pza";p="369271" wrote:it's not valid. it breaks the gameplay experience, and plugy doesn't. and while plugy is optional, buying runes isn't. for usingg a shared stash you need to install plugy first. for buying runes not. it's a feature that makes the mod unbalanced. you could also throw in some imba uniques and say "if they destroy your gameplay experience then don't use them" but that wouldn't make the mod more balanced, would it.
regarding space for runes: low-midlunes are so common that you don't have to save them in your stash. you should be able to just find them whenever you need them. say, you're waiting for making a rainbow runeword, you'll have to keep a belt and a el in your stash, until you've found the tir. now if you're going to keep all runes there are to be able to build every runeword at once (d'uh... you'll need multiple of each) and DON'T want to do that "item managing" (which is btw a feature of diablo2), then there is still plugy.
but you can't demand for both at once.
(hint: use uniques/sets that you're keeping anyway to save your runes/gems/jewels inside them, it costs you only 3 tp's to make them avaiable again)
now again i repeat: making runes buyable means that people will be expecting to get them easily (at least those who want to get through the mod in 2 days) and because of balancing issues that will not be the case. they should cost massive amounts of gold, everyone agrees to that. but this means people will get disappointed when they see that it's not so easy to get them, and that it requires them to spend time on boring goldfarming. and it leads to people start QQing. it will not cease unless laz changes it again.
First, we're disagreeing about the use of the word
valid, which I suppose happens from time to time. Also, I know my problem is one of stash management, which is why I find the idea of buying low-level runes appealing. I already store runes/jewels in uniques and unsocket as necessary... and still it's tight. If only there weren't all these pesky quest rewards...
Correct me if I am wrong, but your arguments against the selling of runes seem to be that:
A) It will create the impression that people should be able to get them easily, which is something that shouldn't be true at higher levels due to balance issues. They will complain.
B) It should cost massive amounts of gold to buy runes and will encourage gold farming.
Regarding A, people will always complain; it's human nature. I'm not sure if Laz is going to enable the purchase of high-level runes, but I would think that would be a mistake due to balance issues. Regardless, if people are not dissatisfied about buying high level runes, then they're complaining about Cold Blood's "damage bug" or trading the skills Retaliate for Bloodstorm. It's not just new players that complain about Laz's decisions... Laz will deal with it the way he deals with everything else.
Regarding B, so what? If people want to play the game to gold farm and they have the patience for it and think it's fun, God bless them. How is spending X (where X is a relatively high amount) gold to buy a thul going to ruin your (or anyone else's) gaming experience? It's not like we're talking about a WoW-like persistent world here, and that gold farmers will destroy the economy of the world. Laz has already pretty much admitted that the economy is messed up due to GF and % reduced vendor items (please correct me if I am mistaken). He's looking for a way to give people something to do with the outrageous amounts of gold they've acquired (through farming or normal play). Letting them spend it all on useful low-level runes seems like a reasonable compromise, especially if the % reduced vendor items can be capped. Also, if they can't spend it on something like this, then they might as well use PlugY to transfer it to a new character.