PvP will still exist. People are not going to stop PvPing just because they have to PvE to get more gear. It is not like every PvP player out there only has the one set of gear and can only trade their gear to get new gear. People have other high-end gear, people still do runs for gear. The PvP community does not have a set amount of gear that they all keep trading amongst one another. that is the whole point. The gear keeps coming in and there is nothing in place to stop this.
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PvP will still exist. People are not going to stop PvPing just because they have to PvE to get more gear. It is not like every PvP player out there only has the one set of gear and can only trade their gear to get new gear. People have other high-end gear, people still do runs for gear. The PvP community does not have a set amount of gear that they all keep trading amongst one another. that is the whole point. The gear keeps coming in and there is nothing in place to stop this.
Basically what I believe. While the PvP community may not be farming monsters for gear the PvE community still is and the PvP gear that they get the trade off to some PvP guy which keeps the economy going.
I think Blizzard is being smart leaving BoP out of Diablo but BoE on a select amount of items will just help control the economy and not have it ran crazy like it is in D2.
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PvP will still exist. People are not going to stop PvPing just because they have to PvE to get more gear. It is not like every PvP player out there only has the one set of gear and can only trade their gear to get new gear. People have other high-end gear, people still do runs for gear. The PvP community does not have a set amount of gear that they all keep trading amongst one another. that is the whole point. The gear keeps coming in and there is nothing in place to stop this.
Thats what you think, but the only pvp'ers will be people new to the game, or those stubbornly holding in, or those PVP'ers with a natural pre-disposition to be tortured with hours of grinding PVE
If there are 50,000 pvp'ers left in diablo 2 today (10 years after release), there would be maybe 500 left if the system was bind on equip
People will simply quit the game.
Its would be HORRIBLE for a pvp'ers in hack an slash
Imagine you were an art collector who was not a billionaire. Your desire was to have the best piece of art, just the way a diablo pvp'er desires ot have the best gear.
Which method would you enjoy more.
1) You buy a $500 art painting. But the moment you put it in your house, it loses all its value. Now when you see a $1000 art piece you like, you need to work at your job and pay $1000 to get it. So you do that and buy it. Again as soon as you put it in your house it looses all its cash value.
Then one day you see a $5000 art piece. Now to get it this, you will need to work at your job again for many hours to get it.
And so it continues onward and onward. There will quickly come a point where you will say "Bah, I don't care about art. It is too hard to get better art. Things are too expensive. I can't work to pay for a $200,000 art
2) Now imagine another scenario. The current diablo scenario.
You work and make $500. When you wan't to buy a new art piece that costs $1000, you simply sell your old one, and now you only need to pay $1000. And when you want to get the a $2000 art pieces, you simply sell your old one, and now you only need to pay $1000
Hack and Slash PVP has no intrinsic value in the duel. Its not hard to duel. What keeps people playing, is the highly enjoyable progression in gear which builds up.
It cannot work with any type of bind on equip.
And the HEART of that system, is using your old items as a platform on which to launch you into higher and better items. IT CANNOT WORK if the moment you equip an item, it is now completely useles and has no value in future trades.
It just doesn't work. PVP'ers (the majority of diablo players today, for those PVE'ers who selfishly think PVP is irrelevant because it doesn't affect them).
PVP'ers would quickly get bored. There reaches a point where the pain and boredom involved in trying farm enough value items in order to make a trade or upgrade, will simply be not worth it. PVP'ers will get bored and quit once that point reaches.
But under diablo's open market system, that point never reaches. It never reaches because all of the gear and items you have worn and accumulated in your Diablo playing days is underneath you like a mountain which lets you go endlessley higher and higher. And it is that painless climb which makes PVP fun.
My Item = 5
My desired item = 7
PVP'ers want to work for only 2, so that they can 5+2 to get 7
And when their items accumulated over a year an a half = 200.
And their desired upgrade = 230
They only want to work for 30 so that they can 200+30 to get that 230 item
They don't want after two years, have to work for the full 230 all over again, just because their curren't 200 worth of valuable gear is completely useless in transactions, because it is bind on equip.
I think Blizzard is being smart leaving BoP out of Diablo but BoE on a select amount of items will just help control the economy and not have it ran crazy like it is in D2.
Yes, if the select "BOE" on items is on items that are lower end, to restrict things like twinking.
If for example the best consensus pally sword is bind on equip. That its game over. Pally PVP not going to work.
In-fact, i guarantee you will see pally pvp tournaments and game saying "no xx" item allowed. Simply because people don't want that item in their game.
It just simply cannot work if you make any of the high end gear bind on equip. It won't work.
Quite frankly, I'm expecting the D2 PvP people to mostly dislike it or be very disappointed about it in D3, but the actual number of people doing PvP will increase.
I also think saying that only 1% of the people will continue to pvp is a bit drastic.
10 years later yes. Ofocurse early the community will struggle on, but it will be painful and won't gather much momentum.
Quote from "kira862" »
Basically what I believe. While the PvP community may not be farming monsters for gear the PvE community still is and the PvP gear that they get the trade off to some PvP guy which keeps the economy going.
No one seems to understand. How can the PVP community buy stuff from the PVE community who will "keep the economy going" when in a bind on equip universe, the PVE'ers are going to be the strongest and riches because they enjoy PVE'ing. What is the PVP'er going to offer the PVE'r in order to purchase items? His current nice gear is soul bound to his character because he "equipped it". Thats what bind on equip means.
PVP'ers are going to either, give up their desire to upgrade items. Or spend the majority of their time PVE'ing. Something PVP'ers absolutely loath.
Who's to say that they won't include some system to reward PvP players a bit? Maybe even PvP gears itself would be acquired through PvP and etc.
We have no information around that, though.
This is not world of warcraft. Its a hack and slash. Blizz even said in their blizzcon panel that they want to design the game so that you can play it with only the mouse if you wanted.
In WoW, pvp gear is a means to an end. Ie, you farm honor and arena points so that you can buy the same pvp gear which everyone else has. Literally the exact same gear. Once you have the gear, then you can be competitive in PVP and let your skills do the talking. WoW combat is extremely complicated where a persons skill with the class matters a lot.
Its a completely different animal from Diablo PVP. When playing my rogue in WoW, I can have pvp gear 3 tiers lowers than yours, and if you are not skilled, I will kill you. On my rogue for example, I have 6-8 addons running every time I pvp.
Addon's all over my screen telling me the cooldowns of enemy skills and spells.
Add-ons to give me warnings when someone is trying to cast a spell so I can interupt it.
Big glowing addons to give large visual displays on my rogues energy and combo points so I can manage them.
Add-ons to count down my own spell cool downs so I can them effectively.
You simply cannot compare WoW's pvp system to a hack-and-slash game like diablo. Soul-bound items work in WoW because skills matter immensely. In diablo, what separates the good players from the bad is not fancy addon's, and a good connection, and fast reactions, and super detailed knowledge of enemy spells and skills. What separates the good from the not-so-good in Diablo is luck, passion for your class, love for PVP, and above all, the ever enjoyable wheeling and dealing in trade channels to get better items.
Yet despite all of WoW's pvp intricacies, I found Diablo 2's PVP experience to be 10x more satisfaying and enjoyable to than WoW's. The same enjoyment felt by PvP'ers in Diablo I still speak to today who are still playing the game daily today - TEN YEARS after diablo was released. I would be hard-pressed to even imagine a Diablo PVE'er who has been consistently playing the game for its PVE for the last 10 years. PVP matters hugely.
One of the most enjoyable experience I ever had was back in the day when we held a Palapk Paladin/Druid tournament. The fee to enter was $5 sent via paypal.
About 3000 Paladins and druids entered the tourney, all paying their $5
Then over the next week, all the duels were held.
I came out #41. The winner of the tourney won the entire cash pool. $15,000
It was unbelievable fun. Every time someone beat you in tha tourney, we would spend hours discussing what stat-distribution he had used. Asking him/her how come their etheral robo spike or whatever was destroying you when your items were clearly better.
And then in your head you start thinking about what kind of changes to make. How your going to trade your current sword for an etheral robo spike you saw being advertised. But that one was lower % damage than the one belonging to the guy who beat you. "Its okay" you think to yourself, I'll place damage gems in my helmet instead of life leech". That should help offset things
That is the nature of the beast when it comes to PVP in a hack-and-slash game like diablo. Gear is everything. And the feeling of constantly growing more powerful is a huge part of it. It point blank doesn't work if every new item you want, your going to have to farm increasingly longer periods of time in order go gather the trade-bait needed to get it.
And when you do get that item finally and equip it , and it binds to you - now next time when you come across another dueler who gives you ideas on how to improve, that previous item is now of no value to you. You can't use it in a trade to off-set some of the cost of the new item you desire. You are back to square one.
Seriously, is a novel necessary for every point you make? I can't bother, every time something is said, I'd need to go through a thousand words and answer around 20 things just to get around 1 point properly.
Sorry But BoE is in the game. I guess we will just have to wait and see what happens because of it. In my opinion, the game will live longer than D2 and people will still be playing it over ten years from release, PvE and PvP.
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Seriously, is a novel necessary for every point you make? I can't bother, every time something is said, I'd need to go through a thousand words and answer around 20 things just to get around 1 point properly.
This isn't WoW, but D3 isn't D2.
Thats it.
Tells you i'm passionate about Diablo, and have a lot of experience in a vital community within diablo. Might help to consider what I'm saying rather than shooting it down. I'm telling you flat out right now. Bind on equip WILL NOT WORK. It will butcher everything that is fun about PVP in a hack-and-slash trade based game like Diablo. It just won't work
If you feel we are bickering endlessley, how about we take a shot brainstorming other ways to avoid items flooding the market (a legitimate concern), but accomplish that without having to resort to soul binding, whether it be bind on equip or bind on pick up
Here are two ideas I thought about.
Suggestion # 1
- Make endlessely upward % modifiers for various rare items
Take for example the best Bow for Amazons early on. The Eagle Horn bow. A rare bow drop
Now imagine that not all eagle-horns are created equal. They are all good, but they come with fluctuating random modifiers which have no upper limit.
One eagle-horn may have 100% enhanced damage. (Highest chance to drop)
Another eagle-horn may have 101% enhanced damage (slightly lower chance to drop)
and so on and so forth
Diablo had a similar system, but it was capped. So nearly all the PVP sorceres for example were running around with perfect Shakus (head gear)
Instead of capping it, blizzard should make it endless, such that you can have a180% enhanced damage eagle-horn which has a far lower chance to drop than other eagle-horns which are already very rare.
The greater the damage% extra boost, (or life leech or whatever), the more vanishly harder the item is to drop.
Where theoretically you can have a an eaglehorn with 500% enhanced damage, but chances of it dropping are 1 in a hundred million
What am I getting at?
Think about it. Early on in the game, basic eagle horns will be the cream of the crop for amazons. Its what people will want.
One year into the game, eagle-horns will have began to flood the market as more and more people accumulate them, but all that now happens is that the higher % eaglehorns become the more desirable item for Amazons. (Example a 120% enhanced damage eagle horn)
And one year later, statistically speaking, more eaglehorns would be circulating in the game, but no problem. Because now its the 150% eagle horn which is rarer still which becomes the desirable item.
The same concept can be given to magical items for wizards or witchdoctors. Where the rare items have magical damage boosts % wise.
Or rare armors which have fluctuating % boosts to their base armor stats.
What this means is that you will never have a situation where half the sources are wearing perfect % Shakus (head gear which every sorc has).
Do you see what I'm getting at? You would never ever reach a situation where everyone is carrying the same exact items, because modifers with no upper limit, and the laws of probability, will dictate that even if the game ran for 100 years, there would still be great variety in the desirability of items between different players.
And so whether or not items flood the market becomes irrelevant, because there is such great variety in the desirability of those items themselves
Suggestion # 2 - Take a moment to read this idea. I think it is a good compromiseAnother idea is this, which may help eliminate the market flooding of items.
Firstly, do not make armor off-pieces soul bound.
Things like belts/rings/boots should not soud bind, since people trade them more often.
Only have Weapons, Chest Armors, Shields, helmets, boots as bind on equip.
However with one crucial caviat;
You can visit an blacksmith/cultist in one of the diablo towns, who will use his talents/magic to unbind the item from you so it can be traded.
However, there is a restriction. Every time you have an armor un-bound from you, it costs more and more gold to unbind other items in the future. (Blizz mentioned they are working hard on gold-sinks that will ensure gold is valuable in diablo 3)
What does this mean? It means that there will never be flooding of high end items on the market, because at some stage, it will become too expensive for players to un-bind a weapon/armor-piece again. (Maybe the first 20 unbinds are fairly cheap, and then prices start rising exponentially) The effort required to harvest all of that gold end up being not worth trading your run-off the mill rare weapons
However, this will leave some flexibility for the PVP crowd. Why? Because for many pvp'ers, some of the very high end items they desire or own, have no price tag.
If for example, I really wanted someone's cruel mythical sword of quicknes, and he really wanted my axe, we could both decide to work on getting that gold over the next two or three weeks to pay for that unbind.
That is a short-term forseeable goal which one can handle. Its not as depressing as saying "My current item is useless and has no trade value, and I have to PVE for months and months, hoping to get enough rare drops so that I can trade with someone who hasn't equipped that really nice item I want"
The items you or I have retain their intrinsic value. It just becomes a matter of working hard for a few weeks perhaps until you have enough gold to pay the blacksmith NPC to unbind it for you.
Such a system would work perfectly. It would have the best of both worlds. Items would not flood the market, because the as the game matures, the Gold-costs of unbinding items on veteran players will be so expensive, that it will not be worth the hastle of unbinding them. You will save your gold for unbinds which really matter to you. Your not gonna bother spending the two or three weeks to unbind that sorceress shaku hat. So it remains off the market.
And at the same time it allows PVP'ers not to feel as if every time they equip a rare item, it is now lost forever. In the back of their minds, they know that if they ever need to upgrade it, they can put in the time and effort needed to unbind the item, and regain its value for as a bargaining chip for a bigger package.
Sorry for the long posts. I do tend to get carried away
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Basically what I believe. While the PvP community may not be farming monsters for gear the PvE community still is and the PvP gear that they get the trade off to some PvP guy which keeps the economy going.
Find any Diablo news? Contact me or anyone else on the News team
Thats what you think, but the only pvp'ers will be people new to the game, or those stubbornly holding in, or those PVP'ers with a natural pre-disposition to be tortured with hours of grinding PVE
If there are 50,000 pvp'ers left in diablo 2 today (10 years after release), there would be maybe 500 left if the system was bind on equip
People will simply quit the game.
Its would be HORRIBLE for a pvp'ers in hack an slash
Imagine you were an art collector who was not a billionaire. Your desire was to have the best piece of art, just the way a diablo pvp'er desires ot have the best gear.
Which method would you enjoy more.
1) You buy a $500 art painting. But the moment you put it in your house, it loses all its value. Now when you see a $1000 art piece you like, you need to work at your job and pay $1000 to get it. So you do that and buy it. Again as soon as you put it in your house it looses all its cash value.
Then one day you see a $5000 art piece. Now to get it this, you will need to work at your job again for many hours to get it.
And so it continues onward and onward. There will quickly come a point where you will say "Bah, I don't care about art. It is too hard to get better art. Things are too expensive. I can't work to pay for a $200,000 art
2) Now imagine another scenario. The current diablo scenario.
You work and make $500. When you wan't to buy a new art piece that costs $1000, you simply sell your old one, and now you only need to pay $1000. And when you want to get the a $2000 art pieces, you simply sell your old one, and now you only need to pay $1000
Hack and Slash PVP has no intrinsic value in the duel. Its not hard to duel. What keeps people playing, is the highly enjoyable progression in gear which builds up.
It cannot work with any type of bind on equip.
And the HEART of that system, is using your old items as a platform on which to launch you into higher and better items. IT CANNOT WORK if the moment you equip an item, it is now completely useles and has no value in future trades.
It just doesn't work. PVP'ers (the majority of diablo players today, for those PVE'ers who selfishly think PVP is irrelevant because it doesn't affect them).
PVP'ers would quickly get bored. There reaches a point where the pain and boredom involved in trying farm enough value items in order to make a trade or upgrade, will simply be not worth it. PVP'ers will get bored and quit once that point reaches.
But under diablo's open market system, that point never reaches. It never reaches because all of the gear and items you have worn and accumulated in your Diablo playing days is underneath you like a mountain which lets you go endlessley higher and higher. And it is that painless climb which makes PVP fun.
My Item = 5
My desired item = 7
PVP'ers want to work for only 2, so that they can 5+2 to get 7
And when their items accumulated over a year an a half = 200.
And their desired upgrade = 230
They only want to work for 30 so that they can 200+30 to get that 230 item
They don't want after two years, have to work for the full 230 all over again, just because their curren't 200 worth of valuable gear is completely useless in transactions, because it is bind on equip.
How do people not see this?
Yes, if the select "BOE" on items is on items that are lower end, to restrict things like twinking.
If for example the best consensus pally sword is bind on equip. That its game over. Pally PVP not going to work.
In-fact, i guarantee you will see pally pvp tournaments and game saying "no xx" item allowed. Simply because people don't want that item in their game.
It just simply cannot work if you make any of the high end gear bind on equip. It won't work.
I also think saying that only 1% of the people will continue to pvp is a bit drastic.
Find any Diablo news? Contact me or anyone else on the News team
10 years later yes. Ofocurse early the community will struggle on, but it will be painful and won't gather much momentum.
No one seems to understand. How can the PVP community buy stuff from the PVE community who will "keep the economy going" when in a bind on equip universe, the PVE'ers are going to be the strongest and riches because they enjoy PVE'ing. What is the PVP'er going to offer the PVE'r in order to purchase items? His current nice gear is soul bound to his character because he "equipped it". Thats what bind on equip means.
PVP'ers are going to either, give up their desire to upgrade items. Or spend the majority of their time PVE'ing. Something PVP'ers absolutely loath.
We have no information around that, though.
This is not world of warcraft. Its a hack and slash. Blizz even said in their blizzcon panel that they want to design the game so that you can play it with only the mouse if you wanted.
In WoW, pvp gear is a means to an end. Ie, you farm honor and arena points so that you can buy the same pvp gear which everyone else has. Literally the exact same gear. Once you have the gear, then you can be competitive in PVP and let your skills do the talking. WoW combat is extremely complicated where a persons skill with the class matters a lot.
Its a completely different animal from Diablo PVP. When playing my rogue in WoW, I can have pvp gear 3 tiers lowers than yours, and if you are not skilled, I will kill you. On my rogue for example, I have 6-8 addons running every time I pvp.
Addon's all over my screen telling me the cooldowns of enemy skills and spells.
Add-ons to give me warnings when someone is trying to cast a spell so I can interupt it.
Big glowing addons to give large visual displays on my rogues energy and combo points so I can manage them.
Add-ons to count down my own spell cool downs so I can them effectively.
You simply cannot compare WoW's pvp system to a hack-and-slash game like diablo. Soul-bound items work in WoW because skills matter immensely. In diablo, what separates the good players from the bad is not fancy addon's, and a good connection, and fast reactions, and super detailed knowledge of enemy spells and skills. What separates the good from the not-so-good in Diablo is luck, passion for your class, love for PVP, and above all, the ever enjoyable wheeling and dealing in trade channels to get better items.
Yet despite all of WoW's pvp intricacies, I found Diablo 2's PVP experience to be 10x more satisfaying and enjoyable to than WoW's. The same enjoyment felt by PvP'ers in Diablo I still speak to today who are still playing the game daily today - TEN YEARS after diablo was released. I would be hard-pressed to even imagine a Diablo PVE'er who has been consistently playing the game for its PVE for the last 10 years. PVP matters hugely.
One of the most enjoyable experience I ever had was back in the day when we held a Palapk Paladin/Druid tournament. The fee to enter was $5 sent via paypal.
About 3000 Paladins and druids entered the tourney, all paying their $5
Then over the next week, all the duels were held.
I came out #41. The winner of the tourney won the entire cash pool. $15,000
It was unbelievable fun. Every time someone beat you in tha tourney, we would spend hours discussing what stat-distribution he had used. Asking him/her how come their etheral robo spike or whatever was destroying you when your items were clearly better.
And then in your head you start thinking about what kind of changes to make. How your going to trade your current sword for an etheral robo spike you saw being advertised. But that one was lower % damage than the one belonging to the guy who beat you. "Its okay" you think to yourself, I'll place damage gems in my helmet instead of life leech". That should help offset things
That is the nature of the beast when it comes to PVP in a hack-and-slash game like diablo. Gear is everything. And the feeling of constantly growing more powerful is a huge part of it. It point blank doesn't work if every new item you want, your going to have to farm increasingly longer periods of time in order go gather the trade-bait needed to get it.
And when you do get that item finally and equip it , and it binds to you - now next time when you come across another dueler who gives you ideas on how to improve, that previous item is now of no value to you. You can't use it in a trade to off-set some of the cost of the new item you desire. You are back to square one.
I shudder at the thought
This isn't WoW, but D3 isn't D2.
Thats it.
Find any Diablo news? Contact me or anyone else on the News team
Tells you i'm passionate about Diablo, and have a lot of experience in a vital community within diablo. Might help to consider what I'm saying rather than shooting it down. I'm telling you flat out right now. Bind on equip WILL NOT WORK. It will butcher everything that is fun about PVP in a hack-and-slash trade based game like Diablo. It just won't work
If you feel we are bickering endlessley, how about we take a shot brainstorming other ways to avoid items flooding the market (a legitimate concern), but accomplish that without having to resort to soul binding, whether it be bind on equip or bind on pick up
Find any Diablo news? Contact me or anyone else on the News team
Thats even worse lol ^^
Suggestion # 1
- Make endlessely upward % modifiers for various rare items
Take for example the best Bow for Amazons early on. The Eagle Horn bow. A rare bow drop
Now imagine that not all eagle-horns are created equal. They are all good, but they come with fluctuating random modifiers which have no upper limit.
One eagle-horn may have 100% enhanced damage. (Highest chance to drop)
Another eagle-horn may have 101% enhanced damage (slightly lower chance to drop)
and so on and so forth
Diablo had a similar system, but it was capped. So nearly all the PVP sorceres for example were running around with perfect Shakus (head gear)
Instead of capping it, blizzard should make it endless, such that you can have a180% enhanced damage eagle-horn which has a far lower chance to drop than other eagle-horns which are already very rare.
The greater the damage% extra boost, (or life leech or whatever), the more vanishly harder the item is to drop.
Where theoretically you can have a an eaglehorn with 500% enhanced damage, but chances of it dropping are 1 in a hundred million
What am I getting at?
Think about it. Early on in the game, basic eagle horns will be the cream of the crop for amazons. Its what people will want.
One year into the game, eagle-horns will have began to flood the market as more and more people accumulate them, but all that now happens is that the higher % eaglehorns become the more desirable item for Amazons. (Example a 120% enhanced damage eagle horn)
And one year later, statistically speaking, more eaglehorns would be circulating in the game, but no problem. Because now its the 150% eagle horn which is rarer still which becomes the desirable item.
The same concept can be given to magical items for wizards or witchdoctors. Where the rare items have magical damage boosts % wise.
Or rare armors which have fluctuating % boosts to their base armor stats.
What this means is that you will never have a situation where half the sources are wearing perfect % Shakus (head gear which every sorc has).
Do you see what I'm getting at? You would never ever reach a situation where everyone is carrying the same exact items, because modifers with no upper limit, and the laws of probability, will dictate that even if the game ran for 100 years, there would still be great variety in the desirability of items between different players.
And so whether or not items flood the market becomes irrelevant, because there is such great variety in the desirability of those items themselves
A quick idea, but something to build upon
Nothing can be endless, it has to have a cap. If not your weapon will end up with plus 1000% dmg and you would be able to kill anyone else in one hit.
Find any Diablo news? Contact me or anyone else on the News team
Firstly, do not make armor off-pieces soul bound.
Things like belts/rings/boots should not soud bind, since people trade them more often.
Only have Weapons, Chest Armors, Shields, helmets, boots as bind on equip.
However with one crucial caviat;
You can visit an blacksmith/cultist in one of the diablo towns, who will use his talents/magic to unbind the item from you so it can be traded.
However, there is a restriction. Every time you have an armor un-bound from you, it costs more and more gold to unbind other items in the future. (Blizz mentioned they are working hard on gold-sinks that will ensure gold is valuable in diablo 3)
What does this mean? It means that there will never be flooding of high end items on the market, because at some stage, it will become too expensive for players to un-bind a weapon/armor-piece again. (Maybe the first 20 unbinds are fairly cheap, and then prices start rising exponentially) The effort required to harvest all of that gold end up being not worth trading your run-off the mill rare weapons
However, this will leave some flexibility for the PVP crowd. Why? Because for many pvp'ers, some of the very high end items they desire or own, have no price tag.
If for example, I really wanted someone's cruel mythical sword of quicknes, and he really wanted my axe, we could both decide to work on getting that gold over the next two or three weeks to pay for that unbind.
That is a short-term forseeable goal which one can handle. Its not as depressing as saying "My current item is useless and has no trade value, and I have to PVE for months and months, hoping to get enough rare drops so that I can trade with someone who hasn't equipped that really nice item I want"
The items you or I have retain their intrinsic value. It just becomes a matter of working hard for a few weeks perhaps until you have enough gold to pay the blacksmith NPC to unbind it for you.
Such a system would work perfectly. It would have the best of both worlds. Items would not flood the market, because the as the game matures, the Gold-costs of unbinding items on veteran players will be so expensive, that it will not be worth the hastle of unbinding them. You will save your gold for unbinds which really matter to you. Your not gonna bother spending the two or three weeks to unbind that sorceress shaku hat. So it remains off the market.
And at the same time it allows PVP'ers not to feel as if every time they equip a rare item, it is now lost forever. In the back of their minds, they know that if they ever need to upgrade it, they can put in the time and effort needed to unbind the item, and regain its value for as a bargaining chip for a bigger package.
Sorry for the long posts. I do tend to get carried away