EQ Binding

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This is from Kasral/Amkin's discussion on EQ Binding from the idea boards on live.

Also, I have been mulling over your idea about eq ownership if the system I proposed is used. I think that I have finally decided that I agree with you. It is most fair that each character should earn rewards independently of another. In essence, it makes the game more challenging and fun, because then you can't just buff up one set and then move it from character to character as you desire.

In an ideal world, in fact, a cool addition to the game would be to remove the whole concept of donations (because the actual usage of donations is very low, and the game is supposed to be designed so that you can start from level 1 and advance without receiving material aid from other players), and replace it with what I will refer to as "eq binding". Eq binding would set the owner flag of an item once a player chooses to wear it. Then, when they are done with it, they can vendor it. This falls in direct line with Anheg's idea for eq damage and repair. In many other games, this is how equipment works, and the system is widely accepted and embraced, as when players move on from one piece of equipment to another, they vendor it for a decent value and use that money to maintain/repair their current equipment.

Another great feature of eq binding that we can implement is to have two types of binding. Bind on equip, and bind on loot. This way, builders can have more liberty to make sure a certain item isn't "farmable" where farming is defined as a player stockpiling said item so as to be able to provide it for other players. This binding idea again falls in line with the idea of removing donations. Bind on loot items can be easier to obtain or cheaper to buy, while bind on equip items are harder to get. This then allows for some leeway with equipment, basically making it easy to get pieces a player could "get by" with, while more challenging to get the best piece.

Now, the big con of eq binding is that builders would have to either (a) go through each area and decide the bind for each item, or (b) just leave all current items as bind on equip. I think (b) is a great route, because then it could be a gradual project for area imms/builders to go through and make decisions for different areas -- and a very low priority project, at that. I think eq binding would be GREAT, and then builders would be more excited with decisions to make in their new areas and equipment. It will also allow for two "grades" of equipment since bind on loot items could possibly have a more lenient allowance of stats.

Of course, these two ideas need much much more refinement, but I believe a solid general appreciation for the idea can be achieved from this post.

I think a more valid statement than "I earn 1qp per hour!" is "I can earn up to (8, 12, etc?)qps per week!" And seeing as how quests are going these days, that's basically equivalent to having two or three immortal-held quests in that week. That's not so unreasonable, is it?

I think combining eq binding (find my prev idea re:sizard) combined with my revision to the current aq system would make it quite feasible. These are two changes that can happen relatively quickly with minimal affected areas in the game. This could be a TEMPORARY solution to our "end-game" issues until the bigger, cooler ideas get implements (i.e. Quests). To some, aqing is challenging, to others, tedious and boring. But, it's something to do and the idea of being able to work towards another goal with your character is REALLY FUN. And, it gives players something to do while we brainstorm for great ideas on how to improve the game.

In short, I am speaking pretty directly to Anheg here: this idea, as you can see from the various supports I've gotten for it, would be a great quick fix for providing a new aspect of the game that makes it more FUN and interesting to players. The key here is that this idea provides both "immaterial" AND "material" rewards while maintaining a relative balance amongst the playerbase.

Again, more discussion is still needed to really make this happen, but I wanted to make another post for this since I've been doing so for other individual ideas.

Please please PLEASE read and respond to my ideas. I would like more feedback and discussion about these things. Constructive criticisms, possible improvements upon the foundation, etc. Also, any questions you have on these things, please post back TO ALL and I will reply to all. This way, questions will be answered efficiently, and also hopefully the same question won't be asked twice (wishful thinking)

Feel free to contact me in-game as well, via tell or note. -Mike (Kasral/Amkin)

If you bind your eq, what happened if you are pk and you died and got yourself looted? Rasfene 11:37, 27 October 2007 (CEST)

  • This is an interesting and good idea. Would it ideally work like aqeq, where it's bound to the players name and not the specific character? or would it bind to the class, race and possibly level of the looter/equipper? --Lathale 16:22, 27 October 2007 (CEST)
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