zar rune seems nice.
good idea on dumping excess runes for clues. i like that. i just want to make sure we dont have to manage thousands of items that could slow down mobile devices.
will you know when you discover a runeword or will it show up when active? or is it just equip a new setup and wait to see if anything happens in battle? hopefully no guessing game
You’ll know when you discover one on your own. It’ll be added to the list at the Artificer, and the effects of the runeword are also displayed in the rune management interface.
I like it, but the break chance is a poor way to limit players swapping runes. You could just be innocently changing loadouts and lose a key rune due to random chance.
I realize there needs to be a way to prevent mass spamming runes to discover secrets, but lets not break the runes. Make it cost resources or something.
[quote=“robertleva, post:4, topic:3535”]I like it, but the break chance is a poor way to limit players swapping runes. You could just be innocently changing loadouts and lose a key rune due to random chance.
I realize there needs to be a way to prevent mass spamming runes to discover secrets, but lets not break the runes. Make it cost resources or something.[/quote]
100% agreed. A resource cost will still discourage it without randomly punishing players who want to change their runes for no reason.
I agree, I wind up fiddling with my inventory a lot and getting penalizex for that would be way too punishing.
I do kind of like the idea of breakage (since otherwise duplicates are super redundant) but it should be tied to some sort of confirmation system instead of just being a symptom of basic inventory functions. Like… equipping rune combinations will not reveal a runeword until you “talk” to a teleportation shrine. At that point, if you have 5 runes equipped and you have not tested that combo yet, 1) you find out if there is a runeword for that combo, and activate it if there is, and 2) there is a chance one of the runes may break. So players can sit in the teleportation shrine rune and systematically test different combinations, at the cost of some runes. But players can shuffle runes freely until they go to use the shrine, they never risk breaking runes unless they equip 5 at once, and they don’t have to worry about breaking runes when using combos they’ve already tested.
(I suggest making this a function of the teleportation shrine instead of an NPC because otherwise players may forget how to test for runewords.)
Hm… How about a little different concept: runes should only break if runeword got disjunct ?
Runewords vs random runes == balanced.
The updates to the Rune system seem awesome. So fun to read these blog posts and get excited about the new game!
Suggestion: It would be great to have some mechanic that caused us to fight enemies who used Runes (or Runewords). E.g. When you enter a Nether Realm it tells you the set of Runes that all monsters use in this realm … Or perhaps Runewords etched into Sigils that impact the Sigil fight.
Instead of runes and talismans breaking, they should be cursed so you can’t use them. Then you have to go to the appropriate NPC to fix them, be it resource cost, battle and or quest. Maybe any of those options randomly.
This should prevent gratuitous swapping in a realm since you can’t fix it without leaving. Very strong runes/talismans could have difficult fixes that you may not be able to complete right away.
For clarification: Talismans can’t break.
Ah that makes more sense for talismans. Since runes break, I thought that is what you meant by failing in talisman upgrades.
Hm: breakable talismans with increasing rune dust cost to restore them back…