arsnn wrote: » Well simply to force everyone to go through the same vertical progression path, in games that are mostly linear. Their quest hubs and kill 200 boars content are simply indispensable experiences you can not miss as a player. Most MMO economies run into the issue of inflation really fast and binding items to players is a way to prevent them from getting into circulation in the first place.
Tragnar wrote: » Those two systems serve the purpose to keep the economy and power progression somewhat separate, because a lot of the games are designed in such a way to keep them separate If you remove all binding from items then you basically have a pure pay2win game - even if it is even with ingame currency - without binding items you don't have a system that somewhat gives requirements on players to have gear correlating to their achievements Just grind long enough low lvl materials to get enough currency to buy the best weapon from auction house Like sure you can make such economy work with durability systems, but that hasn't ever been done successfully afaik
Tragnar wrote: » btw - without binding items the only way to play "successfully" the game is to be auction house trader and just gather wealth
BaSkA13 wrote: » In my opinion, there are some reasons to have BoE and BoP, but it doesn't mean I like them:Hinder RMT, botting, account hacking and other similar individuals Force players to go through the same content countless times, i.e., play the game more and, sometimes, pay for a subscription Make players feel (more) rewarded when they finally drop something, since they can't buy it Encourage crafting (crafted items can be BoE) Encourage some social interactions (running dungeons for example) while destroying others (trading for example)
Tragnar wrote: » Those two systems serve the purpose to keep the economy and power progression somewhat separate, because a lot of the games are designed in such a way to keep them separate If you remove all binding from items then you basically have a pure pay2win game - even if it is even with ingame currency - without binding items you don't have a system that somewhat gives requirements on players to have gear correlating to their achievements Just grind long enough low lvl materials to get enough currency to buy the best weapon from auction house Like sure you can make such economy work with durability systems, but that hasn't ever been done successfully afaik btw - without binding items the only way to play "successfully" the game is to be auction house trader and just gather wealth