The DDO player base has had, for a while, a dedicated group that pursues methods to duplicate items or ways to re-use items. We've worked hard to close these loop holes so these activities don't ruin the economy or devalue the accomplishments of our general player base and we are constantly vigilant for the methods by which these exploits might be accomplished.
I get that it can be fun to occasionally use cheat codes or use a godmode to rampage through a game, particularly when it is single player and no one's experience is being ruined. It's not cool, however, or good for the game when those activities spill into the rest of the game and ruin the fun for people legitimately playing the game. It devalues their accomplishments and thus their experiences in the game and destroys any sense of economy and fair play. This is why we have pursued and worked to eliminate these exploits.
This update represents our ongoing efforts to bring an end game back for players who feel it has been lacking. The players who enjoy that have made it clear that our normal content updates are consumed too rapidly to "count" as a true end game. We are introducing systems to satisfy players who want a deep and satisfying progression and reward system that will allow them to have goals for quite some time. If this update is ruined by exploits or methods to circumvent the content it will ruin the fun for all of those people that are looking for that long term end game play.
Our design goals are currently focused on end game play more so than game economy. This is why we have designed the system to keep the ingredients, at least initially, as bound to account. This allows us to track the accumulation of ingredients and items and acts to mitigate the collateral damage of potential exploits. This still allows players to move ingredients to alternate characters that need them, while acting as a preventive measure against new or previously unknown (by us) methods of duplication.
Sev~