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BOP items - an explanation?
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Post by
489833
This post was from a user who has deleted their account.
Post by
Adamsm
A worst game to a point, since then you'd have even more rampant ninjaing from everyone and everybody, as they would be taking items they have no intent on using and just plain to put on the AH.
Post by
Astygia
BoP ensures you have to run the content to get the items - if everything could be traded, the economy would likely sink, queue times would increase massively, and people would just plain do less stuff since those of us that have been playing for like ever, could just buy everything and never have to subject ourselves to PUG rage.
And what Adamsm said - people would just ninja everything with the intent to sell it.
These are the reasons why most every MMO that is at least mildly successful uses the BoP system for the majority of its loot.
Post by
678294
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Post by
451227
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Post by
Eluesis
What, apart from the blatantly obvious, would happen if the BOP status was removed? Do you think that would make it a better game, a worse game, would it open it up a bit more for people and therefore make the game seem more accessible for potential new players or do you think it wouldn't make te blindest bit of difference?
If you'd played Diablo 2 online you'd have the answer to your question. Items got duped (duplicated) by illegal methods and everyone just used the many third-party websites to buy gear. There was an 8 player limit to a game, so unless you passworded it and gave it to specific people your whole game would be filled with bots spamming chat (which took up a good chunk of the screen more than WoW's chat log) and playing with new people and making new gamer friends wasn't really worth it.
Plus it's just not fun to play in a game where everyone buys the best gear available for real life money. There's no point even bothering to play. These are the reasons Blizzard made stuff BoP in WoW and you should be thankful they did or the game wouldn't have been around this long for sure.
Post by
Azrile
Coming from UO to WOW, this was one of my biggest problems. I couldn´t understand the concept at ALL.
But really, it is just a design decision. Think of it this way... if drops were BOE, then the devs would just drastically decrease the drop rate of items so that the ´intended rate of gear progression´ remains the same. That is the thing... the devs have a clear picture of how fast they want you to gear your character.. and that is what they care about... if you change how you get gear, then they are going to change something else so that the progression remains the same.
UO did not even have BOE gear.. you could equip it and then give it to an alt. Back when I played, they kept gear progression in check by forcing your gear to ´break´ after using it long enough. While there was gear progression, it was often 2 steps forward, 1 break backwards
Games like Diablo have tradeable gear, and they balance progression around a LOT of useless drops. You can get upgrades, but it is only after getting 10,000 non-upgrades as drops.
WOW just uses BOP. WOW is more tightly tuned as far as raids go, so gear progression needs to also be tight. Knowing a player has X ilvl and reasonably will increase that ilvl by x per week allows the devs to plan future raids knowing what most players ilvl will be when the new raid is released. It is one of the reasons D3 has issues.. the gear progression was óff´ pretty significantly for a lot of players.
As a casual, non-hardcore raider.. I always loved the UO model. You actually had repeat customers for your stores and could build a reputation because of that.
Post by
hymer
Diablo have BOE gear
This may be a little tangential, but could you develop that, please?
Post by
193475
This post was from a user who has deleted their account.
Post by
Eluesis
I think it would be much worse to have all items be boe. Diablo have BOE gear
This may be a little tangential, but could you develop that, please?
Items in Diablo do not bind at all.
Correct, they do not bind when equipped, you can take them off and give them to someone else.
Post by
Azrile
my bad, was typing too fast. What I was trying to get at is that UO and Diablo had similar systems for progression (easy to get a lot of gear), but they were built around different limiting actions... UO was built around breaking, Diablo is built around a lot of useless drops ( which is the direction UO went in after AOS).
Post by
489833
This post was from a user who has deleted their account.
Post by
Interest
To be honest the answer can be summed up in a sentence: The game is just designed around having equipment being untradeable. It's the same reason Runescape and Diablo have tradeable equipment (although Diablo III might need to have bound equipment due to economic issues very soon).
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