EDIT: Please ignore the title of this thread, as the real topic at hand is this:
Do you feel that using rune stone graphics for the different skills is tacky?
Does it seem odd to you that they are still using rune stone graphics when rune stones are no longer in the game?
Wouldn't it be much better for them to keep the rune letters and get rid of the rune stone graphics?
EDIT: took out original text as it was stupid and confused people about my main idea (story is salvaged below).
Barbarian is running around, kills a zombie, levels up, and -- BAM!!! Skill rune activated for a skill!
"Wait a minute..." Barbarian says, looking excited, yet puzzled. "Where'd this skill rune come from? That zombie didn't drop anything but a bit of spare change. Heh, I guess I was I just carrying around a bunch of blank runes that didn't work yet and didn't know it? Yeah, maybe that's it, but why did a rune unlock for a skill I have never used before? I mean, I know I'm smart and powerful as all hell," Barbarian chuckles a little at the unintended pun, "but did my subconscious just suddenly realize, 'Hey, I think I figured out how to make that one skill that I don't use different! Yay!'" The Barbarian is frustrated. "Take it easy, big guy," he tells himself quietly, for he just realized the steroids he got from the witch doctor might finally be making him go crazy. "I gotta talk to the 'doc."
"Nah, mon; that's how it goes," the witch doctor assures him, "this 'doc been learnin' new moves left and right! And sometimes three or four every level!"
Barbarian looks grim. "But what about these runes--these "skill runes"? Where'd we get 'em? And why do they activate at certain levels? I don't see a description on any of the ones that have activated already, but the squiggly-lined one only works with this one skill."
Barbarian fiddles around with the all the runes he has, trying to find the right rune for the right skill. "Damn, I just had the right one here somewhere. Maybe it wasn't a squiggly one... is this it?"
Two hours later (and after having to attack the air and a tree to figure out the right skill with the right rune), Barbarian finds the right skill rune he was talking about.
"How the heck do you manage all your runes, 'doc?"
"Sewed 'em all on my old girl scouts uniform! All lined up, with skill names and all 'dat!"
Barbarian pauses. "Uh... where'd you get a... nevermind. I think it's time for me to stop thinking about all this and just go kill some more stuff. So long, 'doc."
Barbarian eventually goes crazy, becomes poor and inept at killing things, and tries selling his runes on the market for some spare change to get him by... but since runes are no longer tangible (even though characters clearly have them to use), Barbarian cannot. He gives up and decides to place the unused runes in his stash, knowing full well that they will never be used again.
Then, one day a humongous monster comes to town, and while it's killing everyone, Barbarian runs to his stash to retrieve his skill runes to try and save the day with them, but he can't pick them up because they're not tangible, so everyone dies.
Runes are just letters. Since they're not called rune stones anymore, it's okay. Nobody is carrying around "blank runestones", and they're learning runes exactly the same way in which they're learning skills: abstract concepts beam down from thin air into their minds.
Thanks for clearing that up, that actually makes a lot of sense (other than the beaming down part, but still). I always thought the word "rune" meant the same to say something was "runed" or just a describing word, not actually a reference to an alphabet.
In this case, I think that doing away with the rune stone graphic would be even more beneficial, since we are clearly moving away from rune stones and rune words (Diablo II) to plain-out rune skills. I think the old rune stone graphics would do nicely, since they didn't really look like stones at all (more like orbs), and if that won't do, at least keep the rune symbols that were on the old rune stones; they were great.
Runes are just letters. Since they're not called rune stones anymore, it's okay. Nobody is carrying around "blank runestones", and they're learning runes exactly the same way in which they're learning skills: abstract concepts beam down from thin air into their minds.
Thanks for clearing that up, that actually makes a lot of sense (other than the beaming down part, but still). I always thought the word "rune" meant the same to say something was "runed" or just a describing word, not actually a reference to an alphabet.
In this case, I think that doing away with the rune stone graphic would be even more beneficial, since we are clearly moving away from rune stones and rune words (Diablo II) to plain-out rune skills. I think the old rune stone graphics would do nicely, since they didn't really look like stones at all (more like orbs), and if that won't do, at least keep the rune symbols that were on the old rune stones; they were great.
Completely agree. Since the Runestone system has been completely axed for this watered down version with no depth, they should simply disassociate it with any links to the old system.
And for the love of god, why did they change the rune icons? the new ones look so generic and amateurish. They are too similar. Looking at the new runes in someones profile build would tell me NOTHING. The old colored orbs were perfect example of clean, polished UI element. They were easy to identify at a glance and just looked far more presentable. Not to mention the entire UI already had been built with those old icons in mind. Why didn't they just implement the Websites Skill Calculator? you click the rune socket and a new tab opens next to the skill with all 5 runes and their names and effects listed. Have their unlock levels added and thats it.
It just boggles my mind they did this sloppy silly cumbersome UI to replace it. O.o!!!
They were easy to identify at a glance and just looked far more presentable. Not to mention the entire UI already had been built with those old icons in mind.
I like the new rune/augment system, but that is beside the point. The previous iteration was 100% easier to identify, especially through the gameplay videos I have seen. "Oh it is an Alabaster runestone!". One second.
So good point on that.
The new ones may look interesting enough to some, and are failures to others, but it won't really matter when you approach it from an outsiders perspective.
If you are asked, "What skill are you using?" You wouldn't answer "Oh poison dart, but with an Obsidian runestone". No one other than a fellow WD would know what you were talking about, as they don't have ready access to that. So you have basically told them nothing.
No matter what, you will have to say "Poison dart, but it is runed to be "Reaching Dart" (or whatever)" and then maybe you describe it or maybe you don't. Either way, you will still have to name the skill.
So having an 'easily recognizable' runestone UI will not exactly serve the purpose I think you are hinting at.
They were easy to identify at a glance and just looked far more presentable. Not to mention the entire UI already had been built with those old icons in mind.
I like the new rune/augment system, but that is beside the point. The previous iteration was 100% easier to identify, especially through the gameplay videos I have seen. "Oh it is an Alabaster runestone!". One second.
So good point on that.
The new ones may look interesting enough to some, and are failures to others, but it won't really matter when you approach it from an outsiders perspective.
If you are asked, "What skill are you using?" You wouldn't answer "Oh poison dart, but with an Obsidian runestone". No one other than a fellow WD would know what you were talking about, as they don't have ready access to that. So you have basically told them nothing.
No matter what, you will have to say "Poison dart, but it is runed to be "Reaching Dart" (or whatever)" and then maybe you describe it or maybe you don't. Either way, you will still have to name the skill.
So having an 'easily recognizable' runestone UI will not exactly serve the purpose I think you are hinting at.
or you can just say reaching dart rune(or whatever) there is no difference because whether or not it was a physical rune or not, i could still have zero idea wtf obsidian rune is, so that person would ultimately have to "describe it or maybe they dont" the name of what the system is doesnt distinguish whether or not its easier to identify or not.. i dont see how the name of the system is so outlandish that you honestly want the name changed.. i cant say who cares cuz obviously you guys do, but come on
They were easy to identify at a glance and just looked far more presentable. Not to mention the entire UI already had been built with those old icons in mind.
I like the new rune/augment system, but that is beside the point. The previous iteration was 100% easier to identify, especially through the gameplay videos I have seen. "Oh it is an Alabaster runestone!". One second.
So good point on that.
The new ones may look interesting enough to some, and are failures to others, but it won't really matter when you approach it from an outsiders perspective.
If you are asked, "What skill are you using?" You wouldn't answer "Oh poison dart, but with an Obsidian runestone". No one other than a fellow WD would know what you were talking about, as they don't have ready access to that. So you have basically told them nothing.
No matter what, you will have to say "Poison dart, but it is runed to be "Reaching Dart" (or whatever)" and then maybe you describe it or maybe you don't. Either way, you will still have to name the skill.
So having an 'easily recognizable' runestone UI will not exactly serve the purpose I think you are hinting at.
or you can just say reaching dart rune(or whatever) there is no difference because whether or not it was a physical rune or not, i could still have zero idea wtf obsidian rune is, so that person would ultimately have to "describe it or maybe they dont" the name of what the system is doesnt distinguish whether or not its easier to identify or not.. i dont see how the name of the system is so outlandish that you honestly want the name changed.. i cant say who cares cuz obviously you guys do, but come on
You're responding mainly to my point about the rune icons, not their names. Who cares what they are called? You can't honestly tell me the new rune icons are cleaner, easier to read and identify then the old orbs??
You're responding mainly to my point about the rune icons, not their names. Who cares what they are called? You can't honestly tell me the new rune icons are cleaner, easier to read and identify then the old orbs??
ohh sorry ill address every single point everyone has since i disagree.. and yes i responded to their names not their icons.. your other points are irrelevant because the thread is about change "skill runes to skill augments" which is related to its name not whether its easier to see etc, but the name itself, i dont disagree that the ui can be changed, cuz it is odd and seems clumsy but that does NOT have anything to do with the name of the system.
and if i seem to come across as condescending then i apologize before hand but the fact that there is an argument over changing the name of the system seems sooo ludicrous
You're responding mainly to my point about the rune icons, not their names. Who cares what they are called? You can't honestly tell me the new rune icons are cleaner, easier to read and identify then the old orbs??
I'm not saying they are. In fact I agree with you that they are not. I don't know the Runic alphabet (does anyone?), so at a glance I have no idea what any of them will actually do. However, the colored orbs were no better in that sense. What does a Crimson orb do? Who knows, because it depends on the skill.
My point was that it doesn't really matter. At the end of the day, it is a means to an end.
Talking about them, describing them to another player, or reading them in the tooltip. All of these things will rely on the description given (i.e. Now this skill does 80% weapon damage and shoots birds or something ....). The UI itself is just window dressing. It won't affect how we talk about 'runed' skills or compare them in game.
My point was that it doesn't really matter. At the end of the day, it is a means to an end.
Immanuel Kant? a means to an end? +1 if ya are lol
Ah Morality. What an interesting concept you are.
I think Diablo would be more of a Utilitarian game though, we tend to use people as much as possible (I'm looking at you Deckard Cain, you crafty old hermit you)
This is really just semantics at this point. In all honesty, it's their game, they can call it what they want. They also still use rune icons, so rune fits.
As long as I can crush my enemies in cool ways I really don't care whether they call it runestones, pancake inprints, or even ancient shit smeared slabs of diablos little brother eduardo .
The only thing that feels odd is that just by leveling up you learn all sorts of skills and runes, it would feel more natural if there was a class trainer and some cool training mechanism in town to be used after leveling up in order to learn new skills.
This isn't WoW.
I see no reason for a "Class Trainer" or "Training". That becomes tedious/pointless.
i also think they should have used somethin else than runes to add an effect to the spells , i think they should have kept the runes to use them on items not on skills. Wut i mean is now were gonna use the runes to add an effect to a spell instead of using them to make a runeword . For exemple , INFINYTY in diablo 2 , it made the weapon dmg really high and it gived you an aura that removed the immune to lightning on monsters . that was BADASS . and we could also trade them , make money with them etc.. AND when they say it would have take too much place , i think there wrong , its one one the things i like about the game , finding alot of differnt things when i fight monster i mean i like to have alot of things to trade / manage / sell or just collect ..
How about you guys ? do you also think they should have keep the runes to use them on items or sell them or collect or trade , wathever you wana do with them instead of just clickin in a screen ''i want this rune to combine with that spell'' or you guys think that the runes would have take too much place in inventory ?
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Do you feel that using rune stone graphics for the different skills is tacky?
Does it seem odd to you that they are still using rune stone graphics when rune stones are no longer in the game?
Wouldn't it be much better for them to keep the rune letters and get rid of the rune stone graphics?
EDIT: took out original text as it was stupid and confused people about my main idea (story is salvaged below).
Thanks for clearing that up, that actually makes a lot of sense (other than the beaming down part, but still). I always thought the word "rune" meant the same to say something was "runed" or just a describing word, not actually a reference to an alphabet.
In this case, I think that doing away with the rune stone graphic would be even more beneficial, since we are clearly moving away from rune stones and rune words (Diablo II) to plain-out rune skills. I think the old rune stone graphics would do nicely, since they didn't really look like stones at all (more like orbs), and if that won't do, at least keep the rune symbols that were on the old rune stones; they were great.
Completely agree. Since the Runestone system has been completely axed for this watered down version with no depth, they should simply disassociate it with any links to the old system.
And for the love of god, why did they change the rune icons? the new ones look so generic and amateurish. They are too similar. Looking at the new runes in someones profile build would tell me NOTHING. The old colored orbs were perfect example of clean, polished UI element. They were easy to identify at a glance and just looked far more presentable. Not to mention the entire UI already had been built with those old icons in mind. Why didn't they just implement the Websites Skill Calculator? you click the rune socket and a new tab opens next to the skill with all 5 runes and their names and effects listed. Have their unlock levels added and thats it.
It just boggles my mind they did this sloppy silly cumbersome UI to replace it. O.o!!!
I like the new rune/augment system, but that is beside the point. The previous iteration was 100% easier to identify, especially through the gameplay videos I have seen. "Oh it is an Alabaster runestone!". One second.
So good point on that.
The new ones may look interesting enough to some, and are failures to others, but it won't really matter when you approach it from an outsiders perspective.
If you are asked, "What skill are you using?" You wouldn't answer "Oh poison dart, but with an Obsidian runestone". No one other than a fellow WD would know what you were talking about, as they don't have ready access to that. So you have basically told them nothing.
No matter what, you will have to say "Poison dart, but it is runed to be "Reaching Dart" (or whatever)" and then maybe you describe it or maybe you don't. Either way, you will still have to name the skill.
So having an 'easily recognizable' runestone UI will not exactly serve the purpose I think you are hinting at.
or you can just say reaching dart rune(or whatever) there is no difference because whether or not it was a physical rune or not, i could still have zero idea wtf obsidian rune is, so that person would ultimately have to "describe it or maybe they dont" the name of what the system is doesnt distinguish whether or not its easier to identify or not.. i dont see how the name of the system is so outlandish that you honestly want the name changed.. i cant say who cares cuz obviously you guys do, but come on
So laughably childish.
You're responding mainly to my point about the rune icons, not their names. Who cares what they are called? You can't honestly tell me the new rune icons are cleaner, easier to read and identify then the old orbs??
Translation: Troll with nothing to add.
ohh sorry ill address every single point everyone has since i disagree.. and yes i responded to their names not their icons.. your other points are irrelevant because the thread is about change "skill runes to skill augments" which is related to its name not whether its easier to see etc, but the name itself, i dont disagree that the ui can be changed, cuz it is odd and seems clumsy but that does NOT have anything to do with the name of the system.
and if i seem to come across as condescending then i apologize before hand but the fact that there is an argument over changing the name of the system seems sooo ludicrous
I'm not saying they are. In fact I agree with you that they are not. I don't know the Runic alphabet (does anyone?), so at a glance I have no idea what any of them will actually do. However, the colored orbs were no better in that sense. What does a Crimson orb do? Who knows, because it depends on the skill.
My point was that it doesn't really matter. At the end of the day, it is a means to an end.
Talking about them, describing them to another player, or reading them in the tooltip. All of these things will rely on the description given (i.e. Now this skill does 80% weapon damage and shoots birds or something ....). The UI itself is just window dressing. It won't affect how we talk about 'runed' skills or compare them in game.
Immanuel Kant? a means to an end? +1 if ya are lol
Ah Morality. What an interesting concept you are.
I think Diablo would be more of a Utilitarian game though, we tend to use people as much as possible (I'm looking at you Deckard Cain, you crafty old hermit you)
We already read your post, but thanks for the alternate interpretation!
Are you finished with your tantrum? Have you adequately stuck it to Bli$$ard yet in telling them what they can and can't do?
Doomwolf (Male Demon Hunter)
Kainé (Female Monk) - Nier Reference
I see no reason for a "Class Trainer" or "Training". That becomes tedious/pointless.
Doomwolf (Male Demon Hunter)
Kainé (Female Monk) - Nier Reference
How about you guys ? do you also think they should have keep the runes to use them on items or sell them or collect or trade , wathever you wana do with them instead of just clickin in a screen ''i want this rune to combine with that spell'' or you guys think that the runes would have take too much place in inventory ?