Soulbinding - how it could work

Oh, well, the basic design is as thus: there is a dude who enchants your items. An enchant is basically same thing as an augmentation/regal/exalted orb conceptually rolled into one thing.


The main shtick of the system is that you can stack enchants beyond the natural affix limit of the item. So you could take a white and turn it into a great item, or take a perfect rare and make it even more awesome/perfect. The downside is that there is a chance every enchant (that grows as you put more enchants on the item) that the enchant will do nothing and waste the currency, and more scarily, that the enchant will completely wipe the item clean.

Obviously such a system wouldn't be allowed as is, but the idea of allowing to super charge an item at a chance of destroying the item beyond the natural affix limit is probably worth merit. Once people get rich enough, they could probably be motivated to risk supercharging a specific item, which is a system that potentially might could eliminate even perfect rares out of the economy.

And I am talking needing heavy restrictions, starting with a new currency orb and maybe even disallowing Mirroring of the item.
Last edited by konfeta#2391 on Sep 25, 2011, 11:59:11 PM
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konfeta wrote:
Oh, well, the basic design is as thus: there is a dude who enchants your items. An enchant is basically same thing as an augmentation/regal/exalted orb conceptually rolled into one thing.


The main shtick of the system is that you can stack enchants beyond the natural affix limit of the item. So you could take a white and turn it into a great item, or take a perfect rare and make it even more awesome/perfect. The downside is that there is a chance every enchant (that grows as you put more enchants on the item) that the enchant will do nothing and waste the currency, and more scarily, that the enchant will completely wipe the item clean.

Obviously such a system wouldn't be allowed as is, but the idea of allowing to super charge an item at a chance of destroying the item beyond the natural affix limit is probably worth merit. Once people get rich enough, they could probably be motivated to risk supercharging a specific item, which is a system that potentially might could eliminate even perfect rares out of the economy.

And I am talking needing heavy restrictions, starting with a new currency orb and maybe even disallowing Mirroring of the item.


I'm a little against this.
For one, it makes them throw a ton of exceptions in (like no mirroring).
Also, it can be a very depressing mechanic when it fails. Especially if you have a "97% chance" and it fails on you.
NewDude: I killed Brutus. Now I have no quest. So what now?
Guy: I guess there are people that NEED quests for direction.
Guy2: I always wonder how those people get through life.
GuyMontag: They get married. Wives are like quest-givers.
The penalty for failure can be adjusted. It doesn't have to wipe the whole item if there is the problem of losing too much wealth in one go.

But, the chance of failure is important. If you don't want high end items to accumulate and devalue, you need to supply a method for their destruction.

The mechanic overall is fitting IMO. For one, it ensures that players and the economy decide which items are "top tier." Two, it doesn't eliminate trading value for simply using the shiny item you just made. Three, it allows creation of truly legendary items that are randomized and unstable enough to make that they do not become "top tier gear for build x".

In essence, this is a crafting system that focuses on using top quality items with the players themselves determining what is top quality. This solves the problem described earlier in this thread, where crafting with those kind of items as components would demand GGG to micromanage the whole thing to avoid player exploits. In a classic item crafting item sink, such as "craft super top items to get resource x to craft super duper top items," players would just exploit the system by taking shitty, yet very high "quality" rares, bypassing the intention of the system.



As for mirror... meh. It is entropy incarnate anyway.
Last edited by konfeta#2391 on Sep 27, 2011, 7:19:50 AM
This is an idea I can get behind.
I've always liked item scrapping to get crafting materials as a way to reduce the amount of stuff floating around.
Closed beta player, August 2011
i completely agree with wyldmage's opinions and ideas.

I spent the last 11 years trading mostly in several MMOs and it's totally necessary to somehow get items out of the economy.
Without such a solution.. in about 6 months..all yellow 1-50 items will be regarded as trash for sure.

I really don't understand why ppl hate soulbinding by choice so much. It really doesn't affect anybody else except the one who binds this item.
Is it the fear that someone who binds his stuff may be better equipped than yourself? I think so.
But.. with soulbinding by choice.. everybody benefits. Better trading possibilities, more gems out of those trades for your characters, etc etc.

First think..then hate, plz

regards
Tanavis
I feel this game doesn't need soul binding at all
Soulbinding is a ghetto fix for broken gameplay mechanics.

The reason WoW soulbinds items is because the entire point of the game is to go get those items. All of their content is based on you going to get those items.

PoE doesn't need it because it because you can find items anywhere.

In other words, in WoW, getting certain items makes entire pieces of the game irrelevant.

Not the case in PoE. You don't gain anything from soulbinding. It's bad and shouldn't be in this game.
Soulbinding is AWFUL
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wyldmage wrote:
When Diablo 2 was released, rares and uniques had value.
Now they don't. Unless they are level 70+ gear and high quality, they are effectively trash.
Why did that happen? Because those items always drop, and there's nothing to actually *remove* them from the system. So after you use it, and you have an alt use it, then give it to another player...
Each additional player that the gear passes through can have a similar item drop, and it snowballs.


Taking a look a classics economy on diablo2 you'll notice that it's fairly stable rares still hold quite a bit of value (provided their pretty good) because there's low level duelers (making low level items have value) mid level duelers (mid level items have value) and high level duelers (see the pattern?)

Now when we look at expansions economy (which is probably what you're referring to) rares have no value because rune words>>>rares (blizzards fault) uniques hold little value because Rune words>>>>Uniques (blizzards fault again) and there is little to no low level duelers/mid level duelers (so only high level items have value)

The best way to keep a stable economy isn't adding binding items at all(because that isn't really making a stable economy that's just taking away from the economy) but keep 2-3 different levels of items (uniques/rares) with comparable mods for their levels (Rares being possibly stronger but also possibly weaker due to random mods and uniques being pretty much the same with mods that are only on uniques) Have a spot for low level mid level and high level dueling (or have a different bracket for every 5-10 levels) so that way regardless of item requirements the item still holds value

Rares will take care of themselves because the randomness of rares will help keep their price from increasing/decreasing (with enough random mod possibilities you'll probably never run into two rares that are the same) but uniques will constantly get cheaper so to fix this every so often (say every 6 months) add new uniques and move the old uniques into some sort of legendary status with a much lower drop rate (but still findable)

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