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Check out the v.256 - The Dark Ride: Limbo Patch Notes
here!
Runes are an important resource for training. Especially when using Evan's Link Skill, runes increase exp gain significantly.
Assuming a character is continuously training in a map, a rune will spawn as soon as their personal cooldown for using runes (usually 15 minutes) ends.
However, what if there are two people partying or sharing a map?
The rune's exp-buffing effects, as well as character buffs (such as speed, skill cooldown reduction, or damage boost), only affect the character who activated the rune. And runes still only spawn once in 15 minutes.
So, people who wish to party up are penalized by the game, because they have to split the runes between party members, and lose out on the significant exp buffs they grant.
My suggestion is to make runes spawn faster when there's a party in the map (proportional to the number of people in the party: every 7.5 minutes if 2, 5 minutes if 3, etc).
Note that the personal cooldown doesn't change, so people could not just bring a mule to the map and then activate double the runes on their main.
Comments
Because that could be abused.
"Hey guys, I'm about to use a rune, everybody come to my map for the buff!"
But if the personal cooldown is still applied then it doesn't really matter, no? It would also safeguard against rune stealers coming into your map and screwing you over.
The personal cooldown would need to not only prevent you from using runes, but also from receiving rune buffs from other people using runes. May or may not be easier to implement than reducing rune respawn time.
Should be easy enough since there's already the condition that we don't receive the debuff effect from cursed rune maps when we have the cooldown active. I think it'd be more beneficial to have rune affect everyone in the map, if they're able to make it work like that. That said, maybe the effects of the rune (especially giant/lightning/destruction/reward mob) should be limited to the person using the rune since it could cause a clusterfuck of lag with several effects active in one map.
So basically if you're in a party of 4 and have Evan link skill, you should have constant +100% exp from runes?
If you can find a constant supply of runes then why not? No one else was using them. You see exploit, I see encouraging players to interact beyond "cc plz". How many spare runes do you expect to be lying around? Are there only 4 players in the area across all channels?
They're not "spare runes".
Me and my guildies all train in the same popular map, but in different channels.
Whenever one has a rune spawn, we all cc to them to get the buff.
Yes, it's interaction, but it's also giving players (and botters, who run well-coordinated armies) way more rune buffs than originally intended.
The purpose of this thread is to ask that players not be penalized for partying in the same map. A modest request that has a much better chance of being accepted than "give us 100% rune uptime."
What if you're travelling to a map and someone happens to activate a rune as you're passing through? You've just lost a good chunk of that buff to travelling time and the cooldown blocks you from activating the one in your map.
Frankly, who cares if bots have perm 2x? What are they gonna do? Jump up the rankings and trigger warning bells even faster? If it was 2x drop then there'd be a tangible problem, but it's not.
We don't discuss what gets added to the game here, we discuss suggestions that the CM passes on. I'm sure they're capable of submitting multiple versions of a suggestion. The intended functionality is whatever the team decides it to be, and it's not set in stone. That's why we discuss suggestions to change and add things. Bringing up how little generosity is required on the part of the evil overlords is not constructive. The people at Nexon are not evil overlords.
Of course there will be runes available, because we're all grinding and spawning them, each in his or her own channel.
We discuss suggestions that we want passed on, which means not suggestions that make us come off as greedy little children (which is what Nexon seems to think of us anyway, and the reason why they hardly ever listen to anything we ask for).
How about this then: leaving the map or changing channels would remove the shared buff. The person who activated the rune could move around at will like now, it can't be exploited by coordinated groups, its not obstructive like the earlier suggestion to make shared runes activate your cooldown, and it still benefits people training in the same map. The only edge case I can think of is if someone activates a rune and then changes channel where their friend activates another rune. Does the first person get 2 runes? The answer should be yes and no. Yes they should receive the buff with the timer, but they shouldn't stack. Which ever was activated earliest should be the active effect. This way when the case above occurs the first player will continue using their own rune's buff until it runs out and then automatically start using the shared buff for however long it has left.
Yeah, that doesn't happen the way you think it does. I'd love to talk about it, but my NDA isn't expired quite yet.