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Sharkull
  • USEast
  • 20. Re: Rune swapping... (restrictions)   05/30/2009 03:02:11 PM PDT

Q u o t e:
The bottom line is, with your idea, you just have to collect 1 of each of the best runes and leave them in your inventory. Then you don't have to do anything else with them ever again except constantly spend gold/do time consuming grind quests to get rid of the current socketed rune.

I don't see a problem with this (as the rune system's end-game).


Q u o t e:
You pretty much HAVE to break the rune.

If you were designing the game only considering end-game play for hard-core fans... maybe, but the game needs to work for everyone. Breaking runes discourages them from being used. Freely swappable runes means that this choice pertaining to customization is whimsical / trivial due to a lack of any semblance of permanence to the decision. I've proposed a middle ground, where socketing a rune into a skill is not a decision that can be reversed for free, but it can still be done without fear of absolute loss (to allow experimentation).

Destructible runes is too punishing for casual gamers and those just learning the game.

[ Post edited by Sharkull ]

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Bashiok
Blizzard Poster
  • 21. Re: Rune swapping... (restrictions)   06/01/2009 02:08:44 PM PDT
The intent isn't for runes to be hot-swappable or interchangeable at any time. The ability to change the rune is the point of any comments made about switching them around, not that we want to allow easy and free interchangeable runes. What we do intend is for people to be able to try different runes without fear of losing the rune, or permanently changing the way a skill works.

Early design thoughts on rune swapping are that there would be some sort of cost to remove them so a new one could be put in its place. Early in the character's life it would be inexpensive enough so it isn't prohibitive, as we want to encourage experimentation, but later on the cost would become more substantial.

In addition, the high end runes are intended to be very rare. So while you're looking for them we want you to be able to use the runes you have without fear of losing them or using them incorrectly. Being able to experiment with different runes along the way to creating your perfect character is more fun, and potentially enlightening to the different ways your character can be used.
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Wogrim
  • USWest
  • 22. Re: Rune swapping... (restrictions)   06/01/2009 02:38:30 PM PDT

Q u o t e:
The intent isn't for runes to be hot-swappable or interchangeable at any time. The ability to change the rune is the point of any comments made about switching them around, not that we want to allow easy and free interchangeable runes. What we do intend is for people to be able to try different runes without fear of losing the rune, or permanently changing the way a skill works.

Early design thoughts on rune swapping are that there would be some sort of cost to remove them so a new one could be put in its place. Early in the character's life it would be inexpensive enough so it isn't prohibitive, as we want to encourage experimentation, but later on the cost would become more substantial.

In addition, the high end runes are intended to be very rare. So while you're looking for them we want you to be able to use the runes you have without fear of losing them or using them incorrectly. Being able to experiment with different runes along the way to creating your perfect character is more fun, and potentially enlightening to the different ways your character can be used.


Is the plan on respecs to leave the runes where they are, the runes get destroyed unless you pay to have them removed beforehand, the runes get taken out for free, you can't respec skills with runes in them, or what?

Diablo 3 DotA: http://forums.battle.net/thread.html?topicId=16101821339&sid=3000
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Rainfire
  • Europe
  • 23. Re: Rune swapping... (restrictions)   06/01/2009 02:57:51 PM PDT

Q u o t e:


Early design thoughts on rune swapping are that there would be some sort of cost to remove them so a new one could be put in its place. Early in the character's life it would be inexpensive enough so it isn't prohibitive, as we want to encourage experimentation, but later on the cost would become more substantial.



I hope you don't tie that to money or such. The best way would probably be to tie it to an experience gain cutdown, or have a skill do more damage the more often you use a rune with it, and when you put a new rune in, you'd have it to use several times until you do more damage again. A bit like the Whilrwind-Skill, which has a minus damage in Diablo II on the first levels.

"I thought today was Opposite Day..."
- "It's not Opposite Day!"
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2337
  • Europe
  • 26. Re: Rune swapping... (restrictions)   06/01/2009 03:06:33 PM PDT
@Bashiok: Nice new avatar btw, except for the awful 256 color look (especially the background).. :)

pwned
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Sharkull
  • USEast
  • 27. Re: Rune swapping... (restrictions)   06/01/2009 03:11:04 PM PDT

Q u o t e:
The intent isn't for runes to be hot-swappable or interchangeable at any time. The ability to change the rune is the point of any comments made about switching them around, not that we want to allow easy and free interchangeable runes. What we do intend is for people to be able to try different runes without fear of losing the rune, or permanently changing the way a skill works.

Early design thoughts on rune swapping are that there would be some sort of cost to remove them so a new one could be put in its place. Early in the character's life it would be inexpensive enough so it isn't prohibitive, as we want to encourage experimentation, but later on the cost would become more substantial.

In addition, the high end runes are intended to be very rare. So while you're looking for them we want you to be able to use the runes you have without fear of losing them or using them incorrectly. Being able to experiment with different runes along the way to creating your perfect character is more fun, and potentially enlightening to the different ways your character can be used.

Sounds great... exactly what I was hoping for.

Can you give us a hint whether the "some sort of cost to remove them" will be entirely currency based (gold), or if it will involve some type of game-play cost (free NPC service, a repeatable side-quest...)?
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Hail-stone
  • USEast
  • 28. Re: Rune swapping... (restrictions)   06/01/2009 03:38:55 PM PDT

Q u o t e:
In addition, the high end runes are intended to be very rare.


Can you give us an example of what a high end rune would do for a skill?
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Telzents
  • USEast
  • 29. Re: Rune swapping... (restrictions)   06/01/2009 03:47:38 PM PDT
He probably is talking about high tier runes. So they'll just do what that rune type does but be the best at it.

c4wget
Blizzard Entertainment
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Bashiok
Blizzard Poster
  • 30. Re: Rune swapping... (restrictions)   06/01/2009 04:39:28 PM PDT

Q u o t e:
Can you give us a hint whether the "some sort of cost to remove them" will be entirely currency based (gold), or if it will involve some type of game-play cost (free NPC service, a repeatable side-quest...)?


Nope, that's why I didn't specify. :)

Honestly, it hasn't been decided. It could be any number of ways, including those you described.
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Barnesy04
  • USEast
  • 31. Re: Rune swapping... (restrictions)   06/01/2009 07:04:20 PM PDT
Bash,

You were quoted as saying that the high end runes are going to be rare. With that being said, are we talking "Zod" rare? If so, doesnt that make that rune a form of currency? I'm stil trying to wrap my head around how youre NOT going to end up having these runes as a form of currency.. Thanks bud!

- You're never alone, walk with me in hell!
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Lmaoboat
  • USEast
  • 32. Re: Rune swapping... (restrictions)   06/01/2009 07:06:12 PM PDT
High end runes? Are these just going to be more powerful variations, or will they have new effects?
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Sabo.
  • USEast
  • 33. Re: Rune swapping... (restrictions)   06/01/2009 07:50:31 PM PDT
A suggestion for a substantial cost that isn't prohibitive but also opens up new possibilities is to have the rune decrease in value when it's removed from an item.

Say a Zod Rune turns into the next rune down when it's removed, and that rune turns into the next rune down when it's removed, and so on until you get to El and it either stays there or disappears (destroyed) when it's removed after having been placed.

This keeps the value of the harder to find runes high, doesn't totally anger the person removing it ("oh well I still have a Hel rune from this..."), and presents new strategies in trading/rune word construction.

It's also a far more creative solution than a gold cost, which everyone knows is NOT a deterrent in the least and will be even less so in a game where leveling, and thus acquisition of money, is far easier than, say, (and I hate to make the comparison) WoW.
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Sharkull
  • USEast
  • 34. Re: Rune swapping... (restrictions)   06/01/2009 07:50:38 PM PDT

Q u o t e:
Nope, that's why I didn't specify. :)

Honestly, it hasn't been decided. It could be any number of ways, including those you described.

Curses! A reasonable response I can't poke fun at! Arrrrg!
;-)
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Dragoonwraith
  • USWest
  • 36. Re: Rune swapping... (restrictions)   06/01/2009 10:00:14 PM PDT

Q u o t e:
Originally posted by Bashiok [Blizzard Poster]

In addition, the high end runes are intended to be very rare.

Not, I hope, D2-high-rune rare? That was ludicrous, and worse, rarity-balacning-overpowered never works, and I hope Blizzard's learned that.
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Wogrim
  • USWest
  • 37. Re: Rune swapping... (restrictions)   06/01/2009 10:26:19 PM PDT

Q u o t e:

Not, I hope, D2-high-rune rare? That was ludicrous, and worse, rarity-balacning-overpowered never works, and I hope Blizzard's learned that.


It might have worked if they were actually as rare as intended (i.e. no duping or anything like that).

Diablo 3 DotA: http://forums.battle.net/thread.html?topicId=16101821339&sid=3000
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Klszx
  • Europe
  • 38. Re: Rune swapping... (restrictions)   06/02/2009 01:35:39 AM PDT
Ok, lets say i found new rune, can i know what effect it will have on my certain skill(s)? or do i have to put it in to see how it will change my skill(s) .. and if so, what if i dont like the way it modified my skill, so ill have to wait till i will get back to a nearest city or something where i will be able to remove it?? ... Maybe better make it possible to remove it permanently but in cost of destroying that rune?

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