Old 06-14-2009, 05:34 PM   #41
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well covered kelrist. didn't see anything (unique) in there, but i think you covered the basics
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Old 06-14-2009, 05:41 PM   #42
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Don't forget to post on underpowered/overpowered....its lacking right now :S
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Old 06-14-2009, 06:14 PM   #43
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My question is this...

How will runes be priced and controlled...

1. Entire clan pays one price in RP and everyone benefits all the time?

2. Rune is selectable by each person as on or off and price changes per person using the ability?

3. small clans pay same price as large clans?

4. Low levels pay same price as high levels?

5. all runes combat related or some skill related?

These were just a few questions i have about Runes... We will definately find out on July 10th but it may give you to think about when you are posting your ideas.
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Runes V.1
Old 06-14-2009, 06:27 PM   #44
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Post Runes V.1

Thank you Jeff for giving an advanced warning of upcoming runes, Much appreciated. I will now attempt to scratch the surface of how they could work.

The Concept
There will be 6 different types of runes, one of each type, for each rune slot. Allowing anymore than 1 of each type could cause some overpowering effects.
They will be bought with Runepower, Territory & Dominance. Some costing only Runepower, some costing all 3. There will be a new rank of runes every 20 Archeoruneology levels.

The master, or officer of the clan purchasing them will have to decide which player/s they want to buy which runes for. Example : The master of clan Chaos, has a member that's lacking in some skills, so he would then buy this member an EXP enhancing rune, to aid him. Example 2 : Leader of clan Chaos has declared war on clan xXxXX, and needs the fighting members to have some increased damage and defense runes- for the upcoming war, and would then buy damage/def runes for each fighting member. All runes will only be activated by soldier or higher in rank only.

UPKEEP-
Some of the more powerfull runes will require upkeep.
Upkeep is an hourly cost in Runepower (per hour of RRT spent, not actual hour)
Although, your runepower will only be drained while the Runes are equiped, or you are currently expending RRT. Keep in mind that unequiping a rune, instantly takes 1hour worth of Upkeep. Thus preventing one from equiping each rune for only 59 minutes or less to avoid Upkeep costs.

Some example of Runes -


Rune of Knowledge
This rune type is specifically desighned for gaining faster EXP.
and would have the exact same effect of buying a Virtue.

Rank 1 Rune of Knowledge-Cost:1,000 Runepower - Upkeep:10per hour of RRT, Effect: Player with this rune equiped gains +2% to all exp gains, and passive exp gains. Prereq: Archeoruneology level 10
--V-------------------------------V------------------------V---------------------------V
Rank 10 Rune of Knowledge-Cost:100,000 Runepower - Upkeep:100per hour of RRT, Effect: The player with this rune equiped gains +20% to all exp gains, and passive exp gains. Prereq: Archeoruneology level 100




Rune of Morale

Rank 1 Rune of Morale-Cost:2,000 Runepower - Upkeep:20per hour of RRT, Effect: Player with this rune equiped gains +2% to MIN and MAX melee, ranged, and Magical damage. Prereq: Archeoruneology level 10
V-----------------V--------------------------V--------------------------V
Rank 10 Rune of Morale-Cost:200,000 Runepower - Upkeep:200per hour of RRT, Effect: Player with this rune equiped gains +20% to MIN and MAX Melee, Ranged, and Magical damage. Prereq: Archeoruneology level 100




Rune of Invigoration

Rank 1 Rune of Invigoration-Cost 500 Runepower - Upkeep 5 per hour of RRT spent. Effect: Player using this runes gains +10% Out of combat HP/MANA/ENERGY Regeneration rate, and a +2% In combat regeneration rate. Prereq: Archeoruneology 10
V------------------------V----------------------V------------------------V10-100
Rank 10 Rune of Invigoration-Cost 5000 Runepower - Upkeep 50 per hour of RRT spent. Effect: Player using this runes gains +100% Out of combat HP/MANA/ENERGY Regeneration rate, and a +20% In combat regeneration rate. Prereq: Archeoruneology 100



Keep in mind i have only created concepts, nothing is solid, and nothing is perfect. Im sure there are some flaws in this, i can see a few reading over it myself.

Thanks for reading, enjoy.
appreciate all comments.
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Old 06-14-2009, 06:34 PM   #45
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all the stuff stated before are kind of just the same stuff we've seen in game.
How about

Elemental Runes

Fire Wind Earth Water (not captain planet here so no heart ppls)

By purchasing the rune and selecting it as one of the clan runes, all members of that clan receive additional protection in the form of elemental defense or offense. just an idea.

play with it if u want
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Old 06-14-2009, 06:57 PM   #46
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As well to add to the suggestions/questions I already made on the first page -

I think that not many will like this, but-

1) To make runes decay, or limited in time. As runepower and other things in Nodi (such as accounts).

This way it will be prevented by large clans with millions of power getting all the runes quick and get nothing to do with the rest of rune power.

Say, we have runes, for 1 day, 7 days, 30 days and such with the EXP needed increase drammatically.

2) Also can we have runes as individual, clan based and GROUP BASED ? sort of AURA runes ? that could be exploited buy some sort of course - but only will tend to make people search for groups of more variety of auras and runes.

3) Also in order to prevent too powerful chars , maybe there could be some sort of randomised effect, when getting a rune ? maybe it could be a range of RUNES LINES - Colours or names of runes ? and you could draw any low lvl rune but not exactly the one you wanted all the time.

4) Also the big question remains - will RUNES add to only PVP damage or also to PVE, because if PVE will be affected ones again - the game will just get too easy.. Monsters are already toooo easy....

5)Also as Relic mentioned I guess would be good idea to limit only 1 type of runes used on any specific player to avoid disbalance with someone taking 6 runes of power ( suppose we can call it that) and have +600% or whatever bonus.

6) Also that is such a great list Kelrist. But dont forget the crafting/artistry/resourcrefulness bonuses lol: rolleyes:
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Old 06-14-2009, 06:59 PM   #47
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also I wouldnt mind taking part in clan quests to obtain runes. not just blatant buying of them
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Old 06-14-2009, 07:22 PM   #48
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I personally see no use for runes. As said before, I have no experience with this type of games where runes are used. But my understanding of the concept is that from a pool of generated RP certain buffs can be ordered.

Now i really don't see why there should be anymore buffs, be it temporary or permanent. One way everything is done to re-balance the game as much as possible, and on the other hand there will be buffs. That's beyond my understanding

I personally don't see an added value for any of the afore mentioned ideas. But open minded and will see what happens.
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Old 06-14-2009, 07:24 PM   #49
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Quote:
Originally Posted by Music

1) To make runes decay, or limited in time. As runepower and other things in Nodi (such as accounts).

This way it will be prevented by large clans with millions of power getting all the runes quick and get nothing to do with the rest of rune power.
So, you want the clans who have worked so much harder, to have no advantage over the clans who havent done much of anything, sorry but that dont make sense. We EARNED all our Runepower, and SHOULD have an advantage.
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Old 06-14-2009, 07:49 PM   #50
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Maybe a trophy exp boost rune
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Old 06-14-2009, 08:00 PM   #51
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Quote:
Fire Wind Earth Water (not captain planet here so no heart ppls)
Haha made me laugh


Quote:
So, you want the clans who have worked so much harder, to have no advantage over the clans who havent done much of anything, sorry but that dont make sense. We EARNED all our Runepower, and SHOULD have an advantage.
Well perhaps there will some runes that are permanent,less powerful,and some extremely short,but ultra powerful runes.
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Old 06-14-2009, 08:20 PM   #52
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You can have ultra powerful runes Relic, but who says they have to be perm? You can't have both perm. runes AND powerful ones-that spells out recipe for overpoweredness.

Either short and powerful, or long and moderate sounds reasonable.
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Old 06-14-2009, 08:26 PM   #53
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Quote:
Originally Posted by Destruction
You can have ultra powerful runes Relic, but who says they have to be perm? You can't have both perm. runes AND powerful ones-that spells out recipe for overpoweredness.

is overpoweredness a word?

and who died and made you controller of runes dest? lol j/k
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Old 06-14-2009, 08:29 PM   #54
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Faith died, that's who! lol zach
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Old 06-14-2009, 08:31 PM   #55
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yes, but he's been dead for centuries now dest...and you still didnt answer my first question

and i just looked at first post which i missed the last part of it...

runes are coming out the day i get back from vacation yay <3

Last edited by zachofblades; 06-14-2009 at 08:37 PM..
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Old 06-14-2009, 08:43 PM   #56
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Good post Kelrist. Lists with short descriptions of bonuses are best.
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Old 06-14-2009, 08:51 PM   #57
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I think that there should be a couple runes like those in Oblivion that grant you a dumbed down ability of another class like

Rune of the Warrior Rank 1 to 3
gives 2.5% 5% 7.5% max damage

Rune of the Angel Rank 1 to 3
gives 2.5% 5% 7.5% all white magic effects and allows resurrection gems at level 50

Rune of the Vampire
Gives 2.5% 5% 7.5% damage leech from all range pet and melee damage

Ect
only one could be equiped
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Old 06-14-2009, 10:15 PM   #58
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Runes of the Explorer

Nuisance avoidance - high % avoiding greys only
Midway steps - medium % avoidance all but red and higher
Cautious pathway - low % avoidance to red and violet
Death neglection stairs - low % avoidance to violets and blacks

...can be matched with as well as:

Keeper avoidance - medium chance to avoid grey bosses
Greater Keeper avoid. - low chance to avoid red and under bosses
Superior Gaurd - very low chance to avoid all bosses regardless of color


Runes of the Learner

Apprentice book-keeper - very small % to all learning skills under lv 20
Advanced book keeping - small % to all learning skills under level 20
Greater book keeping - medium % to all learning skills under level 20

Skill researcher - small % to all learning skills to level 40 and under
Advanced researching - medium % to all learning skills to 40 and under
Perfect research - high % to all learning skills lv 40 and under

Learning Mastery - medium % to all learning skills,regardless of level



Runes of the Trader and Skiller

Careless gathering - very small %+ to all tier resource findings
Gathering - small %+ to all tier resource findings
Dedicated gathering- medium %+ to all tier resource findings
Mastery of arts - high %+ to all tier findings

Low merchanting - very small % to avoid tax completely
Middle class man - medium % to avoid tax completely
Upper tradesman - high % to avoid tax completely

...cannot be paired with,but also available:

Aristrocractic Marketer - small chance to not only avoid tax completely,but to reverse it in the gain direction. Cannot be paired


Runes of the White Mage

Lower healing - small chance to heal by extra 10% of gem used
Medium healing - medium chance to heal by extra 15% of gem used
Greater healing - high chance to heal by extra 20% of gem used

Health renewal - small chance to heal only friendly target by 10% of gem used
Health fortification - medium chance to heal only friendly target by 20% of gem used
Health revive - high chance to heal only friendly target by 35% of gem used

Complete Recover - Allow users of the ress gem to fully (all hp,mana,energy) the fallen completely in battle and out at the cost of full mana and energy.


Will post more in future.
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Old 06-14-2009, 11:23 PM   #59
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Well faith, you stole some of my thunder.

Since Archeorunology is in the adventuring tree it should have something to do with adventuring. Since it seems there will be a lot of traveling and area covered/dominated, would make sense to have some runes as faith said best ( I will not attempt to say any better )

Quoted from Faithfulservent :
"Runes of the Explorer

Nuisance avoidance - high % avoiding greys only
Midway steps - medium % avoidance all but red and higher
Cautious pathway - low % avoidance to red and violet
Death neglection stairs - low % avoidance to violets and blacks

...can be matched with as well as:

Keeper avoidance - medium chance to avoid grey bosses
Greater Keeper avoid. - low chance to avoid red and under bosses
Superior Gaurd - very low chance to avoid all bosses regardless of color"

I am not sure if this is what you were getting at..but i would add..

Rune of Annoyance: this rune would increase the chance of enemies to encounter greys and mobs alike.
Since the ability to use more powerful runes will be based on the Traveling and gaining of adventuring skills....This will slow down the process of opposing clans ability to "rank up" in Archeorunology.


Also, I did not see this mentioned:

Rune of Death: Increases the decay of trophies/RT/RRT upon death towards opposing clans
Rune of Protection: Decreases the Decay of Trophies/RT/RRT upon death.

( I know Trophies dont normally decay on death..just an added though )

Lastly,

Rune of D.O.T. : This increases ( Or decreases ) D.o.T. Damage. Adding this rune will add/decrease Damage over Time effects while pvp/pveing.

and

Rune of Aura: Works much like a paladin in a Gem...This gem would increase the effects ( again or could decrease effects ) of the Auras in play.


All runes are based on the theory that you can use to assist your clan or damage the opposing clans.

Thanks for Reading.
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Old 06-15-2009, 12:00 AM   #60
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custom rune custum rune
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