So... buyable runes
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- Dominion
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So... buyable runes
How about I make runes buyable: 50K for El, +50K for each next rune? (Ath: 2M; Xar: 2M 350K)
19.may.2007 | Adun Tori Laz.
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- Arch-Angel
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Re: So... buyable runes
no. sounds like a cheating noobish mod. sorry to be so harsh. but i dislike the idea.
edit: yeah, oh, i read my post again. i guess i better give another reason why i have this opinion.
making runes (they drop often enough, not to say they drop perfectly often) buyable would mean
1. gambling and reviving mercs are not the only reasons why to treasure gold. (what actually leads to point two)
2. people love runes, because they are so uber (that old clod thinking) --> money is only used for getting runes
3. another reason to go farming for gold (i find that annoying)
4. the mods that i've seen that selled runes were those mods one calls "cheater mods" (unique/set only drops)
5. finding a xar rune means finding 2,35kk gold. yay. it looses totally it's pecialness.
6. getting gold is too easy.
edit: yeah, oh, i read my post again. i guess i better give another reason why i have this opinion.
making runes (they drop often enough, not to say they drop perfectly often) buyable would mean
1. gambling and reviving mercs are not the only reasons why to treasure gold. (what actually leads to point two)
2. people love runes, because they are so uber (that old clod thinking) --> money is only used for getting runes
3. another reason to go farming for gold (i find that annoying)
4. the mods that i've seen that selled runes were those mods one calls "cheater mods" (unique/set only drops)
5. finding a xar rune means finding 2,35kk gold. yay. it looses totally it's pecialness.
6. getting gold is too easy.
Last edited by pza on Tue Nov 27, 2007 7:25 pm, edited 1 time in total.
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Re: So... buyable runes
bad idea for what was already said by pza.
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Imo its not great idea, gold is too easy to collect, and it favours radiance paladins (a lot).
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Re: So... buyable runes
I don't like it.
Rune drops are common enough and if you don't feel you get enough runes then there is alway Fautzville. Making runes buyable will make Fautzville running pointless when you can just make a paladin and farm a bunch of gold. That's another reason not to make runes buyable; Radiance. This skill would become horribly imba. My tourney pally has a 1 point Radiance and I can get ~2-3 million gold from 1 Kurast 3KBA run (avg piles are over 10k each, champs are ~40-50k). Right now the skill is ok but with this changed this skill would need to be removed or changed completely. Also high level runewords would be the primary equipment choice for most characters and uniques would generally be ignored.
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Rune drops are common enough and if you don't feel you get enough runes then there is alway Fautzville. Making runes buyable will make Fautzville running pointless when you can just make a paladin and farm a bunch of gold. That's another reason not to make runes buyable; Radiance. This skill would become horribly imba. My tourney pally has a 1 point Radiance and I can get ~2-3 million gold from 1 Kurast 3KBA run (avg piles are over 10k each, champs are ~40-50k). Right now the skill is ok but with this changed this skill would need to be removed or changed completely. Also high level runewords would be the primary equipment choice for most characters and uniques would generally be ignored.
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OMG NO!!!!! This would be horrible. Imagine every character using the highest lvl runewords as soon as they meet the level requirement. Also then you would have a characters with 20-30 crafted jewels giving them some overpowered bonuses (ie; 20x Ber craft giving 20-60% dual leech, or 20z Zod crafts giving 40-100% spell dmg, or 20x Vith crafts giving 20-40% max resist -> this would be the worst all characters runnign around with 95% resist all).bob2";p="368330" wrote:edit: runes should (all) sell for 5k
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Re: So... buyable runes
Hmmm sounds good but it's simple buy runes . Better is try gamble on it i mean gamble rune of cost 1M and rune is random kvality el-hel 80% hel-zod 15% and zod+ 5% . That will be better.
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Re: So... buyable runes
For reasons already mentionned by others, my vote is 'no'.
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How about disenchanting/deconstructing recipes for runes? For example, any equip with the letters 'el' in it could be cubed with a scroll and some gem to extract your 'el' as a rune. Some would be unachievable through this recipe, but you could downgrade from higher runes to potentially access any if you find the right gear.
And wouldn't this be so much fun to implement, Laz?
And wouldn't this be so much fun to implement, Laz?
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A big NO . Very, very bad idea. pza has already explained this very well.
It just encourages Radiance Paladin to be a twink machine. I tried one be fore, and these things can fill the stash in 3 runs. . Too easy comparing to Xar runes.
It just encourages Radiance Paladin to be a twink machine. I tried one be fore, and these things can fill the stash in 3 runs. . Too easy comparing to Xar runes.
They are not overpowered enough?!?finally, a reason to play PALADINS. melee.
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- Angel
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Re: So... buyable runes
I like it. You wanted to create a gold sink, so this is it.
But I agree with Jezibabak: It would be better to make runes gamblable (is that a word?) for a very high amount of money, instead.
Also, maybe you could add blank runestones, as a washout (sellable for 1 gold coin).
But I agree with Jezibabak: It would be better to make runes gamblable (is that a word?) for a very high amount of money, instead.
Also, maybe you could add blank runestones, as a washout (sellable for 1 gold coin).
I hate "one point wonders"!
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Re: So... buyable runes
I totally agree on Pza.
350k for the best rune is cheap cheap cheap.
Also, you made Fauztville the rune dropping uberlvl, so why runes should be buyable?
True some players here might not play as much as others, but this ain't a reason for such a change, and seeing that Plugy is quite often used, people will make maxed Radiance builds and buy all runes to transfer between chars, you being someone hating Plugy, you're not helping your cause nor your mod...
Things like runes, jewels and gems are materials to be found via playing the game, ei treasure hunting or just advancing from point a to b.
Well, so are uniques and rares, but theses are much harder and more unstable to find, so gamble is there for a slight better chance, then again most tier 6 items sells for big time, and tier upgrade costs a lot for uniques.
If you really wanna keep that idea, I suggest you make the same system as BFe has, a container with a random rune to be found, but put it expensive, that could be not so unbalance..still my opinion stays that runes are to be find via playing, not gambling/buying.
350k for the best rune is cheap cheap cheap.
Also, you made Fauztville the rune dropping uberlvl, so why runes should be buyable?
True some players here might not play as much as others, but this ain't a reason for such a change, and seeing that Plugy is quite often used, people will make maxed Radiance builds and buy all runes to transfer between chars, you being someone hating Plugy, you're not helping your cause nor your mod...
Things like runes, jewels and gems are materials to be found via playing the game, ei treasure hunting or just advancing from point a to b.
Well, so are uniques and rares, but theses are much harder and more unstable to find, so gamble is there for a slight better chance, then again most tier 6 items sells for big time, and tier upgrade costs a lot for uniques.
If you really wanna keep that idea, I suggest you make the same system as BFe has, a container with a random rune to be found, but put it expensive, that could be not so unbalance..still my opinion stays that runes are to be find via playing, not gambling/buying.
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- Arch-Angel
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Re: So... buyable runes
actually, laz says the xar to cost 2350 k gold, but even this is nothing for a radiance pala. and runes are definetly a thing that should be found, not bought. (only noobz go to teh itamshopz, and buy their g0zu 3nigma(or whatever)-r00nz, becauze their so l33t.)Zeren";p="368378" wrote:I totally agree on Pza.
350k for the best rune is cheap cheap cheap.
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Re: So... buyable runes
Call me Crazy, but isn't that how rune words work?Logger_120";p="368333" wrote:I don't like it.
...Imagine every character using the highest lvl runewords as soon as they meet the level requirement...
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On my very first Median character, I always had runes. It wasnt ever really a problem for me, I usually had a few that were higher than me in level requirement, and I got higher ones every day.Doabli";p="368393" wrote:I only got Strength of One at level 65, Banshee at level 30+ and Sacrifice at level 100+.Call me Crazy, but isn't that how rune words work?
I never had a problem with making a level 30 Req runeword at level 120.
Sorry.
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I also do not like the idea of buying runes.
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Not really sure where this idea came from, as I didn't think anyone was really complaining about not being able to find runes (edit: at least in the current version - perhaps this will be different with changes to the next version).
Radiance is being mentioned a lot, but for other classes getting that much gold is not that easy. Imo radiance should be removed entirely - changed to something else. As for transferring gold/runes between characters, people can already do that now. Also runewords are generally not the best items - there are a few that have nice bonuses but mostly crafted and uniques are the best way to go.
Having said that I would much rather see perfect gems buyabale. Those things are a pain to collect.
Radiance is being mentioned a lot, but for other classes getting that much gold is not that easy. Imo radiance should be removed entirely - changed to something else. As for transferring gold/runes between characters, people can already do that now. Also runewords are generally not the best items - there are a few that have nice bonuses but mostly crafted and uniques are the best way to go.
Having said that I would much rather see perfect gems buyabale. Those things are a pain to collect.
Last edited by ls426 on Wed Nov 28, 2007 1:12 am, edited 1 time in total.
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Re: So... buyable runes
the ability to gamble runes, weighted according to rarity/lvl req, would be a good compromise
but is the above even possible/worth implementing?
it would provided another gold sink if you are removing the chance to gamble uniques and/or increasing unique drop rates. plus without being able to tier upgrade, gambling for a particular tier unique will be murder.
if it is structured in such a way that for every full inventory of gold you have a 25% chance to find a zod+ maybe that would work. and several runes available each time to avoid refreshing the npc's stash.
but is the above even possible/worth implementing?
it would provided another gold sink if you are removing the chance to gamble uniques and/or increasing unique drop rates. plus without being able to tier upgrade, gambling for a particular tier unique will be murder.
if it is structured in such a way that for every full inventory of gold you have a 25% chance to find a zod+ maybe that would work. and several runes available each time to avoid refreshing the npc's stash.
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Re: So... buyable runes
I don't think it's possible to adjust gambling rates in any way that won't also affect price. Even if it is, you'd have to take into consideration that anyone gambling alot is going to have at least 65% reduced vendor prices (rvp), most likely 70-90% (depending on class)
As for buying runes, if you decide to go through with it I'd prefer an exponential price increase, or something like that.
Maybe something like cost(rune n)=mult*cost(rune n-1)+add, with mult and add chosen for a suitably flat curve early on but steep enough for the really high runes to be unavailable.
You'd still have a problem to get the low runes cheap enough and top runes expensive enough while keeping mid runes somewhat available early enough.
Just to put some perspective on things, a rune costing 4M is most likely out of reach for a lvl eightysomething (assuming we're untwinked), while a lvl120 could most likely afford 10-100 of them (with 90-99% rvp).
With the setup suggested in the open post, I (as a barb) could buy 12 Xar and still have 20k left if I fill up the stash and my pockets, 18 if I use the elixir, 36 if I find one of the belts, and 180 (!) with both the belt and the elixir.
In case it wasn't clear from the above: I say "no".
As for buying runes, if you decide to go through with it I'd prefer an exponential price increase, or something like that.
Maybe something like cost(rune n)=mult*cost(rune n-1)+add, with mult and add chosen for a suitably flat curve early on but steep enough for the really high runes to be unavailable.
You'd still have a problem to get the low runes cheap enough and top runes expensive enough while keeping mid runes somewhat available early enough.
Just to put some perspective on things, a rune costing 4M is most likely out of reach for a lvl eightysomething (assuming we're untwinked), while a lvl120 could most likely afford 10-100 of them (with 90-99% rvp).
With the setup suggested in the open post, I (as a barb) could buy 12 Xar and still have 20k left if I fill up the stash and my pockets, 18 if I use the elixir, 36 if I find one of the belts, and 180 (!) with both the belt and the elixir.
In case it wasn't clear from the above: I say "no".
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