*Splork* wrote:At this point, watching how runes have entirely over taken the game, which I did not anticipate, it might be time for me to look into controlling the issue. Forcing them to be used or lost within a certain time period doesn't seem like such a bad idea at this point.
*Splork* wrote:and will be busy all weekend ( buying a golf cart ),
Teron wrote:Insomniac, do you practically suggest to somehow penalize people with more runes?
Teron wrote:Is this your solution to the low amount of runes that you have?
Teron wrote:Also, as you get random gems solo or in groups, you'll only need to make runes from a fraction of them, thus ending up with more random gems, than the gems you need.
Teron wrote:The problem with your solutions is that, as you've said, while people will be getting more and more gems, it'll become unwieldy to store them and it will snowball.
Teron wrote:Do you really want to add more penalties to the current situation?
Teron wrote:Insomniac, I think the solution with desocketing for a certain fee would allow us to use the better runes sooner on mid eq. This is the sufficient solution to the problem, in my opinion, and I had thought about it/suggested it earlier.
Destruction of runes from mid eq only prevents us from using the high runes on mid eq altogether.
Teron wrote:I don't think there needs to be a reason to *give away* better runes earlier, than they have the eq for them, even if it's mid eq.
Teron wrote:Speeding up the socketing will create chaos I see no need to exist. Maybe it's just me, though.
Teron wrote:Your solution solves one minor problem that isn't a problem, if you get as many gems as you want
Teron wrote:P.P.S. The choice to join groups, based on gem calls, is the same as joining eq groups, based on mob calls.
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