade items to begin with. 

Well the purpose of item-binding is to allow some trade of items without allowing trade to completely make items meaningless.

Obviously if there's no trade at all, it doesn't matter whether you call items "bound" or not, because they're effectively bound anyway (you can't trade them.)

But with a well-designed item-bindi system, you can still have a meaningful, controlled item economy.

Indeed, there is no reason that item binding and a good economy are incompatible. But I do feel they went down this route as it is the cheap option as various of us have suggested.  Gaming economies are complex, complexity costs money to create and administer, so simplicity was opted for.

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

9/02/13 6:09:35 AM#35
Originally posted by Scot

Indeed, there is no reason that item binding and a good economy are incompatible. But I do feel they went down this route as it is the cheap option as various of us have suggested.  Gaming economies are complex, complexity costs money to create and administer, so simplicity was opted for.

As someone who creates game economies for a living, I'll have to disagree with this one.

Apart from wanting to avoid a complete economy meltdown, expense isn't really a significant concern.  In a game where items don't degrade (which is a design decision made for completely different reasons,) item-binding simply makes the most sense to maintain the right balance (and for the big reasons I mentioned earlier.)

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

9/02/13 7:31:08 AM#36

The manufacturers were not fond of the black markets.

As usual, we over-analyze everything about MMOs. Disreputable individuals and web sites, profiteering from someone else's systems, and costing the home company money both directly and indirectly.

What's the one thing that pisses off a gaming company most? Spending money on staff (to pursue and enforce, for example).

 

As time passes, we seem to forget the lessons taught by D2.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

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