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Alternative Option to Destroying/Selling Unwanted Runes
Old 10-11-2012, 11:40 PM   #1
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Default Alternative Option to Destroying/Selling Unwanted Runes

Hi, everyone,

I have heard that many players simply destroy runes they do not want.

I recently had a small idea, when I found a rune which I didn't think my clans could use, and I didn't want to try selling, since it takes a long time.

In light of the new change to quests, which allows players to redeem them at the Seer for Learning experience, I would like to suggest some kind of system which would allow players to "trade in" their unwanted runes, in exchange for a certain portion of Learning experience or Archeorunology experience, as preferred by the game administrators.

The portion of experience gained from such a conversion could be variable, depending on the rarity/tier of the rune being converted.

Alternatively, the unwanted runes could be converted into a variable amount of Learning experience, depending on the specific player's own Archeorunology level.

Specificity in conversion value, tailored to each player and/or rune, would make the system fun and unique.

Such a system would minimize the number of destroyed runes, make it worthwhile and valuable to save runes from combat even if the player cannot find a use for them in a clan vault, and motivate each player to raise the Archeorunology skill.

Please let me know your opinions on this idea, and thank you!

Regards,
Moira Thea
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Old 10-11-2012, 11:49 PM   #2
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Coccyx,

I had not considered that possibility as yet, but I, too, find it appealing. If clan members could trade unwanted runes in exchange for territory, it would certainly help offset the challenge of monthly territorial decay. Thanks so much for the suggestion!
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Old 10-12-2012, 08:04 AM   #3
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I like these ideas...the exp gained should not be massive, but a little something would be nice
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Old 10-13-2012, 01:43 PM   #4
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good ideas , agreeing with oneangel .. just a fraction of the total exp a player has , lets say 1% of the total exp ... something different from levelbased.
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Old 10-13-2012, 01:57 PM   #5
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1% would still give a massive boost, 17.8million exp for just me and i am not one of the top players.
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Old 10-13-2012, 04:10 PM   #6
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It is a bonus for people who worked hard to get there.. more exp means more from teh runes ... without penalties ofc .. penalties applied to the skills accordingly... goes down fast with at max only 5% left
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Old 10-13-2012, 06:20 PM   #7
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Support !

I like ideas to make use of things that are ignored in game
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Old 10-14-2012, 08:50 AM   #8
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Quote:
Originally Posted by Coccyx
I think they should be sacrafice-able for teritory myself
Didn't ignore this idea, this idea would probably make more sense as it keeps runes clan focused, but exp would be more fun
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Old 10-15-2012, 02:23 AM   #9
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On the subject of runes being clan-focused, how would people feel about the idea of clan members exchanging runes for direct amounts of Rune Power?

The rune could be destroyed in the process (such as, not actually entering the clan vault) but still support the goal of activating runes for the clan as a whole.

Rune Power gained in this method could be credited to the clan member who donated the rune.

I feel like that would make every rune drop contribute to the group effort for rune activation. What do you think?
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Old 10-22-2012, 08:16 PM   #10
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As the end of the month approaches, clans must focus more on maintaining their rune power, dominance, and territory.

Does anyone have further ideas or comments about using rune items in new ways to support players and clan business?
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