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Thread: Improvement idea:

  1. #1
    Ironheart
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    Exclamation Improvement idea: RUNE DOWN-CONVERTER TOOL

    It would be very useful to have a rune disintegration/dis-aggregation/break-down tool.
    As we develop runes ever more powerful they become ever harder to be re-absorbed into other same tier pedigree runes. E.G. Who wants to make a Righteousness Level 6 (100% morale) a Level 7 (110% morale?) just so we can use up energy up from an old useless magic caster rune if we go to all physical fighters? Also as we get new gold tier hero cards some of our old rune sets are not the best combinations for the newer hero cards we acquire.

    SOLUTION give us a new tool (e.g. a Rune-Tinkerer NPC) either in the Rune Screen or in a Magic Shop in Aerie City who we can pay a small 5 Gems (or credits etc.) fee to take any level purple or gold tiered rune to down-convert it into a packet/stack of generic-rune-energy tokens that can be re-absorbed by any other rune level green through gold within the Rune Temple.

    This way we could use older high level purple & gold runes no longer effective for our newer formations to re-seed a whole new lineage/pedigree of runes from scratch but re-apply these higher level energy runes to lower tier runes we want to re-start.

    I'd recommend that these new Generic-Rune-Energy Tokens be made to look graphically like runes but instead of adding attributes to the hero they are only combineable runes. Make them 20 stack-able in inventory and each one is a quantum of 1000 energy. You'd need two denominations - 1000 energy and 100 energy.

    Or else give us a way to transmute Rune X into Rune Y at same level and class.

    Would really really be useful.
    Last edited by RiverBummer; 08-19-2013 at 10:21 PM.

  2. #2
    WOW

    Ok first off you can change rune x in to rune y its easy

    If say you have a level 10 bane and want it to be a vengeance now
    You get a level 1 vengeance and merge it with a level 10 bane and its now a level 10 vengeance.

    Now you cant take a level 5 Adept and turn it into a level 6 wall. But you can turn it into a level 5 resistance or nimbleness if you have a level 1 of those.

    Why you would actually want to change the runes you have into different runes is beyond me. Once I have a yellow rune, I wold not give it up unless I have 5 of them.
    All runes are important at some point in the game with any formation. Taking a level 9 bane and breaking it down into generic runes to reuse the experience to level something else up seems odd to me, unless it were to put it into a vengeance which you can already do.

    I think you are over thinking some parts of this and under valuing and under thinking other parts of the game.

    Perhaps if you could give us a clear exact example of what you would like to do using the heroes and runes ?

  3. #3
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    WOW

    Ok first off you can change rune x in to rune y its easy

    If say you have a level 10 bane and want it to be a vengeance now
    You get a level 1 vengeance and merge it with a level 10 bane and its now a level 10 vengeance.
    Absurd example. You of course picked the ONLY way to re-absorb a high level gold tier rune into lower leveled same tiered rune (Gold to Gold) by going to one of the three elite multi-effect gold level runes [Endurance/Vengence/Reliability] .

    I don't think that any of these top-top shelf runes drop in game from the Rune Master - you have to convert them from fragments to get one at an extremely high cost (100 fragments).
    So your solution only addresses elite level of play and does not even address my question and problem of wanting to take an existing rune pedigree and re-start a whole new one using the old one's energy essentially.

    A level 10 BANE will NEVER down convert to a Level 1 ADEPT (both gold tier runes). You'd have to get ADEPT to level 10 and at least 1 level of energy HIGHER than BANE for it to absorb.

  4. #4
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    Why you would actually want to change the runes you have into different runes is beyond me. Once I have a yellow rune, I wold not give it up unless I have 5 of them.
    All runes are important at some point in the game with any formation. Taking a level 9 bane and breaking it down into generic runes to reuse the experience to level something else up seems odd to me, unless it were to put it into a vengeance which you can already do.
    Not every player wants to be leveraged into buying extra heroes just to have the rune storage space to handle every conceivable combination of runes. Under current GUI design Runes are frankly too hard to quickly locate and manage (see my prior submission about the need for a new Rune/Equipment Preset feature: http://bbs.tynon.com/showthread.php?...-RUNES-WEAPONS )

    Not all of us PLAY LIKE YOU DO. I don't want a large number of gold level runes cluttering up my inventory - I want to use the fewest I need to be more efficient.

    Also, not all of us are going to be in a position to buy coin chests (VIP6+) to "pray" endlessly in the Rune Temple until we get the yellow combinations we want. We are perfectly willing to wait and build up exactly what we want in the normal game progression of green-cyan-purple-gold for the rune classes we want. So If I get a pretty easy to get Crusader (cyan level) for morale and I had this rune tool I am requesting and an old level 6 Gold Rune I was not too happy with (e.g. Preciseness) then maybe I'd like to absorb all its energy into that Crusader Rune until the next progression dropped (Partisan [purple tier] or Righteousness [gold tier]). That would be an awesome Crusader level rune at least level 9 or 10. Which brings up another topic entirely - why not have runes auto-progress tier to tier once exceeding level 10?
    Last edited by RiverBummer; 08-19-2013 at 10:39 PM.

  5. #5
    why not have runes auto-progress tier to tier once exceeding level 10?


    ^ this is the first smart thing ive seen on this entire thread. I like this idea.

    But the rest of the thread is a waste of devs time, the cyan runes level so quick and you get gold from philo stone, daily arena challenges, quest finishing, and world bosses (Even without getting last hit i get 100-200k coins) It is enough to make any blue/purple rune you want to level 7+ with only like a few mil coins which is not a lot.

  6. #6
    SO you would waste the exp from a level 6 preciseness to put into a blue morale rune. yeah lets go make this feature now devs. - NOT I think you need to get further into the game to understand how bad an idea doing that would be
    And I am not a VIP6. I have no idea where you got that from.

    I am a vip4

    have never bought a coin chest.
    I get all my gold from playing the game. I will occasionally buy gold form shrine and fair. But I earned most of the gold I spent in the temple. And have worked my but off to get the runes I have.

    Stop asking for a pretty much bad idea of a feature and learn to play the game, and stop putting down coiners who, without them there would be no FREE to Play games to play.

  7. #7
    Judgment Revan's Avatar
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    Well there would be free to play even without coiners but they would mainly be poorly made games by people who are making them for the fun of it.

    Also being able to break down runes is just a bad idea. I can't imagine ever using that feature.

  8. #8
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    SO you would waste the exp from a level 6 preciseness to put into a blue morale rune. yeah lets go make this feature now devs. - NOT I think you need to get further into the game to understand how bad an idea doing that would be
    And I am not a VIP6. I have no idea where you got that from.

    I am a vip4

    have never bought a coin chest.
    I get all my gold from playing the game. I will occasionally buy gold form shrine and fair. But I earned most of the gold I spent in the temple. And have worked my but off to get the runes I have.

    Stop asking for a pretty much bad idea of a feature and learn to play the game, and stop putting down coiners who, without them there would be no FREE to Play games to play.
    Matt first of all I could school you on how to play this game so cease and desist with the parochial condescension right there and start adding positively here or go spew your superior attitude in your own thread. You simply don't have a clue what your're talking about. In theory (I say that because there are NO game help files or con ops written ANYWHERE) I could put enough energy into a cyan or purple tier rune to make it perform like a more rare gold/yellow tier rune if the paradigm of "energy" (mo energy mo greater effect) is consistent in the game design. We don't know yet since most gamers probably never take a cyan higher than level 7 or so before they get a purple or gold drop rune and just absorb it up. But what if you could get a cyan to level 20 or 30 does it perform energy for energy (coin for coin) like a gold/yellow rune?

    And that is the true essence of the topic here - is the attribute increase given by a rune a matter of: 1) Scarcity; 2) Energy levels put in, 3) combination of Scarcity and Energy or 4) there's absolutely NO correlation and the game is arbitrary, completely irrational/illlogicical with respect to rune progression?

    The absorption behavior (an object oriented design concept) we see in progressing from green to cyan to purple to yellow/gold suggests #3 - a weighted scarcity and energy bonus multiplier aspect that is not linear - perhaps logarithmic. IF it were however linear (as in #2) I could in theory construct the equivalent gold level rune in cyan, green, or purple tiers with the corresponding amount of energy needed to do so; assuming there is no upper limit on level progression. Comprehende?

    You have clearly made your own assumptions and have not given anywhere near as much though to this as I have.
    Last edited by RiverBummer; 08-20-2013 at 04:59 AM.

  9. #9
    Runes max at at level 10
    so no you cant make a purple as good as a yellow EVER
    I mean have you even looked at the rune guide? It tells you what every rune is at each level.

    SO you clearly have no idea what you are talking about

    And you are the one being condescending to coiners
    Talk about the pot calling the kettle black

    So could you please take me to school on how to play this game? I would love more of your insight

  10. #10
    Ironheart
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    Quote Originally Posted by xxjuliexx123_602027 View Post
    why not have runes auto-progress tier to tier once exceeding level 10?


    ^ this is the first smart thing ive seen on this entire thread. I like this idea.

    But the rest of the thread is a waste of devs time, the cyan runes level so quick and you get gold from philo stone, daily arena challenges, quest finishing, and world bosses (Even without getting last hit i get 100-200k coins) It is enough to make any blue/purple rune you want to level 7+ with only like a few mil coins which is not a lot.
    This all depends on Tynon's rune progression model which I now suspect is not linear but is rather a function of rarity (luck) and energy/coin put in. But at SOME level of energy-put-in (which is fungible for coinage [and time or gems]) one has "essentially" BOUGHT the next tier up in rune and it should auto progress. For an example if one can buy a sanctify card in the fair for 200 gems and one rolls enough credits (purchased by time and effort for the equivalent of 200 gems) then one should also get a free card as a guarantee once one hits that 200 gem equivalent cost as a preemption of a really bad luck roll sequence. By the same logical principal and reasoning Tynon should auto-elevate a cyan to purple and purple to gold after a certain amount of energy in that is equivalent to first level (level 1) of the next category rune based on its cost schedule (rarity and energy in).

    But I am also very suspicious of Tynon's random number generator since its CLEAR that drop rate for more scarce runes (as well as hero cards and equipment) is tuned to certain level of power/experience and level. Based on my own subjective observations I am nearly certain that they are tinkering with the odds on the fly based on your user context and how much you have spent and/or gained. I would bet strongly that a player's odds "magically" improve as you become a long term player and advance and earn your stripes. This is built in to even the hero turn card sequence as you add more heroes to your hand collection for example.
    Last edited by RiverBummer; 08-20-2013 at 05:16 AM.

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