I don't think a perfect grind down is appropriate, but a down break into 1 also feels bad. It'd put the high runes not used for as many rune words at a more proper value for their grind up cost. I'd be on board for a loss of a quarter every break. %'s can be adjusted to make the system more or less fair depending on community sentiment. Downgrading a rune will only ever yield 1 rune, has a 50% chance of poofing the rune entirely, and a 10% chance of hitting the rune you want or 40% chance of hitting a rune close to the one you want. For D2 I could see there being a combination. There are likely others, or some combination of these. This way your rune doens't just go poof, and you get something either usable or may be able to upgrade soon. So if you broke a zod it could turn into a cham, Jah, Ber, Sur, or Lo. Penalty 3: % Chance to make any rune from the nearest 5 tiers. Penalty 2: % Change of failing (Recipe just consumes the rune) this may be tuned to make it viable, give players a chance at taking a high rune that is worthless into one that can be used for a key piece. Penalty 1: 1 Rune downgrades to 1 Rune - So Zod downgrade to 1 Cham (this would be a minimum, as splitting 1 Zod to 2 Cham, and so on would instantly break the game)
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