They would have to redesign this game if they decide to eliminate gearbonding.
They would have to redesign this game if they decide to eliminate gearbonding.


Gear didnt bind in 1.0 and all of us who played it know how that ends. Markets saturated by gear with more and more of them being thrown each day.
People who claim that they should listen to the comunity... you are right, the have to, and they also know when the comunity is making completely absurd requests like this one.


Immersion? I don't want to wear your stinking (literally) equips that is soaked to the brim with your sweat.
Every game needs some way for gear to become obsolete, so there's a purpose for more gear to enter the game. (This is usually discussed in crafting terms as having a purpose for making gear, but it's just as true of dungeon loot. In either case, the point is that the generation of new items forms the basis for most rewards in the game, whether you're making those new items through crafting or looting them from a treasure chest.)
If you don't like the gear-bonding method this game uses, it's not enough to say you don't like this method. For it to be meaningful, you'd have to say what other method you'd prefer for making your gear obsolete.



So, just a question (playing the Devil's Advocate here):
What about games that don't have spiritbonding, but still have an economy? I didn't even know what binding was until WoW (did it even exist before WoW?). None of the games I played pre-WoW had it. I played games like Earth and Beyond (gear had a quality score ranging from 0%/Destroyed to 200%/Excellent that went down over time and could not be repaired) and Lineage II (gear did not need to be repaired, but could be dropped on death and could be converted to crystals used to craft other gear).. I actually was against the concept of gear binding back when I first played WoW. Even so, in WoW only *some* gear binds, not *all* gear like in this game, and their in-game economies aren't ruined by an influx of used gear.
Gear bonding
Item decay
Pick one.
Equipment needs to be taken out of the economy one way or the other, either by being able to lose it due to inevitable decay, or having to trash it to an NPC (or convert it to materia in the case of FFXIV, which I think is an improvement compared to other games) when you're done with it.
If we don't have one or the other, there will be mass amounts of inflation in terms of crafted gear.
Oh, and gear drops (BiS items, and such things) will be sold at exorbitantly inflated prices, causing RMT to be more attractive to the ignorant people with gray morality and cash to spare (there are probably more of these people, than I'd like to think).
Last edited by Teroril; 04-25-2014 at 07:45 PM.
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1. crafters craft XYZ Harness gear to sell it for a good price
2. Fighters buy the XYZ Harness gear and sell it again after they don't need it anymore for the price they bought it
3. crafters still craft XYZ Harness gear
4. The market get flooded with XYZ Harness gear by crafters and resellers (the amount of the gear in the market circle only increase)
5. XYZ Harness gear get worthless
The market need some sort of gear sink, where gears get removed from the market circle. Be it like a risk to get destroyed forever, get transformed into another item or with character bind.
During 1.0 it was with risk to get destroyed (if a overmeld failed) + transforming into materia
In ARR it is Character Bind + transforming into materia.
How i see it, they only way that Yoshida remove the character bind would be with bringing back the risk to destroy the gear.
Last edited by Felis; 04-25-2014 at 08:36 PM.
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