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Failed collectables...
I have noticed when in the past I failed to hit the required amount on gear turn ins and then tried to turn into a non-collectable version with the idea of putting it as NQ version on MB, it adds 1% to spiritbond when convert from collectable to non-collectable despite never wearing it which is preventing the sale of it on MB. Seems odd to prevent selling of them just because converted from collectable to non-collectable.
SE please change it so does not bind to you just from degrading from collectable status.
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That's weird. I have failed collectable and been able to sell it on markets. Maybe you should submit a bug report.
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Same thing has happened to me. I just ended up discarding the item.
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I have like half a dozen chimerical robes that failed to hit the amount required for turn in which then the only thing I did to them was convert from collectable to non-collectable. I then went to retainer to put on MB thinking I could put them in there to recoup a little bit of the cost in materials but found out none of them were allowed to be placed in MB and they all had 1% spiritbonding on them despite never wearing them at all (I don't even have the class needed to wear/equip them).
Might be the case non-gear turn ins which convert to non-collectable are allowed to be placed in MB but any gear type items (even if haven't been worn) get this 1% spiritbonding added just from the conversion for some reason. If that is the case I hope SE changes it so merely converting failed collectable gear items wont spiritbind them anymore. It seems silly to bind them to the character when the only thing have done is convert from collectable status. I think that needs fixing.
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It might be a bug, I haven't been in that particular situation yet. I've only ever converted things that aren't gear (cloth and leather pieces). In any case, when not crafting from a macro (or even if you are and are paying attention) you can always turn off collectible synthesis before you finish if you see that you haven't met the threshold. This will prevent any spiritbonding (which may or may not even be intentional) as well as give you some sort of shot at producing a HQ result. Not exactly a 'solution' to the problem, but a work around to keep in mind.
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I have had this happen once maybe twice over the years but never able to reproduce the issue.
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This happened to me yesterday, created 2 items as collectables, at the end of the synth when it pretty much asks you if you want to make it a collectable the one I said yes for had 1% spirit bond after turning it back to sell it. The one I said no for had 0% bond.
I cant remember if it always worked like this for gear.
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So I'm guessing that it only happens when you lower the collectable. I'm pretty sure it's like that to avoid people from selling crafted collectables.
So the simple solution would be to know what collectibility your stuff needs to be and don't collect what's lower
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Consumable collectables such as food and potions can be downgraded to NQ and sold on the market board if I recall correctly.
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Would there even be a market for collectibles assuming they could be sold and traded?