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Reader Comments (6)

Posted: Jun 3rd 2008 11:26AM Wgraves said

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item binding is one of the major deficiencies of a "functional" in game economy, its kind of a cheat out of dealing with a problem.

disclaimer: EVE

the destructibility of items in a game world create a balanced economy. the newbie player that decides to buy a billion isk of faction gear will lose it all immediately in either pvp or pve, even if you do a "corpse run" some of your gear will be destroyed.

so devs, don't bind on equip/pickup, just make the loot/loss even out so there are no gluts.

Posted: Jun 3rd 2008 11:39AM (Unverified) said

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Account binding ftw

Posted: Jun 3rd 2008 8:21PM (Unverified) said

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Item binding is a far superior solution than most of the previous alternatives. I have to agree with W. Graves though, the ultimate solution is to maintain item value by building consume-ability into the system, because this also ensures constant demand for basic materials.

But item binding does the same thing as destroying items - it simply removes the item from the general economy. So item binding is more elegant in the short term, and far, far easier to implement than a true producer-consumer economy.

Posted: Jun 3rd 2008 4:05PM Temploiter said

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Don't have shared dungeons AND don't have bound items... how? Item decay. Slowly, over time, an item disintegrates, with use. Eventually the item decay with reduce the item to a shiny ornament for nostalgic use only.

Raiders, crafters, farmers, w/e will be fine, and no glut.

Just one of many possible alternatives...

Posted: Jun 3rd 2008 8:20PM (Unverified) said

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MMO ingame economies is one of the things I really hate. People take it far too seriously and in gear-centric games it can be a painful experience for the new or inexperienced. Especially when a high level player has a vendetta against you for making your item a little cheaper than his. And often times things will be far too expensive for people who cannot dedicate the same time as some of the MMO zombies. The Meat World Does demand a lot of attention.

Anyway, I said that to say this: I hate bind on pickup and equip. However, at the same time item decay and destruction is simply far too harsh for anyone but the hardcore. You might be fine with it, but remember most people generally like a little less pain in their escape from reality.

It's really quite a boggle. What ever will we do? I'm interested to see what Warhammer Online does since it is taking the focus off gear and making it easier to get things that you can use.

Posted: Jun 3rd 2008 8:17PM (Unverified) said

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scott_sinclair:
Its funny that you mention account binding since I think the developers for World of Warcraft were tossing that idea around for a limited amount of items in Wrath of the Lich King.

W. Graves
Item decay is a classic solution to prevent item glut and mudflation in a game. Unfortunately, most people seem to like the permenance of items that the DIKU model follows. EVE Online uses ships as its major items and even includes insurance policies to help offset their loss. Still when I tell most people about the game their first reaction is that they would never play a game with permanent item loss.


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