Extra Runes

DumasAG
DumasAG Posts: 719 Critical Contributor
edited December 2016 in MtGPQ General Discussion
Sorry if this has been discussed before, but once you level all of your PWs to 60, what are you supposed to use spare runes for? Is there literally no outlet for them? They just sit there collecting dust? Seems like a useless resource... I feel like I remember a time when I could buy basic boosters for runes...

Comments

  • Ohboy
    Ohboy Posts: 1,766 Chairperson of the Boards
    Yes, but that was the time when winning games got you 50 runes and basic packs weren't free.

    If the system hadn't changed, I think most of us would still be struggling to level our walkers up, and talk about excess runes would be lunacy.

    We have piles sitting around not because they took away our ability to spend them, but because they made it easier for us to play the game.
  • morgue427
    morgue427 Posts: 783 Critical Contributor
    and are they excess or just exp for a future pw you buy from them? ahhhh its a conspiracy dang you hibernum you sneaky bastards.(sorry long boring day)
  • Basically, they just sit there gathering dust, until you buy a new Planeswalker and burn them on leveling up. It'd be nice if they'd give us another sink for them, like maybe crafting cards (*HINT* *HINT*) like they do in Hearthstone so we could get at some of the cards we missed in past sets or just can't get to drop, but I highly doubt that'd ever happen. Too many long-time players out there that would just craft up everything they needed with their pile of runes, and then the game would turn into "whose netdeck gets their cards to draw first?", in addition to killing off a revenue source for D3/Hibernum. Can't make money off of people playing the slot machine if you take away their incentive to buy random packs, eh? Maybe they could make it Runes + Nominal Amount of Crystals, or have the cards that are available to be crafted on a rotation, or something similar.
  • DumasAG
    DumasAG Posts: 719 Critical Contributor
    Basically, they just sit there gathering dust, until you buy a new Planeswalker and burn them on leveling up. It'd be nice if they'd give us another sink for them, like maybe crafting cards (*HINT* *HINT*) like they do in Hearthstone so we could get at some of the cards we missed in past sets or just can't get to drop, but I highly doubt that'd ever happen. Too many long-time players out there that would just craft up everything they needed with their pile of runes, and then the game would turn into "whose netdeck gets their cards to draw first?", in addition to killing off a revenue source for D3/Hibernum. Can't make money off of people playing the slot machine if you take away their incentive to buy random packs, eh? Maybe they could make it Runes + Nominal Amount of Crystals, or have the cards that are available to be crafted on a rotation, or something similar.

    I'm thinking rotation plus a prohibitive rate to buy basic boosters, just for long time players to burn through their stack of runes and have additional incentive to keep playing in the QBs. If you can't craft, then you're still rolling the dice. Could be 1,500 for a basic booster, 4,500 for a set booster of select sects. Even if you're farming QB, that's 15 games per regular booster, so an average 1.25 hours of play (read: winning) to open a new booster. Or is that way too low?
  • Ohboy
    Ohboy Posts: 1,766 Chairperson of the Boards
    DumasAG wrote:
    Basically, they just sit there gathering dust, until you buy a new Planeswalker and burn them on leveling up. It'd be nice if they'd give us another sink for them, like maybe crafting cards (*HINT* *HINT*) like they do in Hearthstone so we could get at some of the cards we missed in past sets or just can't get to drop, but I highly doubt that'd ever happen. Too many long-time players out there that would just craft up everything they needed with their pile of runes, and then the game would turn into "whose netdeck gets their cards to draw first?", in addition to killing off a revenue source for D3/Hibernum. Can't make money off of people playing the slot machine if you take away their incentive to buy random packs, eh? Maybe they could make it Runes + Nominal Amount of Crystals, or have the cards that are available to be crafted on a rotation, or something similar.

    I'm thinking rotation plus a prohibitive rate to buy basic boosters, just for long time players to burn through their stack of runes and have additional incentive to keep playing in the QBs. If you can't craft, then you're still rolling the dice. Could be 1,500 for a basic booster, 4,500 for a set booster of select sects. Even if you're farming QB, that's 15 games per regular booster, so an average 1.25 hours of play (read: winning) to open a new booster. Or is that way too low?

    15 games is less than an hour.

    I'm not a fast player, and can comfortably do 17 an hour.
  • Fiddler
    Fiddler Posts: 251 Mover and Shaker
    I just do not think they are evolving for longer term players. Features like runes, color mastery and story mode are all capped for the new to medium term player.
    Players like myself who struggle to maintain a long term commitment to playing are stuck with: all PWs mastered and over 3 million runes; over 1100 mastery in all colors when platinum starts at 250; and story mode all but 100% completed. The only thing keeping me involved right now is commitment to my coalition and new mechanics to try out.

    I wish they would do something to expand the caps on the existing features.
  • wereotter
    wereotter Posts: 2,070 Chairperson of the Boards
    Basically, they just sit there gathering dust, until you buy a new Planeswalker and burn them on leveling up. It'd be nice if they'd give us another sink for them, like maybe crafting cards (*HINT* *HINT*) like they do in Hearthstone so we could get at some of the cards we missed in past sets or just can't get to drop, but I highly doubt that'd ever happen. Too many long-time players out there that would just craft up everything they needed with their pile of runes, and then the game would turn into "whose netdeck gets their cards to draw first?", in addition to killing off a revenue source for D3/Hibernum. Can't make money off of people playing the slot machine if you take away their incentive to buy random packs, eh? Maybe they could make it Runes + Nominal Amount of Crystals, or have the cards that are available to be crafted on a rotation, or something similar.

    Crafting cards with runes would be great if it was an option, but like you mentioned, what's the incentive from their standpoint to allow it? Maybe if you could only craft common and uncommon level cards from runes, they'd allow it, but then lots of people would moan "what's the point if I still can't build my perfect net deck!?"

    But yeah... there's always those few evasive uncommon cards you never seem to pull that I'd personally love to be able to get this way.
  • If they would just give crystals for duplicate rares and mythics we would have less runes and more rares! Will never happen though.
  • wereotter wrote:
    Crafting cards with runes would be great if it was an option, but like you mentioned, what's the incentive from their standpoint to allow it? Maybe if you could only craft common and uncommon level cards from runes, they'd allow it, but then lots of people would moan "what's the point if I still can't build my perfect net deck!?"

    But yeah... there's always those few evasive uncommon cards you never seem to pull that I'd personally love to be able to get this way.
    The thing that bugs me about them not having crafting in the game is the way they're handling the rotation of the sets. BFZ cycled out, and SOI followed quickly after it, leaving only KLD and Origins in the store for us to pick from now. If they only allowed Origins and Kaladesh in decks for current competition then I could understand it, but they're effectively allowing all sets to be used, in sort of of a bent version of the Legacy tabletop format. This effectively shafts a portion of the existing player base that wasn't around during those sets' availability, and completely shafts any new players that may be coming in when it comes to being able to score cards from those sets. Sure, they can get single packs here and there for those sets as prizes from the events, or they might get lucky to pull the occasional uncommon or rare in their daily packs, but over-all you won't see as many people pulling a Gatewatch or Mirrorpool, putting them further behind the power curve of the long-time players.

    Don't get me wrong - I get it, D3 and Hibernum have to make money off of this license somehow. Unfortunately, their practices hinge on forcing artificial rarity on a field of players and preying on the Fear Of Missing Out. They can currently bring back a set for a limited time, forcing players to burn crystals to try to get as many of the cards in the limited window as they can, and then yank it back until they decide they need another quick infusion of cash. If they kept the sets evergreen, they wouldn't have to worry about needing something like crafting, because the players could decide to burn crystals on whichever set they wanted to, whenever they wanted to, keeping the cash flow steady, albeit lower. If they keep things the way they are now, but added in crafting, it would make the game more like the playing field that Hearthstone exists on. Either of these ways would be a good way to keep the longevity of the game going and make it more player-friendly, instead of making it feel like it's only there for the cash-grab whenever a new set hits or they decide to trot an old set out.