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Soul-bound vs. Account-bound Inventory Bags


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I know there are other threads discussing these issues. Why are some items soul-bound while others are account-bound?

Inventory bags are a prime example of things that should be able to be swappable between account characters, but those between 20- and 32-slot bags are soul-bound. Is there a reason other than making each character learn specific crafting principles or make 32-slot account-bound bags?

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It's baffling to me, really, why they did that. Up to 20 they are all either unbound or account bound, then 24 and 28 are soul bound, resulting in an increase of CS tickets as people get them unbound after binding them on the wrong character, and 32 are account bound again.

I'd love to hear a good reason for them still being soul bound.

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The thought is pretty simple for the 20 slots..... they don't want you moving the starting backpack between characters. There were also some bags that are given as leveling rewards, so those being soul bound make sense as well. Most of the other sub-20 slots are account bound if you get them from collections or reward tracks, while the standard-crafted ones can be traded.

For Legendary bags, those were soul bound for the purposes of a guaranteed gold sink. The 32-bag is intentionally made account bound to give you a reason to go through the whole bag production process, rather then just make a series of the much cheaper 24 or 28 slot bags for all your characters. Also keep in mind this was originally tied to Ecto gambling....... so everything about the bags are meant to take over for the waning performance of Legendary Armor as a gold/mat sink.

This is on top of the other notion that larger bags are going to remain partially inconvenient, so they can't overshadow bag slot upgrades as being the primary convenience for inventory expansions. If you want to make any arguments about the cost comparison, the debate actually starts to get a little complicated if factor in the long term trend of gem/gold rates, the long term (minor but steady) inflation of gold, and the trend of material prices due to how the Devs handle sinks and surplus in massive swings.

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