Tree of Savior Forum

This 'can't trade more than once' is the most stupid thing I've ever seen

I can uderstand doing it with equips, but with materials its just stupid. I was playing on my archer and bought 6 treegool stem from a guy because I need them to make a katzbalger. Now I just can’t give them to my barbarian. How stupid is that? I just happen to buy the itens in the char I don’t need them and now im stuck with them for ever.

You need to create a system to pass itens from one char to another, serious.

3 Likes

Yeah, it’s great for gears but impractical for materials. Hope they remove it on the games release.

You can do this in the meantime:
https://forum.treeofsavior.com/t/exploit-make-total-untradable-reset-to-0/113278

I can understand doing this with equips, they don’t want you to sell the equips you used, so the low lvl equips won’t be worth nothing. But with materials is ridiculous, if you didnt use the materials to craft the item it means you dont need it, so why not let you transfer it to your other chars?

The potential system is NICE (really, no sarcasm) for upgrades and gem sockets. But for trading? PLEASE NO! Bind-on-pickup and bind-on-equip is the way to go!

Its because you could pass mats from recipes to your alts this way and have them craft the item Full Potential. The whole trading system is stupid IMO, potential feels so useless until Endgame.

Bind-on-pickup is literally the worst thing that could happen in a game. It just forces you to grind for an equipment while you get tons of the same kind of gear for other classes and you can’t trade them. This is just plain bad design. Bind-on-equip is only decent if you can sell equips for a fair price to NPCs, so you get some money for your used gear (that you probably got overpriced on market).

I agreed with OP that this feature is irritating. I usually enjoy playing around with the economy of the game, but this game had removed the fun from me (one less feature to play with).

Regarding to the potential reduce of Equipment, I don’t really get the point of it. Is it trying to prevent the reduction in equipment’s value? I would suggest having a costly service that can restore durability from trade. It’s really stupid to have godlike equipment bind to one character (some people enjoy forging godlike equipment, and selling it, and this further removed the fun from them).

All these features are like telling me the only way I can have fun in this game is to grind.

BOP (bind on pickup) should be used mostly for boss gear drop. That’s something you’re expected to grind to get the best gear for your character. The point of getting those items is to get stronger and ease your progression, and not to make money out of them.

Materials and consumables would have no bind whatsoever, becoming free to trade forever.

At least that’s my view of a perfect drop/trade system. ^^

1 Like

Yeah, this works on theory. Sadly, reality isn’t like that. Usually, when you deal with random drops of a certain boss, you only get up to one meaningful drop(an equipment/rare material other than trash like gems or lesser materials), in a dungeon you can only access twice a day. As devs usually want everyone to experience the content they make, we end up with all of a level range’s drops in one dungeon (say, all lv 130 good equips are obtained in the 130 dungeon). This means you have a small chance of getting either a good material or a piece of gear, and even if you do, there’s a high probability you’ll get something worthless for you. If you can’t trade it, you’ve just wasted your time to get junk you’ll never use. The crafting system is a good way to avert this, but the devs still seem to like the idea of “gear drops from bosses ready to be used”, with very few good equipment actually being crafted with 2 or more boss materials.

And, on the other side, if we can’t trade useful gear, the market itself is not of much purpose. I mean, yeah, we could trade consumables and quest junk, but you’ll never be able to make any money off your “+12 Shining Axe” that you used to level up to this point. Base +0 dropped gear doesn’t have too much value and is just enough to pay your dungeon expenses if you end up with bad luck after 3 or 4 runs of getting Plate stuff on a Wizard. Crude dungeon equipment isn’t much better than most common drops, it’s the refinement, enchanting and gem socketing that makes them good. And that’s what sells for millions. With BoP or BoE you just punish a player for investing so much money on a piece of gear, as you can’t sell the item when you drop something better.

nope, the idea is to prevent people to get prices skyrocket for some kind of products…

in korean like games it becomes a serious problem whem a shitty but necessary thing costs several millions cause a rich dude bought every single one on the ah to sell them again at 10 times the price

this way they reduce the grind for gold by a HUGE margin

kudos

5 Likes

I don’t mind the single trade for gear with no potential, but that being said it needs to be far more obvious, and we need a means of trading items to our own characters. If that means a shared storage and the penalty takes place upon removal, I’m ok with that. But something absolutely needs to be implemented so that we can transfer items between characters on the same account.

this system prevents market manipulation

on this u are on the same page with me, the system needs to get tuned for that BUT the system also need to stay to prevent something that is dangerously common in korean mmos and that is, by no mean, possible in real life on a global market (it is possible in local and national ones, even if illegal on most countries, provided u have a gazilion dollars on your bank account)

same thought as pickwick

The systems in place only prevent botting.

Because when you think about it this is a very good system they developed.
I did not bot or anything, but if I were involved in that I would do it as follows and Im pretty sure the long term experience of those bots and their networks came to the same working order I explain below:

Now imagine a network of bots or lets call them suppliers. They farm all kinds of stuff, but they don’t sell it they have no time for that they just want to dump it and get right back to farming.

So lets say 10 bots deliver their goods to another character who is going to sell all that to players or on the market.
That already is one trade.

In Tos now that bot Seller can no longer sell the materials and normal items have their potential decreased. The potential to become a powerful +15 weapon is practically zero when you take into account that you would want 2 sockets. Then 1 potential is a huge deal.

And with mats its even MORE important.

Imagine a bot army specifically farm just a particular mob to sell these mats. They now have to do it individually. They cant go through the seller anymore.

Especially the mat restriction on this one is very good for a normal player. If you decide to farm a specific material to get a decent price for it you can. WITHOUT competing against a network that basically controls the prices.

At least thats what I think they try to achieve with this restriction.

And yes, we need those restrictions.

Please god no. Screw that. I hate Binding and it’s a bad sign for a game. I’ve seen games like Tera and Dragon Nest go full P2W.

If they implement this, I’m not playing this game.

fare thee well

/20chars

Yah the reason for equips is obvious. After a while any new player would just grab the +15 whatever for basically npc cost, sell when done, rinse and repeat.

I had the same problem with materials and it makes no sense to me. Like some poor attempt to stifle capitalism in the games market (making reselling impossible) but it really just screws everyone.

I would hope they at least link storage and allow us to transfer between characters without losing potential/tradability.

I just felt like all these system is implemented in a not so correct way, which reduce the way we could play the game.