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Thread: Improvement idea:

  1. #11
    Ok what energy are you putting into a rune? Its experience you add to runes not energy. I mean if you can add some sort of energy to a rune i clearly need schooled.

    And are you suggesting once you have a level 10 purple rune and then add 121k more experience to it, it should become a level 1 yellow rune?

  2. #12
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    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
    What rune guide are you talking about? Wiki? There is no official rune guide that I can find.
    I have never tried to take the time to progress a rune past level 10 to see if it can be done or not.
    At any rate my concept is still valid - breaking down a gold level 6 rune into a lower tier rune would give you 6x next level down runes etc. if there was auto progression.
    So there is no waste as you conjectured.

  3. #13
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    Ok what energy are you putting into a rune? Its experience you add to runes not energy. I mean if you can add some sort of energy to a rune i clearly need schooled.

    And are you suggesting once you have a level 10 purple rune and then add 121k more experience to it, it should become a level 1 yellow rune?
    The game has a combination of "currencies" in its economy: coinage, credits, time (which includes good/bad luck as well as inefficient play/idle time), gems and to some degree equipment too.

    When I say "energy in" in this discussion I mean it as a sort of rune currency that is fungible for game coinage - which is itself fungible for all the above things I mentioned (gems in particular) as well as a user's time (not working and making money and opportunity loss of at least minimum wage if could be gainfully employed ).

    Runes do not seem to give any extra benefit except in quantums of rune "levels". You don't get any credit for intermediate level energy put-in through absorption of other runes (coinage derived) between levels - they just add up and accumulate/store till next level threshold triggers. When you absorb a rune you are adding energy to it (game coins - which come from time spent chasing Noble Lady, or lucky last hit in Baal Events or purchased by migration of real world currency to gems or credits etc. in fair etc. or from stealing from other players).

    Adding energy is FUNDAMENTAL to rune progression - that's what the entire rune inheritance-absorption mechanism is all about. Come on...

    YES - once I get a level 10 purple rune and add the equivalent amount of time-energy (its a probability distribution we can for now just call "effort") that is the equivalent proximate to a level 1 yellow/gold it SHOULD auto-progress.

    AFTER so much "effort" put into a purple or cyan rune it really SHOULD auto progress to the next tier up once it reaches its level limit (10+). This would be just smart design too in the event of a really unlucky random number sequence generator that might otherwise just push ever more players out of game to say "the heck with this BS". But now we're creeping into another topic all together.
    Last edited by RiverBummer; 08-20-2013 at 05:55 AM.

  4. #14
    Ironheart
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    Of course the QUICK way to do what I want here is to give us the option to SELL BACK ANY RUNE to the Rune Temple (broker) for the equivalent coinage without gouging us at ridiculous [30%] conversion loss transaction rates in the currency exchange). But then we would lose a large percentage reconverting back to runes again since so many rune masters fail in going from coin to rune and produce useless "red" runes. My thinking is that once you have a rune in hand it should be its own currency within the Rune Temple - swap one for another at same category (e.g. yellow for yellow) or some equivalent lessor category (4x purple class magic protection for a level 5 gold etc.) with some small and reasonable exchange-rate to convert it. I just hope I am not giving ideas on how to make yet another feature for only higher levels of VIP level play...
    Last edited by RiverBummer; 08-20-2013 at 06:21 AM.

  5. #15
    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.
    Quote Originally Posted by mattp169 View Post
    Runes max at at level 10

    And you are the one being condescending to coiners
    Talk about the pot calling the kettle black
    Stop inventing things I did not do and bearing false witness (see bold above).

    You're projecting your own insecurities and creating what we call "STRAW MAN" Arguments when you make these kinds of extravagant claims. You must have a liberal brain that is not entirely rational.

    I made NO reference to YOU at all (or any negative comment about VIP players) when I mentioned not everyone wants to go the high coinage route with VIP membership that was implicit with your comments about keeping all your gold/yellow runes since you want them all in every combination (the big golf bag and club selection style of play). That was a non-personal general categorical comment since to get quickly to lots of yellow/gold tier runes one has to use a lot of coin that are not generally available without VIP membership independent on if you, MATT, are VIP or not or even play this game. Then you went to the next level of absurd STRAWMAN creation by assigning YOUR OWN negative connotation to VIP players when I assigned NO negative connotation at all to it AND then said I WAS judgmental and negative of VIP players. That's just bigoted and hypocritical judgement guy. That is YOUR construct not mine. I was simply speaking in simple economic terms and suggested that your idea and style does not scale to a great number of players (esp younger ones who frequent the game) whom are financially unable to play at the (elite) levels your dialog was suggesting or implying. Do YOU take "elite" to be NEGATIVE?? If so, again, that is YOUR judgment not mine. It was simply an objective rebuttal to your dodging of the topic I am trying to address for EVERYONE (VIP or NOT). My comments do not say or imply anything negative about VIP players at all and in fact I am neutral on the topic if you really care to know since I embrace the "ECONOMIC DIVERSITY" of players. I understand that its an economically heterogeneous player universe and that just because a person buys some gems as a VIP player it does not make him an "evil rich person" anymore so than a player with no gems is a dirt-poor scum bag; and in fact may like to go ala naturale' for the higher enjoyment of higher challenge. Why are you creating classes and being so class sensitive in a game then trying to put it all on me??? Please keep me out of your drama and petty ideology thank-you. You are the one who seems to have class oriented and biased thinking - not me.


    If you want to buy coin chests or gems or not - whatever blows your skirt up... geesh
    Last edited by RiverBummer; 08-20-2013 at 07:45 AM.

  6. #16
    Judgment Revan's Avatar
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    Rune Guide
    http://bbs.tynon.com/showthread.php?432-Rune-Guide


    Happens to be stickied by the way.

  7. #17
    Guardian Hellion's Avatar
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    Quote Originally Posted by RiverBummer View Post
    I have never tried to take the time to progress a rune past level 10 to see if it can be done or not.
    Yes it can. Once you get a rune up to Lv10 it just has dashes after the slash but you can still add EXP to it.

    Lv10Vengence.jpg

    And you guys are killing me when you call the blue runes "cyan." THIS is CYAN. THIS is BLUE.

    Sorry. Just my OCD-ness kicking in. lol
    http://bbs.tynon.com/image.php?type=sigpic&userid=36&dateline=137277676  8 Hellion
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  8. #18
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    Quote Originally Posted by Revan View Post
    Rune Guide
    http://bbs.tynon.com/showthread.php?432-Rune-Guide


    Happens to be stickied by the way.
    Well thank you Revan. It's hard to read even at zoom but this is good info that adds to the dialog here rather than distracts.

    From this I can see the interrelationship between Cyan-Purple-Yellow tiered runes with respect to their bonus equivalency but I need a list of the "rune energy" needed go from level to level to be able to analyze and evaluate how much energy needs to be pulled out of a high rune and reallocated to another lower level rune. This opens up some interesting "have your cake and eat it too" scenarios if one does not want to sacrifice the rarity of a certain yellow rune all the way and just wants to trade a level or two to extract the energy to build up another rune. It's getting probably too complex for your average grade software developer to implement though and unless Tynon can recapture the development costs (by charging gems) and enough people want to use it then its not going to happen.

    But it would be intriguing to extract out say 1 to 3 levels from a level 6 yellow rune in equivalent energy (and preserve the rarity of the rune) and pump that energy back into another same category rune (one color down in the scale) to place into the rune slot of another hero in formation. For example we could take a level 6 Preciseness and cull it down to a level 3 and clone a new Hawkishness level 6 and have two hero's now using hit point bonus with the energy distrubuted between them. In case one hero gets "taken out" in combat at least part of the "original" rune is still fighting for you (so to speak) in another team hero context. It's a way to distribute a specific category bonus to other team mates in formation until you get enough coin to get all advance to higher level yellow runes.

    Here is a tangible example:

    Within the rune category "+Hit Rating" we have the following rune taxonomy:
    • An Eagle Rune (cyan) gives a Hit Rating boost from +5 thru +50 for levels 1-10 (or an increase of +5 per level above its base Level 1)
    • A Hawkishness (purple) gives a Hit Rating boost from +10 thru +82 for levels 1-10 (or an increase of +8 per level above its base Level 1)
    • A Preciseness (yellow) gives a Hit Rating boost from +20 thru +155 for levels 1-10 (or an increase of +13 per level above its base Level 1)


    Note that there are lots of overlap in the bonus applied from color to color. So its a linar energy concept with simple change of ranges of energy from color tier to color tier rather than a non linear relationship with respect to energy put in. This is good news. Which means SCARCITY of rune drops is IRRELEVANT if one has the discipline to build up a rune without accidentally combining it into some other rune category. I like this since it takes LUCK out of it all together except for how one might first amass coins to get the runes in the first place.

    Note that an Eagle Level 10 is EXACTLY equivalent to a Hawkishness Level 6 is EXACTLY equivalent to a Preciseness Level 3 == +50 boost to Hit Rating

    So the idea I propose with a slight modification in concept would easily facilitate deprecating a Level 10 Preciseness Rune (or any level above 1) and nothing, not even the scarcity of the yellow rune would be forfeit if we keep the original rune and just drop its level down (satisfying Matt's critique of wanting to hang on to all his yellow runes) by energy extraction and reallocation.

    Interesting stuff with a universe of possibilities - probably way more sophisticated than the average player or for that matter the combat resolution engine of the game itself.

    Alas, it may be time for me to design my own game...
    Last edited by RiverBummer; 08-20-2013 at 08:48 PM.

  9. #19
    Ironheart
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    Quote Originally Posted by Hellion View Post
    Yes it can. Once you get a rune up to Lv10 it just has dashes after the slash but you can still add EXP to it.

    Lv10Vengence.jpg

    And you guys are killing me when you call the blue runes "cyan." THIS is CYAN. THIS is BLUE.

    Sorry. Just my OCD-ness kicking in. lol
    Hellion this is GREAT INFO - THANKS! It ratifies my original thinking that any rune at any color level can be made to perform like any other SAME CATEGORY rune independent of scarcity if you beat Tynon's auto combine entrapment logic (where you don't accidentally combine a blue rune into a purple rune by sequestering it away out of the combine tray or buy the VIP special rune bag). All it takes is lots of level green/blue runes (equivalent to coinage) and their energy to feed it all.
    Last edited by RiverBummer; 08-20-2013 at 08:27 PM.

  10. #20
    Ironheart
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    Quote Originally Posted by mattp169 View Post
    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
    Just tidying up the prior myths and legends propagating themselves as knowledge. This user, Hellion, just confirmed my theory that one can progress a rune at any tier (blue, purple, yellow) indefinitely with enough absorption independent of rune drop scarcity in going in the progression from blue->purple->yellow AND STILL GET the SAME bonus to the underlying attribute at play. So school's in recess now... loving the insights of humble pie?


    Quote Originally Posted by Hellion View Post
    Yes it can. Once you get a rune up to Lv10 it just has dashes after the slash but you can still add EXP to it.

    Lv10Vengence.jpg

    And you guys are killing me when you call the blue runes "cyan." THIS is CYAN. THIS is BLUE.

    Sorry. Just my OCD-ness kicking in. lol
    Last edited by RiverBummer; 08-20-2013 at 09:01 PM.

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