I have an idea for soulbinding.. I've always hated it, yet in some games I see how it's needed (obviously WoW for example). However I like not having it so you can have a great economy. To me it would be great to have an in between of both having it and not having it, and that would be by letting the user choose.
In return for choosing to soulbind your item(s) it would give you extra bonuses. If you don't soulbind it then you can still trade it away after using it, but if you soulbind it then the stat bonuses on the item increase. So instead of +5 str maybe it will give +7, or something like that. You wouldn't have to have this available on all items, but you could if you want, you could take the idea a number of routes.
The details could be worked out as well as how much of a bonus to give, but what do you guys think?
My apologies if this has already been brought up...
I don't like the idea of putting a soubound enchantment on something as a stat buff. That's a good way to force people to decide to sell or use things with no middle ground, which is no fun for the average gamer who might use something a while and then decide to sell it.
I'm not sure where blizzard will put soulbound items, but if I had to choose myself it would be on some kind of quest rewarded items or encounter items tailored for the player. It doesn't make sense to put them on ultra-unique drops because... what do you do when your wizard gets a soulbound 2h axe? Unless we're dealing with a diffirent versions of 'soulbound,' which functions more like 'acountbound,' wich could be applicable in that case.
Either way, I think blizzard will be stingy with the soulbound system.
No you don't get the item and it's already soulbound. No items will ever be like that, and you would always be able to equip items and use them without soulbinding. But if you DO choose to soulbind it to your character/account, then the armor gets some bonuses. Nothing huge, but still substantial.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
No you don't get the item and it's already soulbound. No items will ever be like that, and you would always be able to equip items and use them without soulbinding. But if you DO choose to soulbind it to your character/account, then the armor gets some bonuses. Nothing huge, but still substantial.
I understood your meaning, although what you're describing there (in wow terminology at least) is Bind on Equip, with minor change that, when you bind it, it is enhanced. You could use the (lesser version) of the item without binding it, but why would you? The opportunity cost is you can't sell it. If it's not an irreplacable end-game item it wouldn't make much sense for an average player to use this feature.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
I don't think this would be as effective an item-sink as you think it would be. Realistically speaking, farmers aren't going to bind anything to themselves and you are only effectively taking items from the resale market and potential small-time gamers who want to sell something they don't use anymore or have outgrown.
I understood your meaning, although what you're describing there (in wow terminology at least) is Bind on Equip, with minor change that, when you bind it, it is enhanced. You could use the (lesser version) of the item without binding it, but why would you? The opportunity cost is you can't sell it. If it's not an irreplacable end-game item it wouldn't make much sense for an average player to use this feature.
The avg player would use this if the benefit in binding was great enough to affect their gameplay (basically visible faster monster killing) because if(lol..) the avg player thinks about kill rate, they can level faster/gain more items, they would see reason in binding.
I don't think this would be as effective an item-sink as you think it would be. Realistically speaking, farmers aren't going to bind anything to themselves and you are only effectively taking items from the resale market and potential small-time gamers who want to sell something they don't use anymore or have outgrown.
i think in the long run, farmers are going to flood the market with high end items and like you said earlier, the incentive is greater to bind when you're talking about higher end items. if the higher end items are bound, at the very least it'll remove some high leveled equips. Assuming blizzard will add in new/ better items, people wouldn't be selling their former high leveled equips.
as for why farmers will flood with high end items? it's because it's more profitable especially with no incentive to re-roll a char.
realistically, i think item binding should only be applicable to rares-epics or whatever the rarest item tier is called.
No you don't get the item and it's already soulbound. No items will ever be like that, and you would always be able to equip items and use them without soulbinding. But if you DO choose to soulbind it to your character/account, then the armor gets some bonuses. Nothing huge, but still substantial.
I understood your meaning, although what you're describing there (in wow terminology at least) is Bind on Equip, with minor change that, when you bind it, it is enhanced. You could use the (lesser version) of the item without binding it, but why would you? The opportunity cost is you can't sell it. If it's not an irreplacable end-game item it wouldn't make much sense for an average player to use this feature.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
I don't think this would be as effective an item-sink as you think it would be. Realistically speaking, farmers aren't going to bind anything to themselves and you are only effectively taking items from the resale market and potential small-time gamers who want to sell something they don't use anymore or have outgrown.
Well, the farmers would most likely bind some items for their farming character(s).
Anyway, I like this idea. The stats from the soulbind could also be randomized like the affixes and prefixes so you will always be hunting for a better item even if you soulbind it which would turn it into an even greater sink.
And if you eventually feel that you would like to get rid of the item you can always transmute it into crafting materials which you could then sell or use.
No you don't get the item and it's already soulbound. No items will ever be like that, and you would always be able to equip items and use them without soulbinding. But if you DO choose to soulbind it to your character/account, then the armor gets some bonuses. Nothing huge, but still substantial.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
I like the idea of having soul binding as a quest reward, 1 for each difficulty (3-4 difficulties) and applicable to any item you choose for your character (except jewelery) and having some new bonus stat added or increasing original stats by a marginal amount. It is one more thing to work towards in maxing out your characters potential and will keep people playing longer on each character, taking out only a few items per character from the game economy. I don't know how significant the effects of this idea would be on the game economy but my guess is not very much.
I don't see the WoW version of soulbinding working for diablo III.
No you don't get the item and it's already soulbound. No items will ever be like that, and you would always be able to equip items and use them without soulbinding. But if you DO choose to soulbind it to your character/account, then the armor gets some bonuses. Nothing huge, but still substantial.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
I like the idea of having soul binding as a quest reward, 1 for each difficulty (3-4 difficulties) and applicable to any item you choose for your character (except jewelery) and having some new bonus stat added or increasing original stats by a marginal amount. It is one more thing to work towards in maxing out your characters potential and will keep people playing longer on each character, taking out only a few items per character from the game economy. I don't know how significant the effects of this idea would be on the game economy but my guess is not very much.
I don't see the WoW version of soulbinding working for diablo III.
building on that, it'll be cool if after binding, it'll put your name on it...because it's well... bound to your soul?
i can see people having one incentive of re-rolling maybe when they find an item that they want to bind, but can't because they used up all their bind quests. sounds kinda lame to do that though
Thanks for all the comments guys, lot of good points on both sides. Thinking about it more I would think it would work best for high-end end game items, so maybe only implement it on those. I kinda like the bonuses being somewhat randomized as well like leftfoot said, but I see the downsides to that too.
But yes, perhaps it's creating a solution to a problem that may not even exist. Just thought of it and wanted to share.
I'm curious how you can say it's "too simple" as we have not really seen the AH in action yet and even though I have not played the game either I expect that if you add another feature like this it will get more complicated
In return for choosing to soulbind your item(s) it would give you extra bonuses. If you don't soulbind it then you can still trade it away after using it, but if you soulbind it then the stat bonuses on the item increase. So instead of +5 str maybe it will give +7, or something like that. You wouldn't have to have this available on all items, but you could if you want, you could take the idea a number of routes.
The details could be worked out as well as how much of a bonus to give, but what do you guys think?
My apologies if this has already been brought up...
I'm not sure where blizzard will put soulbound items, but if I had to choose myself it would be on some kind of quest rewarded items or encounter items tailored for the player. It doesn't make sense to put them on ultra-unique drops because... what do you do when your wizard gets a soulbound 2h axe? Unless we're dealing with a diffirent versions of 'soulbound,' which functions more like 'acountbound,' wich could be applicable in that case.
Either way, I think blizzard will be stingy with the soulbound system.
The main reason behind this is because Blizzard wants to not have soulbinding, which I agree with, yet there are concerns with the economy. If you implement this then you still have the benefits of not forcing soulbinding on the player, but you also won't have items running all over the place in the economy because people will choose to soulbind the item to be able to have some better stats.
I understood your meaning, although what you're describing there (in wow terminology at least) is Bind on Equip, with minor change that, when you bind it, it is enhanced. You could use the (lesser version) of the item without binding it, but why would you? The opportunity cost is you can't sell it. If it's not an irreplacable end-game item it wouldn't make much sense for an average player to use this feature.
I don't think this would be as effective an item-sink as you think it would be. Realistically speaking, farmers aren't going to bind anything to themselves and you are only effectively taking items from the resale market and potential small-time gamers who want to sell something they don't use anymore or have outgrown.
i think in the long run, farmers are going to flood the market with high end items and like you said earlier, the incentive is greater to bind when you're talking about higher end items. if the higher end items are bound, at the very least it'll remove some high leveled equips. Assuming blizzard will add in new/ better items, people wouldn't be selling their former high leveled equips.
as for why farmers will flood with high end items? it's because it's more profitable especially with no incentive to re-roll a char.
realistically, i think item binding should only be applicable to rares-epics or whatever the rarest item tier is called.
Well, the farmers would most likely bind some items for their farming character(s).
Anyway, I like this idea. The stats from the soulbind could also be randomized like the affixes and prefixes so you will always be hunting for a better item even if you soulbind it which would turn it into an even greater sink.
And if you eventually feel that you would like to get rid of the item you can always transmute it into crafting materials which you could then sell or use.
I like the idea of having soul binding as a quest reward, 1 for each difficulty (3-4 difficulties) and applicable to any item you choose for your character (except jewelery) and having some new bonus stat added or increasing original stats by a marginal amount. It is one more thing to work towards in maxing out your characters potential and will keep people playing longer on each character, taking out only a few items per character from the game economy. I don't know how significant the effects of this idea would be on the game economy but my guess is not very much.
I don't see the WoW version of soulbinding working for diablo III.
i can see people having one incentive of re-rolling maybe when they find an item that they want to bind, but can't because they used up all their bind quests. sounds kinda lame to do that though
maybe you like things simple.
i just think it's too simple.
i separated the lines so it looks more simple for you.
Each item has a value, and you can trade them in for something called "super experience" and thats the only way to get past level 60
But yes, perhaps it's creating a solution to a problem that may not even exist. Just thought of it and wanted to share.
Moar discussion please =)
Balancing economy may be complicated.
yes you did.
complication to point of frustration= too complicated
in any case, i think that salvaging = better item removal than OP's idea anyway.