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 Post subject: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 3:49 am 
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Runes represent memories, they are a game-play mechanic. Theretofore they should have no weight. It would also be nice to have a rune bag to keep them in that nothing else could go in. However, making the weight 0.0 is the main priority.

Before anyone says they only weigh 0.3 ... yeah that's a lot for casters.. you know.. the ones that need to carry a bunch of these things around!

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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 4:04 am 
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Same should hold true for the DMFI tool, if you ask me :-) (but I know, nobody asked me :-P )

Not sure if it's possible, but if it is, then I vote for it (on both accounts)! :-P

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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 4:14 am 
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Zanniej wrote:
Same should hold true for the DMFI tool, if you ask me :-) (but I know, nobody asked me :-P )

Not sure if it's possible, but if it is, then I vote for it (on both accounts)! :-P


What tools have weight??? Yeah that should go too!

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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 4:19 am 
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I proposed it before, nothing came out of it:
viewtopic.php?t=51406&p=651487


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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 7:04 am 
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This has been discussed before and likely was just forgotten about. I will post to the staff forums and poke dev to see if someone can address this. Pretty sure it was agreed they should not have weight. Taking up inventory slots is penalty enough for the ability to jump areas on the server.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 7:43 am 
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chad878262 wrote:
This has been discussed before and likely was just forgotten about. I will post to the staff forums and poke dev to see if someone can address this. Pretty sure it was agreed they should not have weight. Taking up inventory slots is penalty enough for the ability to jump areas on the server.

Consider setting up a bugtracker using Jira or something else.

If you haven't got one already, that is.


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 Post subject: Re: Runes should have no weight
Unread postPosted: Tue Mar 13, 2018 7:49 am 
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NegInfinity wrote:
chad878262 wrote:
This has been discussed before and likely was just forgotten about. I will post to the staff forums and poke dev to see if someone can address this. Pretty sure it was agreed they should not have weight. Taking up inventory slots is penalty enough for the ability to jump areas on the server.

Consider setting up a bugtracker using Jira or something else.

If you haven't got one already, that is.


The Devs have one, but QC doesn't have access so not sure what they use.

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Valefort wrote:
I suggest steadfast determination.


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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 1:20 am 
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I'm still thinking these should have no weight. They represent memories, memories have no weight.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 2:39 am 
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Memories fade. You store something more accurate into the rune or leaf holder, which prevents you from teleporting into a wall, or something like that...

That said, I am indifferent about this.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 6:43 am 
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Well, why do Blood Magus Blood Droughts and Scars carry so much weight?

Someone with a full body tattoo in the real world would have to have a 14 Str just to get around, heaven help them if they carry a cookbook with them... they would be encumbered! :D

It has been brought up before. The runes are only there to help facilitate the game mechanic spell. We are already spending coin to teleport AND to mark the rune.

I wouldn't mind seeing stuff that makes things work in game be null weight.

Arrows and scrolls, sure thing, put weight on em, but not those in game workarounds to make stuff work.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 9:26 am 
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Hawke wrote:
Arrows and scrolls, sure thing, put weight on em, but not those in game workarounds to make stuff work.

Sure, just lower the mob and boss hitpoints, too... so you do not have to have thousands of arrows just to go through a single in game area.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 2:01 pm 
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I hear that. My Archer carries a full page of arrow stacks per leveling trip.

As for the original idea, I hope Chad breathed some life into getting it changed.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 8:35 pm 
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Hawke wrote:
Well, why do Blood Magus Blood Droughts and Scars carry so much weight?

Someone with a full body tattoo in the real world would have to have a 14 Str just to get around, heaven help them if they carry a cookbook with them... they would be encumbered! :D

It has been brought up before. The runes are only there to help facilitate the game mechanic spell. We are already spending coin to teleport AND to mark the rune.

I wouldn't mind seeing stuff that makes things work in game be null weight.

Arrows and scrolls, sure thing, put weight on em, but not those in game workarounds to make stuff work.


This is what I have been thinking. I understand not having weight on arrows, mostly because of the sheer number of arrows needed to kill something (as opposed to say one from a real bow). But I also think that the runes should be zero weight. Its amazing how much runes and scrolls and wands add up.

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 Post subject: Re: Runes should have no weight
Unread postPosted: Mon Apr 09, 2018 10:34 pm 
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Especially since they take a whole inventory slot... each.

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