Bind on Pickup only creates artificial scarcity. It makes the game more difficult only because there are some things you have to be lucky enough to roll on. Nothing crafted should ever be Bind on Pickup, as it greatly reduces the ability to get value out of a profession.
In my opinion, if you want a truly player based economy, bind on pickup should not exist in any form in the game.
@Flamesilocks I can understand where you are coming from with your statement and would like you to elaborate a bit more on it for us. Could you head up a potential pros and cons list and discuss more on why it would have such a negative impact?
BOP items from loot drops absolutely drive plyer crafted economy, because a player who realizes that the item they just got from a boss/elite/mob isnât something that they want canât post it on the TP. They canât trade it or sell it, so that improves the player driven economy.
But BOP crafted items are totally counter productive to player driven economy. While some players craft for personal use, others craft to sell, give to friends, etc. And since the moment you craft it the item goes into your inventory, itâs already bound to you. This defeats the point of crafting certain items unless you personally want them.
From my perspective I donât see much in the way of pros for BOP, as what some people consider a pro for it, isnât valuable to me as a player and doesnât have meaning for my experience.
Pros:
Makes getting a lucky drop more âspecialâ because you know its the only way to obtain that item.
Creates value for equivalent or nearly equivalent crafted items.
Cons:
*BOP for crafted items completely negates the second âproâ. Like the other person explained very well already.
*BOP drops for items you donât want feels bad because you canât do anything but salvage it or sit on it in case you want it later. If itâs something particularly rare, this feels even worse.
*BOP for items necessary for dungeons also feels bad. Not everyone wants to level every profession. Stonecutting isnât something I want to level for example, but I have to if I want to get into dungeons or I have to heavily lean on other peopleâs resources. This particular point has created a massively negative experience for me as a player who loves dungeons.
*While a lucky drop can feel special, it also feels very frustrating to grind a boss or run chests for a particular item only to never have it drop. Itâs more frustrating if you have to have a party to grind it, and even worse if others get the item and donât need or want it since they canât give or even sell it to you.
If anyone else can see any pros for BOP Iâd like to hear it, because I honestly canât see any but the two I listed, and most of the cons I think negate them quite soundly. Iâve never liked BOP systems. FFXIV had some workarounds for it like having items drop for the entire party and then allowing them to be divvied up based on rolls, which in a party of people you know could allow you to more easily get that special item you need. Other games have done this as well (wow does this too I think), but FFXIV is the MMO I personally have the most experience with so I will lean on that first.
In a perfect world, everyone would level every profession to max level. But that is not the case realistically. Companies often seek at least one master of every crafting profession, and then seek to expand upon that foundation. My company personally was pushing super hard, gathering resources, to get my weaponsmithing to max level so that I could craft and distribute the legendary weapons to my company-mates as the resources become available in the loot tables. Upon realizing that these items are bind on pickup, the gleam in our eye and hope for the future diminished. Although there are alternatives to the legendary recipes, the guarantee of 600 gearscore and relevant perks is what makes them so appealing. The fact that they are locked to the crafter and unable to be traded completely DESTROYS the idea of working toward a common goal as a company. At least for my company it did. As of now, my weaponsmithing sits at 179, and I have no immediate plans to even work toward the goal I had previously set because of this design flaw.
As can be seen with the recent duping incidents, I think having some of the best obtainable gear be BOP would help mitigate the negative economic impact should a future duping exploit surface since duped BOP gear could never be traded or âlaunderedâ through the trading post unlike duped BOE gear like voidbent/void ores, meaning dupers canât dupe BOP gear to give their friends or their mule accounts.
However, having BOP gear being obtainable through pure luck can potentially be incredibly frustrating, which is why I propose a token system which expedition bosses or open world named mobs can drop, so that after a certain number of kills even with zero luck a player would be able to exchange the required number of tokens collected for said best available BOP gear.
Duping shouldnât be a conversation here. Gear and weapons are not the only things that have been duped previously. By that logic, we should disable player trading for high end items altogether. No trading high level trophies. Level your furnishing yourself. No trading high level materials. Go farm them yourself. BoP items dis-incentivize the crafting grind and some player interactions. The main reason I was so excited to level my skills to 200 was so that I could supply my company with the legendary weapons in question. This is also the reason that they helped me farm resources for a week to level it up. Once we found out that they couldnât be traded, we were disappointed. It ruined an essential part of our play experience.
I will also agree on BOP items ESPECIALLY the crafted ones (Iâm looking at orbs the most) being BOP is incredibly weird in my eyes since (the others have said this) totally plummets the value of that craft within the economy and also forces literally everyone to have to level up that skill themselves. Furthermore on that, the items required for it is also BOP which further emphasizes the need to level it up yourself (items such as corrupted shards and the chisel being BOP). A whole new market on orbs and dungeons could be created by making these items tradeable and especially with the newer dungeons with more scaling are coming out later on, more people will find the need to get said orbs to run them. Regarding the items I understand for some named ones to be BOP because that would help force the players to have to farm for it instead of just buying it but imo Iâm 50/50 about it and wouldnât mind it being tradeable.
I agree with that too, BOP on dropped items why not (I donât like that but whatever), but not on craft⌠Iâm not a crafter (I donât like that) but I would like the possibility to buy my stuffâŚ
The problem with BOP for even the crafting materials is that while it might encourage a few crafters to go out and farm for them, itâs actually going to encourage even more to just stop crafting. Even if they changed it so that crafted items were BOE, but the required rare mats were POB, this doesnât improve the crafting situation. I know there are some crafters who also love grinding elite mobs, PvP, etc. But there are also a lot of crafters who focus on the craft. And after spending countless hours grinding mats to level the skill, they donât want to have go out and spend another countless hours grinding in the hope that some legendary mat (something like an intricate firearm lock) is going to drop for them.
A good fix would be make dropped gear mostly BOP, but hugely increase the returns for when it gets salvaged (either a lot more coin along with the repair parts, or something else of value. How about increase the coin return 10 times and add a little azoth), and make all crafted and crafting mats BOE. That would drive the market and economy, and encourage crafters to keep crafting. Crafting itself still needs a lot of work, but thatâs an entire different topic.