i remember selling a few legendaries for a good couple thousand dollars.
Please keep your soulbound in world of lolcraft.
You are just jealous, because you couldn't hack it in WoW.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Psst Psst. Stay awhile and listen. Yes they have all sorts of sinks in diablo which is needed. But the most important thing in my mind is that blizzard doesnt care how much is out there because as Jay said People play diablo to be the most fucking uber character ever. Thats why they are not going to try and balance pvp at all. They want you to be fucking badass in PvE and PvP. So lets the fucking demon rocking, zombie massacring, and creature killing begin.... ITS GAME TIME!!!!
I believe legendarys will be fine, from what I understand even legendary's will have 1 or more random stats, they will just have a few garanteed affixes. So.. you could for instance find a windforce and go FUCK YE, id it to find it has + experience gain (wf lvl 60 item) on it or inteligence or some bs like that :P. So 2 legendaries of the same type will probably have a very, very, very slim chance of being the same, as I kind of expect the rest of the stats to be slightly random aswell (like damage %).
Atleast thats how I understood the latest info about legendaries.
edit: doh! point I was trying to make; theres going to be legendaries with allot of randomized stats, you could for instance find a legendary helmet with some great stats and it has + inteligence as one of the random stats. It being soulbound means you are forced to sell it (when playing melee, dps focussed).. Not good. It being tradable means --> other char or --> AH
Legendaries will be hard to find. The D2 economy was destroyed by dupes not the fact that items never exit the cycle.
What he said ^
Plus the overall reaction of the community should probably tell you why the developers were against this idea. I'm sure they might have even considered and tried it in internal testing, but found out it wasn't a very nice system.
With the whole "random affix" system, there's really no need for a system like this. Not everyone will be a hardcore item finder
I'm fine with an accountbound item system or a non accountbound item system. I simply posed a question, Soulbound or non-soulbound, in order to point out the consequences of unlimited recycling of powerful items. I believe, as long as there are hoards of new people buying the game, then the effects of recycling legendary will be negligible, because demand will outstrip supply. But as the game plateaus in sales, I believe we will see the effects of a plethora of very powerful items for sale at cheap prices, which will greatly overshadow the power of the items YOU actually find in game.
i remember selling a few legendaries for a good couple thousand dollars.
Please keep your soulbound in world of lolcraft.
You are just jealous, because you couldn't hack it in WoW.
Sims is more challenging than wow, sorry bro.
Thats what everyone who didn't make it through MC says.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Souldbound items would ruin the essence of Diablo, i actually dislike the concept of soulbound items in general.
Not being able to give your items to your other character after you are done with them kind of goes against the role playing logic in my book, better to make items more rare then making them soulbound in my opinion.
Thats one of the things i loved about games like Everquest, some items were super rare boss drops and you could actually pass it around, things are to constricted in todays MMORPG's.
But then again... back then, there were on auction houses, you had to actually work to sell your items, at either a convenient spot that gamers gathered around to sell/buy wares (east commonlands tunnel in EQ), or by going to a bazaar, everything is so easy now.
Thats how you traded in the old days, sitting in a tunnel, socializing with people and trying to find a good deal.
Which means more people trade their items and bring them into the economy instead of letting them root in their backpack.
Still... there are ingame mechanics that take out unique items from the economy, and hopefully the drop rates are very small, i don't really see this being an issue.
Eventually a new expansion pack comes out which increases the game dificulty which makes your hard to find items inferior again.
They initially had the most legendary items be Bind on Equip. This for all the concerns expressed by you. After some time though, they decided to remove this, because the amount of items this really takes out of the economy is extremely limited. Thus, it's not very functional as an item sink, but very functional as a source of frustration.
They now rely on artisans to take items out. If this proofs to not be enough, in time, they'll probably introduce a different feature to sink items.
I think this is a case where we should let Blizzard work their magic, and allow ourselves to be amazed at a solution we had not foreseen. =)
They initially had the most legendary items be Bind on Equip. This for all the concerns expressed by you. After some time though, they decided to remove this, because the amount of items this really takes out of the economy is extremely limited. Thus, it's not very functional as an item sink, but very functional as a source of frustration.
They now rely on artisans to take items out. If this proofs to not be enough, in time, they'll probably introduce a different feature to sink items.
I think this is a case where we should let Blizzard work their magic, and allow ourselves to be amazed at a solution we had not foreseen. =)
BoE is obviously an amazing item sink, idk how anyone could make the argument that its not. That is absolutely absurd.... Every item you equip is gone, and every item you sell is gone. People don't buy your items to put in their stash and look at it.... Between BoE items and salvaging, there would be pretty much no excess items in the market place.
This was either reverted because it worked too WELL, or because of QQ.
I am leaning towards QQ.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Sorry, but hell no. The item hunt - and by extension the item trading, is one of, if not the biggest replayability feature in Diablo, since D1.
Don't be fooled, there won't be a flood of legendaries. The lower levels may be easier to find, but the top rarest ones will be next to impossible to find. And as far as those lower level legendaries go, they can be salvaged for legendary matts.
Sorry, but hell no. The item hunt - and by extension the item trading, is one of, if not the biggest replayability feature in Diablo, since D1.
Don't be fooled, there won't be a flood of legendaries. The lower levels may be easier to find, but the top rarest ones will be next to impossible to find. And as far as those lower level legendaries go, they can be salvaged for legendary matts.
It's all good.
What good does it do to salvage low level legendaries? Won't you get low level materials?
Each time an item changes hands through the gold auction house, it removes gold from the economy because of the fees.
Each time an item changes hands through the RMAH, it generates revenue for Blizzard because of the fees.
That would only be true to an extent. Eventually item inflation will continually drop the value of the items over time.
Its hard to say if the inflation would outweigh the possible additional sales or not.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
You guys are right, let's keep every item found in the game, stay in circulation. While we are at it, let's keep ALL of the gold found in the game stay in circulation. That's right, when you spend money repairing items, crafting items, with the jeweler, etc...that money should magically appear in a somebody else's account and stay in circulation. Or maybe there can be a Recycling House, where you can sell your previously used gold.
In addition to no item sinks, we need to get rid of gold sinks. Gold sinks are so WOW.
...or we can just keep the gold sinks and use the existing item sink (salvaging items). I would much rather get mats out of my "unworthy" items than give them/trade them to some stranger.
I love that everyone's argument against soulbinding is "it's from WoW" even though there are tons of reasons why it would make the game better, the biggest of which are that the economy would be much more stable and inflation would be vastly reduced.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
I love that everyone's argument against soulbinding is "it's from WoW" even though there are tons of reasons why it would make the game better, the biggest of which are that the economy would be much more stable and inflation would be vastly reduced.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Epicurus
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Please keep your soulbound in world of lolcraft.
You are just jealous, because you couldn't hack it in WoW.
Epicurus
LOL!
Atleast thats how I understood the latest info about legendaries.
edit: doh! point I was trying to make; theres going to be legendaries with allot of randomized stats, you could for instance find a legendary helmet with some great stats and it has + inteligence as one of the random stats. It being soulbound means you are forced to sell it (when playing melee, dps focussed).. Not good. It being tradable means --> other char or --> AH
Sims is more challenging than wow, sorry bro.
Plus the overall reaction of the community should probably tell you why the developers were against this idea. I'm sure they might have even considered and tried it in internal testing, but found out it wasn't a very nice system.
With the whole "random affix" system, there's really no need for a system like this. Not everyone will be a hardcore item finder
Thats what everyone who didn't make it through MC says.
Epicurus
Not being able to give your items to your other character after you are done with them kind of goes against the role playing logic in my book, better to make items more rare then making them soulbound in my opinion.
Thats one of the things i loved about games like Everquest, some items were super rare boss drops and you could actually pass it around, things are to constricted in todays MMORPG's.
But then again... back then, there were on auction houses, you had to actually work to sell your items, at either a convenient spot that gamers gathered around to sell/buy wares (east commonlands tunnel in EQ), or by going to a bazaar, everything is so easy now.
Still... there are ingame mechanics that take out unique items from the economy, and hopefully the drop rates are very small, i don't really see this being an issue.
Eventually a new expansion pack comes out which increases the game dificulty which makes your hard to find items inferior again.
They initially had the most legendary items be Bind on Equip. This for all the concerns expressed by you. After some time though, they decided to remove this, because the amount of items this really takes out of the economy is extremely limited. Thus, it's not very functional as an item sink, but very functional as a source of frustration.
They now rely on artisans to take items out. If this proofs to not be enough, in time, they'll probably introduce a different feature to sink items.
I think this is a case where we should let Blizzard work their magic, and allow ourselves to be amazed at a solution we had not foreseen. =)
This was either reverted because it worked too WELL, or because of QQ.
I am leaning towards QQ.
Epicurus
Don't be fooled, there won't be a flood of legendaries. The lower levels may be easier to find, but the top rarest ones will be next to impossible to find. And as far as those lower level legendaries go, they can be salvaged for legendary matts.
It's all good.
Each time an item changes hands through the gold auction house, it removes gold from the economy because of the fees.
Each time an item changes hands through the RMAH, it generates revenue for Blizzard because of the fees.
What good does it do to salvage low level legendaries? Won't you get low level materials?
That would only be true to an extent. Eventually item inflation will continually drop the value of the items over time.
Its hard to say if the inflation would outweigh the possible additional sales or not.
Epicurus
everyone and there blind grandmother can clear wow raids, its as simple as it gets.
its more challenging making coffee in the mornings.
...or we can just keep the gold sinks and use the existing item sink (salvaging items). I would much rather get mats out of my "unworthy" items than give them/trade them to some stranger.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
Epicurus