I'd like to offer a different way to ask about gear access and use. Given that players will aid other players, including higher level players passing hand-me-downs or good lower-level items they come across to their friends and allies, what are the limits on use that we would want to have imposed to prevent characters from using items outside their expected content range, or what would you use to determine the parameters of item limitation in general?
A few solutions, some which were brought up in the original post:
-Imposing numeric limits, such as character level, applicable skill level, and/or attribute level.
-Limiting effectiveness, where a player may use a more powerful item, but it will be weighted to perform as an item of their level. This was also suggested to potentially increase durability loss as the character isn't able to use it to its maximum potential.
-Gray items aren't very powerful, and anything worth using is bind on pickup or bind on trade from the crafter/vendor.
-No limit, but gear makes up far less of the character's overall power. Scarcity of higher quality items is part of the limit.
-Higher quality gear is the result of a risky enchantment system that can de-level, damage, or destroy the item on a failed enchantment upgrade. This creates a sort of prohibitive economic barrier to obtaining higher quality items.
-If we don't want forced bind on pickup, but also don't want too much hand-me-down stuff, we can make part of the equipment system to have gear customized to a character. This would be like reshaping plates, redistributing scales or chain sections, rebalancing weapons for the individual's and shape and grip preference, etc. When it has been customized to a character, it either cannot be customized again for another user, or the cost would be much higher for get it for the next person.
Given this outlook to the idea of arming players at different levels/power/progress with better gear, what would you prefer to see the team do on this subject?
A few solutions, some which were brought up in the original post:
-Imposing numeric limits, such as character level, applicable skill level, and/or attribute level.
-Limiting effectiveness, where a player may use a more powerful item, but it will be weighted to perform as an item of their level. This was also suggested to potentially increase durability loss as the character isn't able to use it to its maximum potential.
-Gray items aren't very powerful, and anything worth using is bind on pickup or bind on trade from the crafter/vendor.
-No limit, but gear makes up far less of the character's overall power. Scarcity of higher quality items is part of the limit.
-Higher quality gear is the result of a risky enchantment system that can de-level, damage, or destroy the item on a failed enchantment upgrade. This creates a sort of prohibitive economic barrier to obtaining higher quality items.
-If we don't want forced bind on pickup, but also don't want too much hand-me-down stuff, we can make part of the equipment system to have gear customized to a character. This would be like reshaping plates, redistributing scales or chain sections, rebalancing weapons for the individual's and shape and grip preference, etc. When it has been customized to a character, it either cannot be customized again for another user, or the cost would be much higher for get it for the next person.
Given this outlook to the idea of arming players at different levels/power/progress with better gear, what would you prefer to see the team do on this subject?