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Trading

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Scipio
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Trading

First off, Binding on Equip has been standard in many MMOs which I personally hate so I would love if CoT kept that out of the game. If I have some piece of equipment that's really good for a lvl 10 I should be able to pass it along to another lvl 10 once I "out grow" it.
Or once I respec at lvl 20 and have a bunch of lvl 10 enhancements back in my inventory that are useless to me now I don't want to have to sell them to vendors knowing that a lower lvl person could make good use of them 5 feet away from me.

Money trading, while perfectly sensible should somehow be able to be monitored or regulated when it comes to large amounts being done at once to prevent, or atleast inconvenience the ridiculous practice of paying for in game currency

Diablo 3 would have been a much better game had the real money auction house not been created, to obtain good gear/large amounts of currency, you should have to find it or earn it, simple as that

(Also I'm pretty new to forums still so I'm sorry if this has been addressed already, I searched and didn't find it)

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Gangrel
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One thing I have noticed with

One thing I have noticed with games that tend to have everything not BOE... they tend to have item destruction/loss involved in the game..

Ultima Online, if you die, you can lose items that you were carrying/wearing.... because your body could be looted
Eve Online, if you die, your ship is destroyed, and you *might* stand a chance at getting some of the fittings back (if it wasn't looted/salvaged before you got back)

Ironically, City of Heroes had BOE (or at least a variation of it), in that for almost the entire games life, if you slotted an enhancement, the ONLY way you could give it to someone else, was if you respecced your character, and *then* didn't slot it.

And because respecs were limited in the game, it wasn't as easy as you would imagine. On the flip side though... TO's/DO's/SO's were fairly easy to come by (even without needing the AH),

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Gangrel
Gangrel wrote:

Ironically, City of Heroes had BOE (or at least a variation of it), in that for almost the entire games life, if you slotted an enhancement, the ONLY way you could give it to someone else, was if you respecced your character, and *then* didn't slot it.

Yeah I wouldn't mind CoT having BoE Enhancers as long as it also includes [url=http://paragonwiki.com/wiki/Enhancement_Unslotter]Enhancement Unslotters[/url]. Like you said it took CoH a long time to finally provide Enhancement Unslotters, but hopefully CoT will launch with something like that already provided.

As far as "limiting" the practice of RMT I think the Devs of CoT have a few things in mind that'll address that without having to restrict the direct transfer of money from one person to another in game.

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I don't mind the BoE. Being

I don't mind the BoE. Being against it seems to be more of a "I want to twink my alts"

Not that I'm against that. Nooo. I just never saw the problem with BoE. BoE allows you to use it or sell it on the AH. What it doesn't do is allow you to use it and then pass it onto a new character for whatever reason.

Maybe one should just think ahead when they get a BoE item?

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Brand X wrote:
Brand X wrote:

I don't mind the BoE. Being against it seems to be more of a "I want to twink my alts"
Not that I'm against that. Nooo. I just never saw the problem with BoE. BoE allows you to use it or sell it on the AH. What it doesn't do is allow you to use it and then pass it onto a new character for whatever reason.
Maybe one should just think ahead when they get a BoE item?

Yeah to be honest I was never "overly upset" that CoH went for years without Enhancement Unslotters. There were plenty of ways to work around it because ultimately it didn't matter much before the Markets and after the Markets it was usually easy enough to just buy duplicates of whatever you needed. When Enhancement Unslotters finally came to the game I reacted to it more like "Gee, that's nice to have" more than "That took WAY too long to finally happen".

So again if something like Enhancement Unslotters get included in the launch of CoT that should make things easy enough.

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It all boils down as to how

It all boils down as to how easy enhancements come by though...

If the drop rate for enhancements is *bad* enough that trading for them is required, then I would agree with it. If however they drop like candy or are easily available from vendors then no need to make them easily unslottable.

Now, saying that, that is taking the point of view that similar to CoX, you have your "basic" gear, and then your more advanced stuff (IO's here)... the IO's I would *expect* to be BOE because they are a degree above the normal stuff in terms of how they operated (you never truely outlevelled them, you could get set bonuses from them etc etc), then I can accept BOE.

Bind on Pickup... I am ok with that as well, although that is because I rarely get worked up over what drops for other people (even in Raids, because although it is a lucky dip as to who gets what, I am not fussed as to how that goes.. you have all worked towards it).

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I'm fine with Bind on Equip.

I'm fine with Bind on Equip. As I've said in other posts, the more stringent or limiting the base rules are, the more slack you have to let out later in the form of Double XP weekends, Unslotters, Freespecs, etc.

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Personal unofficial opinion.

Personal unofficial opinion.

The problem with BOE is that it means you're less likely to try an alternative slotting knowing you're essentially ripping up a load of enhancements. I always had so many vetspecs on all my characters (and an enlarged enh tray), that I could experiment, and if I didn't like the result, give the enhs to my alts or sell them.

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Scipio
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Brand X wrote:
Brand X wrote:

I don't mind the BoE. Being against it seems to be more of a "I want to twink my alts"
Not that I'm against that. Nooo. I just never saw the problem with BoE. BoE allows you to use it or sell it on the AH. What it doesn't do is allow you to use it and then pass it onto a new character for whatever reason.
Maybe one should just think ahead when they get a BoE item?

"Twinking" isn't the reason I would like to be able to pass it on, I was always mentoring lowbies in my SG/VG and passing on items of use for them that I had saved in the base storage because that's what a mentor does.
Help the weak become strong.

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Gangrel
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One thing that I noticed

One thing that I noticed happens a lot more in other MMO's is that friends were generally more open to crafting stuff for their friends who were new to the game.... Although I guess that this is because they also had a *far* lower number of things to craft as well.

In CoX, I *never* knew of anyone craft an enhancement for a friend... that is not to say that it *didn't* happen, but as everyone could craft, and it was not level restricted (well you had to be level 10...) you could pretty much just dump the schematic, salvage and inf required onto the person and go "do it yourself".

I did know of people (especially pre Inventions), handing others enhancements if they were needed.... but this was also due to how expensive it could be to fully reslot another character...

Once they solved THAT cost problem, the player base in *general* seemed to be less inclined to hand over enhancements, and just dump a load of inf on the character.

Minotaur wrote:

Personal unofficial opinion.
The problem with BOE is that it means you're less likely to try an alternative slotting knowing you're essentially ripping up a load of enhancements. I always had so many vetspecs on all my characters (and an enlarged enh tray), that I could experiment, and if I didn't like the result, give the enhs to my alts or sell them.

This was a problem with the CoX BOE though, and not the other MMO style of doing it...

With CoX, once you made the choice, it was *effectively* a permanent choice, and to change to something else, you had to *destroy* what you had in that slot.

With other MMO's... sure, you might equip the item, but that *doesnt* mean that you are *forced* to use it.... it just means that you cannot hand it to someone else. You could quite easily chop and change the gear around. Sure, it meant that it took up bag space (which was a downside to it), but it also meant that your choice was *not* a permanent choice (as in "you put it on, you *HAVE* to wear it" even if you just wanted a test run).

Yes, I know that CoX had unslotters in the end, but for the *vast* majority of the life of the game, with the exception of using up respecs, the only way to try out different enhancements was to *destroy* what you had in that slot.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
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Minotaur
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Gangrel wrote:
Gangrel wrote:

One thing that I noticed happens a lot more in other MMO's is that friends were generally more open to crafting stuff for their friends who were new to the game.... Although I guess that this is because they also had a *far* lower number of things to craft as well.
In CoX, I *never* knew of anyone craft an enhancement for a friend... that is not to say that it *didn't* happen, but as everyone could craft, and it was not level restricted (well you had to be level 10...) you could pretty much just dump the schematic, salvage and inf required onto the person and go "do it yourself".
I did know of people (especially pre Inventions), handing others enhancements if they were needed.... but this was also due to how expensive it could be to fully reslot another character...
Once they solved THAT cost problem, the player base in *general* seemed to be less inclined to hand over enhancements, and just dump a load of inf on the character.
Minotaur wrote:
Personal unofficial opinion.
The problem with BOE is that it means you're less likely to try an alternative slotting knowing you're essentially ripping up a load of enhancements. I always had so many vetspecs on all my characters (and an enlarged enh tray), that I could experiment, and if I didn't like the result, give the enhs to my alts or sell them.

This was a problem with the CoX BOE though, and not the other MMO style of doing it...
With CoX, once you made the choice, it was *effectively* a permanent choice, and to change to something else, you had to *destroy* what you had in that slot.
With other MMO's... sure, you might equip the item, but that *doesnt* mean that you are *forced* to use it.... it just means that you cannot hand it to someone else. You could quite easily chop and change the gear around. Sure, it meant that it took up bag space (which was a downside to it), but it also meant that your choice was *not* a permanent choice (as in "you put it on, you *HAVE* to wear it" even if you just wanted a test run).
Yes, I know that CoX had unslotters in the end, but for the *vast* majority of the life of the game, with the exception of using up respecs, the only way to try out different enhancements was to *destroy* what you had in that slot.

You really didn't read my post AT ALL did you.

In CoH it WASN'T permanent, I had like 7 spare respecs on all my characters so unslotting was no problem, and yes I gave stuff away to friends, many SG bases had some bins that were on a "these IOs are for public use" basis, I was in 3 that had these.

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Minotaur, you had 7 spare

Minotaur, you had 7 spare respecs... I had a chunk as well...

However, you HAVE to stop taking the point of view of "Your view is the only view". What about new players coming into the game? Those who started and hadn't built up the respecs. Your view is totally invalid to them. You are taking the *veteran* point of view of a game, one where you have earnt a lot of stuff that "eradicated the annoyances" of the game.

For them, they only have (at the start) the opportunity to respec *once* they earnt it via the respec trial (or bought it off the AH, paid for it with real cash).

Not everyone is like you. I am just trying to give the point of view of someone who *hadn't* earnt vet respecs. This would be like me saying that the costs for changing your costume in CoX were not expensive enough... I mean, I never had to pay for it, because even when the game ended I still had over 150 costume change vouchers to use up (92 of them on a single character)

And to be fair, without using up a respec, the actual *mechanics* of CoX "trying out builds" even without trying out different "slot allocation" WAS a destructive method.

How would other MMO's fare if you *couldn't* swap gear in and out? If changing your weapon for another *destroyed* the old weapon? It would be a fairly crappy system wouldn't it?

However, even though those MMO's use BOE, it *isnt* an inherently destructive process. It also wasn't a severely time consuming process to do it (unlike CoX, where until the enhancement unslotters were introduced, it took up some time, choosing your abilities, then your slotting, and then where the enhancements went). And newer MMO's are trying to stream line this experience as well (typically by making it easier to swap between builds, by making choices "non permanent, even if its a gold cost to be covered", changing skills in and out when not in combat).

Personally, I am intrigued as to how the system would work with its effect on the game economy as a result. I am just not sold on it in general.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Lothic
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I always considered the

I always considered the "unbind via respec" mechanic to be a little clunky and/or coincidental. It was as if the CoH Devs were essentially telling us for years "we never really planned to give players ANY method to unbind their enhancements but since they figured out they could do it in the roundabout fashion of using a respec we'll let them get away with it". Based on how long it took them to give us the dedicated Unslotters it seemed as though they begrudgingly gave them to us like they still didn't actually want us to have them but were finally tired of people constantly complaining about it.

Bottomline it was always a little silly to force people to have to suffer through a full respec just to pop one enhancement out. As I implied before it was possible to live without the individual Unslotters, but just because it was possible didn't make it semi-dumb not to have them from Day One. This is why I'll be genuinely surprised if CoT doesn't give us something like it when it launches.

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Gangrel wrote:
Gangrel wrote:

Minotaur, you had 7 spare respecs... I had a chunk as well...
However, you HAVE to stop taking the point of view of "Your view is the only view". What about new players coming into the game? Those who started and hadn't built up the respecs. Your view is totally invalid to them. You are taking the *veteran* point of view of a game, one where you have earnt a lot of stuff that "eradicated the annoyances" of the game.
For them, they only have (at the start) the opportunity to respec *once* they earnt it via the respec trial (or bought it off the AH, paid for it with real cash).
Not everyone is like you. I am just trying to give the point of view of someone who *hadn't* earnt vet respecs. This would be like me saying that the costs for changing your costume in CoX were not expensive enough... I mean, I never had to pay for it, because even when the game ended I still had over 150 costume change vouchers to use up (92 of them on a single character)
And to be fair, without using up a respec, the actual *mechanics* of CoX "trying out builds" even without trying out different "slot allocation" WAS a destructive method.
How would other MMO's fare if you *couldn't* swap gear in and out? If changing your weapon for another *destroyed* the old weapon? It would be a fairly crappy system wouldn't it?
However, even though those MMO's use BOE, it *isnt* an inherently destructive process. It also wasn't a severely time consuming process to do it (unlike CoX, where until the enhancement unslotters were introduced, it took up some time, choosing your abilities, then your slotting, and then where the enhancements went). And newer MMO's are trying to stream line this experience as well (typically by making it easier to swap between builds, by making choices "non permanent, even if its a gold cost to be covered", changing skills in and out when not in combat).
Personally, I am intrigued as to how the system would work with its effect on the game economy as a result. I am just not sold on it in general.

I've never said my view was the only view, but it is a view and as valid as anybody else's.

You could earn 3 respecs via trials and by the time IOs came out or shortly after you could purchase respecs as recipes, so nobody needed to be short of them.

You also got freespecs with many of the issues, some of my oldest characters were respeced double figure number of times and still had spares, it really wasn't much of an issue. This actually has happened in pretty much every game I've played.

What would have ended up happening in CoH had stuff been BoE and respecs restricted was that I'd have bought the stuff, transferred it to the test server, equipped it, tried it and then only equipped the real thing on live if I liked it.

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Lothic wrote:
Lothic wrote:

This is why I'll be genuinely surprised if CoT doesn't give us something like it when it launches.

It wouldn't surprise me if they did something like this:

Common "enhancements" (like the CoX TOs/DOs/SOs/Generic IO's): Unslot whenever you want.
Uncommon and above rarity enhancement (Set IOs): Have to respec/use an unslotter to change without destroying the enhancement.

For me, the respec to unslot an enhancement was a side effect of the whole process, which only really became a factor when IO's were introduced.

Why? Because IO's themselves *didn't* drop. Sure the schematics did, and yes, you could *buy* the IO from reward merit vendors.

Respecs themselves were limited in number for the normal player (yes, I know that vet respecs could be earned via the vet reward system/paragon rewards tree, and that you could always drop real money for it), and that later on you could use one of your alternate builds to try out another spec), but in my mind that was to try a different *slot/power* primarily.

Also, the number of actual *enhancements* required to keep track of required a lot of management (compared to other games) in my mind at least, especially when compared to other MMO's.

I hope that CoT *reduces* the number of enhancements or at least comes up with a way of streamlining the whole process compared to what CoX was.

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1) I reject your reality.... and substitute my own
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For those with an

For those with an experimental mindset, or the newbie, just starting out, something like CO's Powerhouse could be very useful, so one can juggle the build as they like, before settling on a 'permanent' configuration. Of course, a Mid's program that lets one work the Numbers beforehand is also important.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

For those with an experimental mindset, or the newbie, just starting out, something like CO's Powerhouse could be very useful, so one can juggle the build as they like, before settling on a 'permanent' configuration. Of course, a Mid's program that lets one work the Numbers beforehand is also important.
Be Well!
Fireheart

Agreed on the whole, although I felt that MIDS was *almost* too essential to use, because the risks of screwing up in CoX were too high (this was the same with other MMO's before they *generally* wiped out the "limited respecs" option, and instead made it just a standard "currency cost" to change your setup)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Lothic
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Gangrel wrote:
Gangrel wrote:

Fireheart wrote:
For those with an experimental mindset, or the newbie, just starting out, something like CO's Powerhouse could be very useful, so one can juggle the build as they like, before settling on a 'permanent' configuration. Of course, a Mid's program that lets one work the Numbers beforehand is also important.
Be Well!
Fireheart

Agreed on the whole, although I felt that MIDS was *almost* too essential to use, because the risks of screwing up in CoX were too high (this was the same with other MMO's before they *generally* wiped out the "limited respecs" option, and instead made it just a standard "currency cost" to change your setup)

If I got to choose I'd like CoT to have something like CO's Powerhouse, something like CoH's Mids AND Enhancement Unslotters. But even if we couldn't have a version of Powerhouse or Mids I'd probably still want the relatively simplistic Unslotters as a more efficient way to make adjustments (experimental or otherwise) without having to do full respecs for changes large or small.

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I vote for a Mid's program

I vote for a Mid's program myself. I always planned out my characters and used Mid's to determine which powers to take when and what enhancements to slot where. I very rarely ever had to use a Respec. I think the only time I ever used them was when they nerfed the crap out of a power making it useless or boosted a power that made more sense to have. I never burned them to unslot any enhancements though.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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I think this may also come

I think this may also come down to WHEN to BoE?
For all items from Grey (crap) to Purple (OMG YES!!!! 0.0000001% chance drop).
If BoE is on all items then the game has to have other mechanics.
If BoE on Purple and Orange only (with White, Blue, Yellow never BoE) then its not so bad - this allows the 'normal' and 'good/better' items to be given to others but the 'OMG YES' to be locked once you've equipped them.

Ive always preferred the LACK of 'Bind On ...' as this lets me transfer and sell the item once Im done with it. And why not? Batman makes a better grappling gun so gives his old one to Robin. The Penguin makes a better poison umbrella so decides to sell the old one on the Black Market to the highest bidder to make some extra cash.
Alternatively Ill need a LOT of storage for all the items I don't want to keep anymore and not sell to a vendor for shrapnel/change.

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I would just like to

I would just like to reiterate and expand on my first response. The more restrictive the base rules are, the more room there is for any number of different "work arounds" that eliminate the restriction via vet rewards, money, grinding for gear, etc. For this reason alone I like Bind On Equip (BOE) and think the game would lose something without it. This is basically the first rule of exception-based gaming. You make a rule like "you get a move action and a standard action each turn" then later come out with a spell called "Haste" which gives you a second move or standard action and thus makes you better by being able to transcend the base rule. It's true that BOE feels bad when it applies, but the more stuff to take away like that from the start, the closer the game comes to being pre-won before you get it installed. What do you want, a game where you just press the "I WIN!" button and win, or a game where you get to explore, experiment, learn, optimize, and interact? I like the latter. MORE stringent base rules create the possibility of exceptions which create the scenario where I feel like the choices I make matter when playing the game.

The more I hear about taking stuff like this away, the more it sounds like the lunatics are trying to write the rules of the asylum. You shouldn't be allowed to have your cake and eat it too, regardless of how much of a drag it is to have to go buy more cake when you run out. That's just my opinion.

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Im sorry but how does me not

Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to

Quote:

explore, experiment, learn, optimize, and interact

more so than by having BoE.

Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.

Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

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cybermitheral wrote:
cybermitheral wrote:

Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to
Quote:
explore, experiment, learn, optimize, and interact
more so than by having BoE.
Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.
Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

In that instance I say, "Live and learn or learn some game mechanics."

Yup, you found a purple and equipped it and found it worthless. You'll know better next time.

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Brand X wrote:
Brand X wrote:

cybermitheral wrote:
Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to
Quote:
explore, experiment, learn, optimize, and interact

more so than by having BoE.
Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.
Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

In that instance I say, "Live and learn or learn some game mechanics."
Yup, you found a purple and equipped it and found it worthless. You'll know better next time.

And getting shafted like that causes people to give up games. Absolutely never should you take that attitude.

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Minotaur wrote:
Minotaur wrote:

Brand X wrote:
cybermitheral wrote:
Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to
Quote:
explore, experiment, learn, optimize, and interact

more so than by having BoE.
Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.
Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

In that instance I say, "Live and learn or learn some game mechanics."
Yup, you found a purple and equipped it and found it worthless. You'll know better next time.

And getting shafted like that causes people to give up games. Absolutely never should you take that attitude.

I'll grant you there might be some people who'd use an experience like that to say to themselves "Screw this crap I'm leaving!"

But I suspect beyond a shadow of a doubt that would only happen as a "final straw" after a person like that was already 99% sure they're on the verge leaving already. No (relatively sane) person who actualy likes playing the game is ever going to use something like mis-slotting a single Enhancement as the ONLY excuse for giving up, especially if something like an Enhancement Unslotter is relatively trivial to get and use to correct that mistake.

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Personally I've never been a

Personally I've never been a fan of Bind On X items or gear. I like the idea of being able to give somebody something that I have no use for. WoW bugged me with that in that I would get items that would be bound to my character that my character had no need to use. Then I was forced to either delete it or sell it for chump change at a vendor when my buddy who was playing a character that could have used it for his was standing right beside me. How does that make sense? I hope CoT doesn't use Bind On X. Especially in the beginning when people are trying to figure out how to play the game and what best to equip to what. It would be very frustrating to equip a character poorly and then have to delete the character to start all over again just to figure out what the optimal equip should be.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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I remember (early on in the

I remember (early on in the games life) having to totally restart a respec just as I was about to click confirm because I noticed I had put an enhancement slot in the wrong place. This was after already double and triple checking the slot allocation.

I just wasted about 35 minutes and had to go and restart from the beginning.

And this was before "vet respecs" came out, there were no multiple builds in CoX.

Anyways, to be fair this is a fairly "high level" discussion about trading of "equipable" items. Other thing to consider is "how easily can they be obtained/how often do they drop", "how many you need to *fully* slot a character a maximum level", "if "rares", "very rares" come with set bonuses" etc etc etc

All of these things all come into play into discussing as to how stuff should be traded "one used", if there should be restrictions into it, if you can "upgrade" enhancements you already have (like CoX did when you combined them) so on and so forth.

Should "combined" enhancements be "bind on equip"? I can see a reason as to WHY it should happen. But I would also like to see something like this mechanic also take place where the "combined enhancement" ends up in your storage area *before* you then reslot it back onto your character.

This new enhancement would then be "Bind on Equip" (because it is a customised enhancement).

But I (personally) don't think that everything should be "freely tradeable", especially in a purely themepark styled game for the majority of content..

I noted earlier on in the thread that the main games where I have seen a total lack of Bind on Pickup/Bind on Equip are the more sandbox styled games, where the death of your character can result in the partial/total loss of stuff that you had on you at the time you died. Where you don't even *need* to be killed by another player for them to be able to loot your remains (if you cannot return fast enough).

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cybermitheral wrote:
cybermitheral wrote:

I think this may also come down to WHEN to BoE?
For all items from Grey (crap) to Purple (OMG YES!!!! 0.0000001% chance drop).
If BoE is on all items then the game has to have other mechanics.
If BoE on Purple and Orange only (with White, Blue, Yellow never BoE) then its not so bad - this allows the 'normal' and 'good/better' items to be given to others but the 'OMG YES' to be locked once you've equipped them.
Ive always preferred the LACK of 'Bind On ...' as this lets me transfer and sell the item once Im done with it. And why not? Batman makes a better grappling gun so gives his old one to Robin. The Penguin makes a better poison umbrella so decides to sell the old one on the Black Market to the highest bidder to make some extra cash.
Alternatively Ill need a LOT of storage for all the items I don't want to keep anymore and not sell to a vendor for shrapnel/change.

This right here helped me to see how BoE can be a good idea.
High rarity items being bound could be a really good idea as it forces you to make a decision on whether its more important for you to have the best gear you can equip or have money.
On that note though, maybe have a prompt where you are told explicitly that it will no longer be tradable once you equip it. (Just so people can't complain that they weren't expecting it to bind on equip)

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oOStaticOo wrote:
oOStaticOo wrote:

Personally I've never been a fan of Bind On X items or gear. I like the idea of being able to give somebody something that I have no use for. WoW bugged me with that in that I would get items that would be bound to my character that my character had no need to use. Then I was forced to either delete it or sell it for chump change at a vendor when my buddy who was playing a character that could have used it for his was standing right beside me. How does that make sense? I hope CoT doesn't use Bind On X. Especially in the beginning when people are trying to figure out how to play the game and what best to equip to what. It would be very frustrating to equip a character poorly and then have to delete the character to start all over again just to figure out what the optimal equip should be.

Your Bind on X example sounds more like Bind on Pick Up. Yes, Bind on Pickup sucks because of that reasons. Bind on Equip only sucks if you can't handle your own mistake in using it in the first place.

Or unable to cope with out leveling an item and then having to discard it.

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Minotaur wrote:
Minotaur wrote:

Brand X wrote:
cybermitheral wrote:
Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to
Quote:
explore, experiment, learn, optimize, and interact

more so than by having BoE.
Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.
Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

In that instance I say, "Live and learn or learn some game mechanics."
Yup, you found a purple and equipped it and found it worthless. You'll know better next time.

And getting shafted like that causes people to give up games. Absolutely never should you take that attitude.

That's not getting shafted. They used it. They didn't like it. They used it. They outleveled it.

It's like buying a car and then never buying another after it breaks down because it broke down, or never buying a car because your first one was a lemon.

Any player who stops playing the game because they couldn't resell something they used to another player or give away to another player (or more likely an alt) because they already used it, is the type of player who was going to whine when they died one to many times anyways.

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One problem with enhancements

One problem with enhancements that never bind or wear out is Money. Having to replace your enhancements is a money-sink and money-sinks are important to a game's survival.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

One problem with enhancements that never bind or wear out is Money. Having to replace your enhancements is a money-sink and money-sinks are important to a game's survival.
Be Well!
Fireheart

That is another thing that needs to be considered as well. BoE/BoP all factor into the general game economy as well.

*edit* as well as general drop rate of items would have to considered as well.

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cybermitheral wrote:
cybermitheral wrote:

Im sorry but how does me not wanting BoE equal "I WIN"?
Letting me take items off and give them to others ALLOWS me and others to
Quote:
explore, experiment, learn, optimize, and interact
more so than by having BoE.
Try this scenario:
I find a Purple item and equip it because - you know - its a Purple. I then find out after 5 mins of playing that its nto as good as I thought? Well its BoE so now I cant sell it (except maybe to a vendor for crap money) and cant trade it to a teammate or even keep it for another character. Well there goes my chance to sell a high-end item for some good money.
Also nothing is being "taken away" at this stage. The game doesn't exist yet so there is nothing to be taken.

Mind the wall of text.

Didn't a person wearing my spandex suit and bearing a strong personal resemblance to me JUST SAY that BoE isn't going to be totally irreversible? OF COURSE you can still "unbind" the stupid thing, you're just going to have to get an unslotter or a respec or something for money, or influence, or by doing a mission, or something. That's part of the fun. That creates fun. If you make everything "free for all, trade it as much as you want, no bind ever" then you take away the ability of the devs to give us things like unslotters, respecs, etc that perform the function of unbinding stuff you might want unbound. Also, the problem with "no bind ever, free for all" is that once you get one bit of gear, you can then trade it back and forth to any one of your toons any time you want, thus eliminating the need for any of your other toons to have that gear in their own right. So like, as soon as one of my toons get's a purple, it's like they all have it now. This is too much of an easy button, there has to be more drag on the system or else people are going to be swimming in loot after like a year and nobody will care about gear at all. Also, if it's that big a problem to have to work a little harder to unbind something, then maybe put a little more thought into which expensive bits you bind into which powers on which toons in the first place. BoE causes the choices you make to bind or not to bind that gear more important and thus adds a little element of risk, and rewards those who can analyze the gear situation well enough to make a good decision. I like that WAY more than "all mistakes are reversible, do whatever you want whenever you want" because in THAT system you are rewarding people for backsliding into almost total laziness and apathy instead of rewarding them for studying their toons' builds and taking a calculated risk once in a while.

On a related note, how can anyone possibly read what I wrote and then think to themselves "Bind on Equip means that once a piece of gear is in a power, it will always and forever be there unless I delete it, no ifs ands or buts, and that's why this game is going to totally suck and people are going to hate it -- RAGE QUIT TIME!!!!" Seriously, are you trolling me? The whole point of what I said was that BoE doesn't really mean "No seriously, you're never gunna move it" it just means having to work a little to unbind the thing. At least that's how it was on CoH, and this game is supposed to end up being like CoH in some respects.

On another related note, if they did have a system where you lose some gear when you get defeated, I can see a wealth of possibilities for dev upgrades there too. For example, let's say the basic rule is, when you accept "Teleport to hospital" you know you'll end up losing one randomly selected Enhancer. Ok. So try not to get killed, or if you do, try to make sure you've got an Awaken and can use it without getting ganked right away. Also, it helps to have a healer that can rez you now. See that, support toons just got even more awesome. Then there's the possibility of making powers and gear that effects this too. Some gear might be safe from the hospital teleporter effect, some vulnerable to it. Right there is another dimension of gear good/badness that can be considered when deciding what to bind and what to sell. Maybe you've got a self-rez power like Rise of the Phoenix that allows you to die, rez yourself and keep your gear. That power is pretty good now, right? No, you still think you're better off without it, okay, you might be right, but the point is you're making a meaningful decision.

More limitations in the base rules means more decisions to have to make, more choices, and more meaningfulness in the decisions we make all of which mnenas more fun as far as I'm concerned.

R.S.O. of Phoenix Rising

Minotaur
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Brand X wrote:
Brand X wrote:

oOStaticOo wrote:
Personally I've never been a fan of Bind On X items or gear. I like the idea of being able to give somebody something that I have no use for. WoW bugged me with that in that I would get items that would be bound to my character that my character had no need to use. Then I was forced to either delete it or sell it for chump change at a vendor when my buddy who was playing a character that could have used it for his was standing right beside me. How does that make sense? I hope CoT doesn't use Bind On X. Especially in the beginning when people are trying to figure out how to play the game and what best to equip to what. It would be very frustrating to equip a character poorly and then have to delete the character to start all over again just to figure out what the optimal equip should be.

Your Bind on X example sounds more like Bind on Pick Up. Yes, Bind on Pickup sucks because of that reasons. Bind on Equip only sucks if you can't handle your own mistake in using it in the first place.
Or unable to cope with out leveling an item and then having to discard it.

It's really a problem when you write an ambiguous description of something and it doesn't work how the person slotting it expected. I had this in CoH and some in-game documentation was changed because of it. Basically I had to blow a respec to correct it (it was a powers thing rather than enhs). When what you slot becomes worthless in such circumstances, that is bad.

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Too all who read my posts

Too all who read my posts believing I was saying that people would quit the game if BoE (or BoX?) existed, at no point did I say that. At no point in my posts have I said or even hinted at people leaving the game. No use of the words QUIT, LEAVE, RAGE, etc.

Bind on Equip and Unslotters:
That's a fine idea but it doesn't solve the discussion at hand - allowing me to give/trade/sell to other Characters/Players that item once Ive used it.
With BoE I take an Item, equip it, use it for x mins or even levels and then find/make a better one. I use an Unslotter and either:
A) Delete it
B) Sell it for vendor cash (which as we all know from playing various games vendors pay crap money [im not debating whether vendors should pay crap money or not - that's not this topic])
I still cant trade it or AH it as its bound to me.
Now if the Unslotters also provided an 'Unbind' function then that's different to how CoH's unslotters worked which is what everyone is thinking of when 'Unslotters' is mentioned.

We shouldn't be looking at how CoH did items/gear/enh and saying "that's also BoE" as it wasn't.
BoE means you can use the item and once you are done take it off with nothing else needed. No "Unslotter", no "Respec", nothing simply click the item and drag it into your backpack or onto the ground whatever, however the item cant be used by anyone else.

CoH's enh were LOCKED onto your character until you either:
A) Removed it to the 'Bin' (destroying it)
B) Using another enh on top of it (combining or destroying it)
C) Respecing
D) Unslotting using an Unslotter (only after i2x - cant remember when but it was late in the game)
At no point in CoH could I remove an item from my character back into storage with a simple click-drag. In order to not loose a used item I had to spend 'currency', either a Respec or an Unslotter - and unslotters could only be obtained from the Store (in various ways but you still had to spend real money even if you got points from your monthly sub).
Even if I did "pay" to remove an item I could then trade/give/sell that item or do whatever I wanted. I wasn't locked to me or my account.

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Gangrel wrote:
Gangrel wrote:

In CoX, I *never* knew of anyone craft an enhancement for a friend... that is not to say that it *didn't* happen, but as everyone could craft, and it was not level restricted (well you had to be level 10...) you could pretty much just dump the schematic, salvage and inf required onto the person and go "do it yourself".

The fact that if you had the schematic, salvage, and inf, you [b]could[/b] craft the enhancement, and it was as good as you could make had a lot to do with it. Most gear-based MMOs have tiered crafting, where you learn a 'base' recipe for an item, then craft a bunch of them to push through a process that destroyes them with a chance of your learning a better grade of the item, then do it again with the better-grade version in hopes of learning the 'premium' version of the object, and you had a crafting skill that you had to work up by making things, so you couldn't just walk in off the street and craft any gear you had the design and mats for. In [i]CoH[/i], the recipe, the salvage, and the inf made up a complete package; if you could use the crafting stations, you could make the enhancement, and it would be the same as anyone else's made to the same recipe. Other than possibly having better access to the required salvage, there was no reason [i]not[/i] to have the lowbie craft their own.

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srmalloy wrote:
srmalloy wrote:

Gangrel wrote:
In CoX, I *never* knew of anyone craft an enhancement for a friend... that is not to say that it *didn't* happen, but as everyone could craft, and it was not level restricted (well you had to be level 10...) you could pretty much just dump the schematic, salvage and inf required onto the person and go "do it yourself".
The fact that if you had the schematic, salvage, and inf, you could craft the enhancement, and it was as good as you could make had a lot to do with it. Most gear-based MMOs have tiered crafting, where you learn a 'base' recipe for an item, then craft a bunch of them to push through a process that destroyes them with a chance of your learning a better grade of the item, then do it again with the better-grade version in hopes of learning the 'premium' version of the object, and you had a crafting skill that you had to work up by making things, so you couldn't just walk in off the street and craft any gear you had the design and mats for. In CoH, the recipe, the salvage, and the inf made up a complete package; if you could use the crafting stations, you could make the enhancement, and it would be the same as anyone else's made to the same recipe. Other than possibly having better access to the required salvage, there was no reason not to have the lowbie craft their own.

Oh agreed, but also in the other MMO's, *generally* speaking no one single character can craft everything in the game *at any single point in time* (I put this in, because in Guild Wars 2, a character can indeed learn ALL the crafting up to cap, but he can only instantly use 2 of them at the same time).

Eve Online is another exception, although explaining as to why it is almost an essay (lets just say that the "Time based" skill learning system *also* factors heavily into the crafting system)

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Account Bound will lock items

Account Bound will lock items to a single account, preventing them from remaining (indefinitely) in the larger in-game economy.
Character Bound will lock items to a single character, preventing them from being used to twink a Player's alts.

Bind on Equip will lock items to an account or character, preventing them from being traded after being used.
Bind on Pickup will lock items to an account or character as a REWARD for completing a specific piece of in-game content.

The most important factor that all of these Binding schemes possess is that they act as a "sink" for item generation, which without sufficient item destruction will cause runaway economics due to "unlimited" supplies stacked up against limited demand, effectively flooding the market with "permanent" items that lack adequate means of destruction. Consider also that Bind on Equip/Pickup also generates replay value for the game, since you can't just have "one set" of gear that you pass around to every character that you own.

Diablo 2 was the *ultimate* twinking game, since NOTHING in that game was bound. World of Warcraft was Blizzard's next major game release with itemization, and they wisely introduced the Bind on system to prevent the economic havoc caused by twinking unlimited amounts of gear.

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A decent means of salvaging

A decent means of salvaging items into useful bits goes a long way to mitigating BoP/BoE.

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we have been told this game

we have been told this game is gonna be close to CoH there was no binding of anything , so i don't see how this new game would have it in it if it wasn't part of CoH already

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Actually, City of Heroes had

Actually, City of Heroes had only 'Bind on Equip', in that, once an item was slotted, it could not be removed, except by unusual means.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Actually, City of Heroes had only 'Bind on Equip', in that, once an item was slotted, it could not be removed, except by unusual means.
Be Well!
Fireheart

And that is actually a more severe version of BoE than most other games typically use.

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True, but it was quite

True, but it was quite effective as a money-sink.

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graff wrote:
graff wrote:

we have been told this game is gonna be close to CoH there was no binding of anything , so i don't see how this new game would have it in it if it wasn't part of CoH already

But it did have Bind to Account enhancements.

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Joined: 10/19/2013 - 15:12
I apologize. I confused

I apologize. I confused "Bind on Equip" as cyber defined it above with "Locked on Equip" which CoX apparently had a lot more of. CoX is my only really strong point of reference (I never played WoW, LoL, EVE etc). If I'm understanding the terminology correctly now, BoE is what the Superpacks gave you with the enhancement sets they had and "Locked on Equip" was what all the earlier stuff used vis a vis unslotters, etc.. In any event, the main thrust of the argument here seems to me to be the problem of gear proliferation and how to manage it. As I've already said, I'm in favor of more stringent base rules which allow the possibility of exceptions as goodies to be earned, bought, handed out etc later. The only reason I can see for someone wanting to NOT have that is if you want to have all of your toons be able to amass gear for the one toon you intend to try to dominate PVP with. Because that way you could just powerlevel the PVP toon and move gear to him from your others without having to bother with any PVE content. I'm against that. I want this game to be an RPG first and MAYBE a PVP game second (like CoX was). The more you try to gear it toward PVP, the closer it comes to being City of FistPersonShooter, and that's something I don't want.

R.S.O. of Phoenix Rising

Gangrel
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Joined: 09/15/2013 - 15:14
Radiac wrote:
Radiac wrote:

I apologize. I confused "Bind on Equip" as cyber defined it above with "Locked on Equip" which CoX apparently had a lot more of. CoX is my only really strong point of reference (I never played WoW, LoL, EVE etc). If I'm understanding the terminology correctly now, BoE is what the Superpacks gave you with the enhancement sets they had and "Locked on Equip" was what all the earlier stuff used vis a vis unslotters, etc.. In any event, the main thrust of the argument here seems to me to be the problem of gear proliferation and how to manage it. As I've already said, I'm in favor of more stringent base rules which allow the possibility of exceptions as goodies to be earned, bought, handed out etc later. The only reason I can see for someone wanting to NOT have that is if you want to have all of your toons be able to amass gear for the one toon you intend to try to dominate PVP with. Because that way you could just powerlevel the PVP toon and move gear to him from your others without having to bother with any PVE content. I'm against that. I want this game to be an RPG first and MAYBE a PVP game second (like CoX was). The more you try to gear it toward PVP, the closer it comes to being City of FistPersonShooter, and that's something I don't want.

Yep, that is it straightened out.

I never thought about using the term "Lock on Equip" for CoX's method... thanks for coming up with it. It is most definitely the most accurate way to describe it, and (surprise surprise) it took someone who *hadn't* played other MMO's to come up with it.

(Side note: Eve Online has a version of "Lock on Equip", but that mainly concerns implants for your character, although there *is* a way around that as well...)

I have no problem with Bind/Lock on Equip OR Bind/Lock on Pickup. The rules for *which* items would have be laid out before hand (ie the common stuff doesn't suffer it, and "special" stuff gets these limitations).

And depending on how the crafting system works, I can see the same being applied there (ie "generic" items are freely tradeable, but as soon as they get "customised" (ie attribute bonuses above normal, special addons) then they start getting BoE or BoP'd added to it for example...).

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.