The dyes.
I would have agreed at release, however people have spent a LOT of money on dyes and implementing an account wide feature now would anger a lot of people.
Gandara
There are logs of who has what, if they were compensated for, let’s say, 50% of the current gold value of the excess dyes they have, it would be made to look somewhat fair. Personally, I don’t buy the same dyes on every character. Some of them have the same ones, but I don’t think I have one dye across all eight toons. Though there are a few I would like to have across the board, but I’m not spending that much gold eight times, lol.
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
I would have agreed at release, however people have spent a LOT of money on dyes and implementing an account wide feature now would anger a lot of people.
^
If dyes were made account bound on release, it’d have been easy. NOW however, it’d be tricky to change it without wrecking things. I DO have an idea on how to gracefully clean things up however, assuming thats even the direction the devs want to take dyes…
Account Bound Dyes
Change all dyes to be account bound, and merge them across each character.
For every duplicate dye that the account had, and mail them a soulbound copy of that Dye item.
Create an NPC that will, once per day, un-soulbind a Dye.
For example, if you have “iron dye” on two characters, your account will have iron dye, and you will receive an “iron dye – soundbound” item in your mailbox.
Hopefully that’ll be win/win, with everyone getting refunded for their dyes, without flooding the market with thousands of dyes in a single afternoon.
… For every duplicate dye that the account had, and mail them a soulbound copy of that Dye item.
Create an NPC that will, once per day, un-soulbind a Dye.
For example, if you have “iron dye” on two characters, your account will have iron dye, and you will receive an “iron dye – soundbound” item in your mailbox.
Hopefully that’ll be win/win, with everyone getting refunded for their dyes, without flooding the market with thousands of dyes in a single afternoon.
That’s an interesting way to go about a fix, though I think just compensating in an average amount of gold would be better. I suggested half the current market value in gold, but that might be a little annoying to calculate. Perhaps they can do it in a different formula:
X(Y)=G
X is the coeficient of the rarity of the dye and the overall chance to have it drop out of a gem purchased dye pack
Y is a set (per rarity) amount of coin for each solid value of X
G is the total amoung of coin per dye
So, using round numbers, let us say you have a blue dye with a 30% chance to drop from a dye pack. We’ll say that all blue dyes are worth a flat 1, then multiply it by 30. This gives us 30. Now say that you get 50 copper for every solid value of X of a blue quality dye, this is 30 time 50, that comes to 1500. Now 1500 copper equates to 15 silver. So for any basic blue dye, you could get 15 silver, easy.
Again using round number, let us look at a higher quality with a lower drop chance. Say you have a yellow quality dye (given a rarity rating of 10) with a 5% chance to drop in the dye packs. We take our 10 and multiply it by 5, giving us 50. Yellow quality dye would be given a flat rate of 2000 copper (20 silver) per solid rating of X. This comes to 100,000 copper, or 1,000.00 silver, making it 10 gold.
This is a very basic formula and is in no way perfect. I already know that the more rare dyes will have lower drop chances, therefor making them worth less coin in this equation, but there are other variables that could be plugged in to this to make up for it. This is just a very basic example meant to get the gears of our minds working, and those of AreaNet’s.
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023