Reverse soulbound/accountbound item
Sure. It will probably be a gemstore item that costs 20000 gems.
soulbinding is there for a reason. its so u cant use items then just sell them later on.
yes I know runescape has no soulbinding but that’s a very different game
Fractal lvl 80 – 126 AR
For various reasons it would be awesome to have item which would reverse on-use-soulbound system, and would be purchased with gems.
for various reasons, this is a very bad idea.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
It would get really complex as well for trying to remove items from your wardrobe.
Lets say there are 500 molten backpacks and for some reason you had two bound to you, and you use this item on one, it has to make sure it doesn’t accidentally delete that skin from your wardrobe through some game check.
Similarly if you have only 1 molten backpack it has to make sure it removes that skin from your wardrobe so that there are now not 501 molten backpacks in existence.
Then you have cases like fractal weapons, SAB weapons etc which start out account bound and some of the back-pieces, these shouldn’t be able to be made tradeable.
Then you have special cases such as week2 of the login rewards which gives an item account bound which is not normally to prevent economy disruption, similarly the new precursors will be account bound.
So overall not a good idea to implement.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
It would get really complex as well for trying to remove items from your wardrobe.
Lets say there are 500 molten backpacks and for some reason you had two bound to you, and you use this item on one, it has to make sure it doesn’t accidentally delete that skin from your wardrobe through some game check.Similarly if you have only 1 molten backpack it has to make sure it removes that skin from your wardrobe so that there are now not 501 molten backpacks in existence.
Then you have cases like fractal weapons, SAB weapons etc which start out account bound and some of the back-pieces, these shouldn’t be able to be made tradeable.
Then you have special cases such as week2 of the login rewards which gives an item account bound which is not normally to prevent economy disruption, similarly the new precursors will be account bound.
So overall not a good idea to implement.
Simple solutions, you unlock the skin, u sell the item and not remove it from wardrobe if you have more then one item, this is simple solution as it’s 1 simple flag to check, from programmer perspective i can tell you, that this is easier to implement then adding new skill to class.
Simple solutions, you unlock the skin, u sell the item and not remove it from wardrobe if you have more then one item, this is simple solution as it’s 1 simple flag to check, from programmer perspective i can tell you, that this is easier to implement then adding new skill to class.
From a programming perspective you have to consider he use cases. Say you implement a simple flag check to determine if you want to keep or remove skins, what do you think will happen every time you sell an item? After a while you’re going to lose every single skin in your wardrobe except the ones your characters are already using, which defeats the purpose of wardrobe.
Also from a networking perspective that’s an inefficient idea, because now every sell action is accompanied by the server having to check your bank and each of your characters’ inventories in order to determine if it should keep or remove a skin from your wardrobe. It’s a tiny amount of overhead for one character, but multiply it across the population and frequency of people selling items and you just introduced significant lag.