Most MMO's out there have a mechanism that ties an item to the person who picks it up. These are particular rare items that mainly drop from bosses deep in instanced dungeons. These items can be "rolled on" by players who are there when the drop occurs. Whoever "wins" the roll gets the drop, and this item can only every be used by that player or merched. The won item cannot be sold to another player.
This creates a class of items that cannot be bought and are definite indicators of a certain type of accomplishment. That is, if you carry the item, you obviously were part of a group that beat a certain boss.
This is never the case in Guild Wars because, with enough wealth, any item can be purchased.
I'm not recommending the idea, but am interested in what other players think about it. Would you like something like it in GW2? If so, would it need to be done in a particular way. How would it work with hero/henches? Any other concerns?
Rare weapons Customized on pickup
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By having a "bind on pickup" feature, you effectively eliminate the whole concept of being able to acquire an item to use for one of your other characters. Get a really cool sword while playing your elementalist? Doesn't matter because your warrior can't use it.
The only time this is good is if there are guaranteed drops for certain quests, in which case it is repeatable and every one of your characters has a chance to get it. On random drops, though, no thanks.
The only time this is good is if there are guaranteed drops for certain quests, in which case it is repeatable and every one of your characters has a chance to get it. On random drops, though, no thanks.
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Originally Posted by hallomik
Most MMO's out there have a mechanism that ties an item to the person who picks it up. These are particular rare items that mainly drop from bosses deep in instanced dungeons. These items can be "rolled on" by players who are there when the drop occurs. Whoever "wins" the roll gets the drop, and this item can only every be used by that player or merched. The won item cannot be sold to another player.
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Oh, there ARE that kind of items already in the game.
They are called 'Bonus Mission Pack items'.
But if I get a horrible Crystal Sword, I want to sell it to others.
Instead of that, there should be a 'Visit This player's Hall of monumets' button, so others can see what you have done.
People would be able to see the monument and your achievements much better than forcing you to stick with a drop you don't like.
They are called 'Bonus Mission Pack items'.
But if I get a horrible Crystal Sword, I want to sell it to others.
Instead of that, there should be a 'Visit This player's Hall of monumets' button, so others can see what you have done.
People would be able to see the monument and your achievements much better than forcing you to stick with a drop you don't like.
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Originally Posted by Kyrein
guild wars is unique......that is a good thing......please LEAVE IT UNIQUE!!!!
this is another step towards conformity screw conformity |
Anyways, I don't think its necessarily a bad idea. Not sure what effect it would have on the economy, but I think there may be a chance of having it implemented in GW2.
The problem is items don't mean anything in GW, and there's really no accomplishments in PvE. Any idiot can join an ursanway group and beat anything in PvE. Any idiot can sit at his computer for hours on end to do anything in PvE. I mean sure, you could make Mallyx in HM drop a rare weapon customized to you, but it wouldn't be worth anything, because idiots will have it. If there are stupidly overpowered PvE skills in GW2, these types of weapons wouldn't be worth anything too.
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For items that are bound to you on acquisition, I group them into two groups for the purpose of this thread:
- Those you are guaranteed to get when completing a task. Like the BMP weapons. I have no problem with these.
- Those where your not guaranteed to get one after the task. I don't like these because if a person doesn't like the task not only do they have to repeat the task multiple times, but they can't even predict when they will get the item. It could be next run, it could be 100 runs from now.
If its a group task then it gets even worse because it could keep dropping for someone else in the party, while you look on in annoyance. Then the group falls apart because they reached the end, and you have to go through forming a group again.
At least if it doesn't bind you can decide to go acquire the currency in a way you do enjoy before buying it off someone who got the lucky drop.
The only remotely positive thing I can say about change bind on pickup items is that it keeps people playing an area that they don't enjoy with no real effort from the devs.
- Those you are guaranteed to get when completing a task. Like the BMP weapons. I have no problem with these.
- Those where your not guaranteed to get one after the task. I don't like these because if a person doesn't like the task not only do they have to repeat the task multiple times, but they can't even predict when they will get the item. It could be next run, it could be 100 runs from now.
If its a group task then it gets even worse because it could keep dropping for someone else in the party, while you look on in annoyance. Then the group falls apart because they reached the end, and you have to go through forming a group again.
At least if it doesn't bind you can decide to go acquire the currency in a way you do enjoy before buying it off someone who got the lucky drop.
The only remotely positive thing I can say about change bind on pickup items is that it keeps people playing an area that they don't enjoy with no real effort from the devs.
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Originally Posted by MithranArkanere
Oh, there ARE that kind of items already in the game.
They are called 'Bonus Mission Pack items'. |
What got me thinking about it was that I have pretty much filled up my HoM except for the weapon rack. Only recently did I realize that you can just walk over to Slavers and craft what you need to fill your hall. It takes a lot of resources, to be sure, but other than beating the game, that's it. It was a bit of a letdown.
I don't know why, but I assumed it would involve rare, customized drops as end-of-elite-dungeon rewards.
Upon learning the truth, I started thinking of how you could modify the systems other MMO's use to make it "Guild Wars". One idea was to have it so that everyone, including henchies and heroes got to roll on the drop. If one of the H/H got it, the item would just disappear. Another idea was to have players who had already received a particular drop not be eligible to compete for the item - but if a different item dropped, they could go for it. These two things would encourage social grouping, and create some interesting dynamics. Of course, there are griefing opportunities, too, which is more where I expected more criticism.
Anyway, I'm not trying to talk anyone into it. Was just looking to see the reaction.
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Originally Posted by hallomik
I'm not recommending the idea, but am interested in what other players think about it. |
Basically, the current system is fine, it's definitely way better than Diablo's or Baldur's Gate's system, where the fastest clicker wins. Making everyone actually get lucky on a roll to get a certain item would be dumb. Having a market where players trade with players is good.
OMG you fail at comparing to baldurs gate.
BG was perfection. It put the R and P in RPG.
If you truly think GW is a better RPG then BG I hope a bomb lands on your house.
BG was never about fastest clicker, It required immense strategy and combat planning to actually beat boss encounters in the game.
BG was perfection. It put the R and P in RPG.
If you truly think GW is a better RPG then BG I hope a bomb lands on your house.
BG was never about fastest clicker, It required immense strategy and combat planning to actually beat boss encounters in the game.
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Originally Posted by hallomik
WoW, LotRO, Everquest and several others. I don't think that "others do it" is a good arguement against it. Try harder.
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If something needs balancing do so by the best means, if something new needs to be added THEN it should be something that isn't ripped off.
Not only WoW does the Soulbound/NODROP thing.
WoW however does it too much and the automated rolling there is more... well automated, so people will automatically thing about WoW on this subject.
That said, there is no need for it in GW, in there are no items with ultimate stats, any green can be reproduced in stats.
So this type of locking is not useful in making sure there is only 1 way to get a certain item, becasue that item might unbalance the game otherwise.
Hence it is useless, don't use it in GW2.
Also I have never liked that particular way of balancing, it lacks any link to lore, GW at least has a point with customization, the items are tailored to fit you and no1 else, it also adds a neat 20% damage bonus which makes it a feature not a hindrance, that is the best thing about it.
NODROP items are generally just subject to a annoying restriction, there is no real reason for these items to have that restriction.
1 thing GW could do with is quest item dedicating, so people can't sell Althea's ashes/captured son letter. Those are the type of items that would be NODROP if they existed in other games.
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Originally Posted by bhavv
OMG you fail at comparing to baldurs gate.
BG was perfection. It put the R and P in RPG. If you truly think GW is a better RPG then BG I hope a bomb lands on your house. BG was never about fastest clicker, It required immense strategy and combat planning to actually beat boss encounters in the game. |
While I agree it ain't a bad game, I don't see how it relates to customizing items for a Multi Player Cooperative Action Game(they can say MPCRPG, but that don't make it true)
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Originally Posted by Biostem
By having a "bind on pickup" feature, you effectively eliminate the whole concept of being able to acquire an item to use for one of your other characters. Get a really cool sword while playing your elementalist? Doesn't matter because your warrior can't use it.
The only time this is good is if there are guaranteed drops for certain quests, in which case it is repeatable and every one of your characters has a chance to get it. On random drops, though, no thanks. |
