I really, really, wish MMOs would move away from the Need/Greed/Pass junk. Naming is totally illogical and only causes problems in PUGs or with newbies.
Odds are they'll eventually just add a Roll/Pass system, and most people will end up using it anyway.
NBG really caters to the middle 80% of MMO gamers. The hardcore 10% prefer straight roll because it is the fairest system. They are willing to sell/trade BoE items and to trust fellow hardcore players not to roll on BoP stuff they can't use. The new 10% find the distinction between greed and need confusing.
I think the benefit of NBG to the moderate MMO player is as a signalling mechanic. Many of them play for the social aspects and it is worth putting up some slight unfairness in order to send the signals that they are helpful and are a good candidate for a friend. What is interesting to me is that a lot of these types tend to work harder to signal their good intentions than they would at a real life gathering - I'm sure everybody in the thread has encountered the type who will spend three hours helping with something they didn't need when they probably showed up to their last RL gathering without bringing anything.
Yeah, i hate destroying/selling gear to vendors...when an alt, or buddy could use it.
I liked how D2 LOD had it setup, no BOE/BOP, it was jts gear, that you could do whatever you want with.
I'm guessing BOP gear can't even be sold to vendors, or have we evolved from EQ such that you can at least get a few credits(or whatever money is called) for such items?
Any "Bound" gear (whether via BOP or via equipping a BOE item) is sellable to a vendor for credits or able to be reverse engineered into raw materials if you have the proper crafting skill.
The reason behind making gear bound is to attempt to force players to "earn" high-level gear for their player at a difficulty level that is appropriate for that player. Otherwise, you could have level 50's farming a level 15 flashpoint solo and then giving/selling the loot to level 15 players. It also keeps the market from being flooded with lower-level items and keeps low-level crafting viable. Otherwise people would flood the market with their old gear.
And no one gave away raid gear for free, with one exception: serious raid guilds have hand me downs, but that is good for the game in my opinion. Even then it only occurred when the guild got a drop that made that old piece available.
So I will ask - is the crafted gear, both made from group and raid dropped components, actually any good compared to the dropped gear?
I was looking for a guide for you guys and most of them were unfortunately spoilertastic. Don't want that.
You've all at least played KOTOR though, right?
Excellent, at least you can sell it.
Now, I understand the theory. But I played for 5 years on EQ's "Firiona Vie" server where 99.9% of items were tradeable. I don't care about the low level game, so maybe those are valid concerns and maybe they are not. But speaking of the max level game, first off, crafted gear rarely competes with top level group or raid gear, or to be more accurate, crafted gear using group-dropped crafting components isn't as good as the best dropped group gear, crafted gear using raid dropped isn't as good as raid dropped gear.
Anyway, as for raid gear, you did not have a situation where everybody got raid gear without earning it. Top level raid gear was simply not sold while it was current or even usually sold during the next expansion, it usually didn't even get sold until 2 expansions later and even then, for MAJOR plat. And no one gave away raid gear for free, with one exception: serious raid guilds have hand me downs, but that is good for the game in my opinion. Even then it only occurred when the guild got a drop that made that old piece available.
But, I guess I can only sigh and realize that game companies just don't accept that this is a workable way to do things.
So I will ask - is the crafted gear, both made from group and raid dropped components, actually any good compared to the dropped gear?
But, I guess I can only sigh and realize that game companies just don't accept that this is a workable way to do things.
So I will ask - is the crafted gear, both made from group and raid dropped components, actually any good compared to the dropped gear?
There are a few main reasons for making items bound to a character...
1. Personally, I believe in twinking. It's all about getting people to high level where, at the end game, even twinked to a respectable level, you still can't (for example) be a very powerful tank without getting a complete set of the top gear. If the lower levels get powered through, so be it.
But what is twinking? When I think of twinking, I think of giving level 50 gear to a level 1. But why not have minimum level requirements for gear to take care of that? Because, if a level 50, or whatever the max level is, passes down old raid gear to a guild member, that's not twinking, not as far as I'm concerned at least.
2. There are other ways to remove cash from the game...
3. I never did tradeskills much, abstain from comment
4. Item duping shouldn't exist, if it does that's a bug for the gaming company to fix - period.
5. Fighting gold sellers cannot possibly justify reducing quality of game life for non gold sellers...
6. Considering the level of instancing in TOR, is that really an issue? But such as it could be an issue I say- it's part of MMO life. But why not let low level be no drop and high level gear all be droppable? I only care about the high end game anyway.
And even to the extent that people/EA don't agree with these points...why not do it Sony's way and allow there to be one server where it's like this?
On other problem with twinking and power leveling as well that is a pretty big negative to the gaming community as a whole. It removes the experience from the player of learning out to play the character properly. I can't tell you the amount of max level idiots I've grouped with in the past who were power levels or twinked up to that level. Sure while levels that character is a boon to those they may group with. Because they make it easier for those they group with the level and reach goals the group is trying to accomplish easier. But it is only easier through an artificial means, not on part of any skill of the players in the group.
When that player reaches max level they are going to invariably suck most of the time. They will then constantly fail those they group with in the late game, which in turns makes it so no one wants to group with that character. The high level pool of players to group with now has one more idiot to pollute it. The more that do it the more pollution there is in the pool. It ends up hurting the community and may force players to prematurely leave the game if they are unable to accomplish any late game goals because the only people they can find to group with are idiots that are going to cause them to fail.
I've seen it happen on many an occasion. I myself have been one of those that quit a game for that reason.
5. I always thought that it was better for casuals, or people who are casual for certain periods of time due to inability to seriously raid, to be able to buy high level gear. Remember that from my experience on FV you could never buy the current expansion's gear, but at least if you saved up you could buy 2 expansions old raid gear(at least equal and usually better to current group gear) and if really lucky the previous expansion's gear. But you could usually only save up enough plat to buy 1 or 2 pieces per month, and that's as it should be. Unbinding for a cost is a good idea.
I know some of this is BoE and can thus be sold if not equipped, but is any of it actually good? I'm not saying the TOP raid gear needs to be sellable but I'd kinda like to see the lowest tier raid gear be sellable.
6. Curious - when you say "planet", the whole planet isn't just one zone is it? That may be a poor way of describing it considering seamlessness...
Again, a thriving MMO with a constant influx of "goods" be that money or items, needs a way to remove those "goods" from the game permanently. No one likes having what they earned eventually lost, but people are able to stomach a loss better if they know ahead of time the life expectancy of that item so they can properly prepare for it's eventual loss.
Instancing is not seamlessness. Nor was SWTOR ever touted as a seamless game. It has zones. Each planet at the very least is a "zone" and usually they are connected to a plethora of other "zones" as well. Technically each instance of a "zone" is it's own zone as well.
While item loss through random circumstances, say dying in PVP for example, appeals to some gamers it is a very small portion of the gaming population who wants that form of item decay.
On other problem with twinking and power leveling as well that is a pretty big negative to the gaming community as a whole. It removes the experience from the player of learning out to play the character properly. I can't tell you the amount of max level idiots I've grouped with in the past who were power levels or twinked up to that level. Sure while levels that character is a boon to those they may group with. Because they make it easier for those they group with the level and reach goals the group is trying to accomplish easier. But it is only easier through an artificial means, not on part of any skill of the players in the group.
Just how small are these planets, lol? Much bigger than the area you can travel to of a planet in KOTOR, surely?
What exactly is the penalty for PvP dying? Is it different in a Battleground vs in any zone on a PvP server?
I have to say I'm not too interested in BGs, for that I can play BF3 or whatever. I prefer PvP servers where you can attack people wherever, and where winning or losing means something.
And also...does that game lag badly if you've got 20 people fighting? 30? 50? etc.
And another thing...on PvP servers...if say, planets have to be triple instanced, that would seem to present a problem for hunting down your enemies. They might be in an instance of the world that you can't get into.
there is NO penalty for dying at all in this game except via PVE which causes damage to your gear that must be repaired.
the only thing PVP deaths will affect is the res here timer which goes up every time you die.
and at higher levels the planets are far less instanced for just such a reason.
The BG/WZs are were you were earn your gear.. so better get used to them.. as well as using them grants a very good bit of exp as well.
lag depends on your PC..
with a purpose built game box I never once had lag except in the earlier builds when PVP WZs had some server side lag..