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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualsunandshadow

Posted 15 September 2012 - 10:37 PM


I think "soulbind on equip", making all items single-use and thus disposable when the player out-levels them, is a more orderly way of dealing with constant production of items.  Also, hoarding stuff is fun.  Having one's collection limited or vulnerable isn't much fun.


Bind on equip is just a byproduct of "themepark" design. It all depends on the goal of the game being provided, but it is not something that I would ever personally design into an MMORPG.

I dunno, it seems like it would work well for craftspeople in a sandbox MMO.  The craftsman would not equip the crafted items, so they would be salable as normal, and the buyer would only be stuck with them if they actually used them.  But I do personally prefer themepark design to sandbox design, so I'm not an expert on what would work for that.

#2sunandshadow

Posted 15 September 2012 - 10:37 PM


I think "soulbind on equip", making all items single-use and thus disposable when the player out-levels them, is a more orderly way of dealing with constant production of items.  Also, hoarding stuff is fun.  Having one's collection limited or vulnerable isn't much fun.


Bind on equip is just a byproduct of "themepark" design. It all depends on the goal of the game being provided, but it is not something that I would ever personally design into an MMORPG.

I dunno, it seems like it would work well for craftspeople in a sandbox MMO.  The craftsman would not equip the crafted items, so they would be salable as normal, and the buyer would only be stuck with them if they actually used them.  But I do personally prefer themepark design to sandbox design, so I'm not an expert on what would work for that.

I've also seen pets and evolving/living items which need to be fed other items.

#1sunandshadow

Posted 15 September 2012 - 10:32 PM


I think "soulbind on equip", making all items single-use and thus disposable when the player out-levels them, is a more orderly way of dealing with constant production of items.  Also, hoarding stuff is fun.  Having one's collection limited or vulnerable isn't much fun.


Bind on equip is just a byproduct of "themepark" design. It all depends on the goal of the game being provided, but it is not something that I would ever personally design into an MMORPG.

I dunno, it seems like it would work well for craftspeople in a sandbox MMO.  The craftsman would not equip the crafted items, so they would be salable as normal, and the buyer would only be stuck with them if they actually used them.  But I do personally prefer themepark design to sandbox design, so I'm not an expert on what would work for that.

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