#0 - Oct. 23, 2008, 12:11 a.m.
I understand that the current system allows Runes to be swapped freely, but what if Runes were locked in place when installed. Not permanently though, with each installed Rune having a locked / unlocked flag, and two ways to swap out runes:
1. Install a new Rune, destroying the bound (still locked) Rune which is being replaced.
2. Have an NPC offer a service for unlocking Runes (for gold and a repeatable mini-quest). The gold cost could scale with the number and quality of locked Runes currently installed (i.e. the number of Runes to be unlocked), and the mini-quest could be repeated as often as you want. Once unlocked / unbound, each Rune could be safely removed / replaced at any time in the future. Any Runes installed (or swapped in) after the unlocking service was performed would be locked / bound upon installation (the unlocking process could be repeated though...).
This would make the installation of Runes less casual, but not irreversible. There may be gameplay balance issues though... Blizz may be expecting that players will want to frequently swap out Runes. :/
For Lore considerations, say that installed Runes become bound to a character's abilities and that is how their enhancements are activated. The services of a skilled enchanter is required to unbind Runes if they are to be preserved when removed. The unbinding process involves an incantation which requires certain rare ingredients... (mini-quest!).
The enchanter creating an Anya like portal to the realm / dungeon (where the ingredients can be found) would create a gameplay vehicle for an easily repeatable mini-quest. A new version of the quest area would be created whenever you wanted to do the quest (nice isolation with no pathing required). Ideally the mobs in the quest area would scale with the initiating player's character level to keep this a fun experience (if necessary, for Lore, say that more powerful ingredients are needed because of the increased strength of the character-Rune bond).
Temporary or respawn-only (non-teleport) checkpoints could be added for convenience, if the area is large enough and the quest is to be repeatable during a single game session (otherwise the checkpoint(s) could be permanent). I suggest enabling multiple "unlocks" per game session because you may want to do some swapping for a difficult boss kill, and then reverse things for normal adventuring afterwards... Forcing a player to move to a new game in these circumstances breaks up gameplay and wouldn't be very "fun" IMO.
Anyways, that's the idea. The strange thing is... I can already see it implemented in a game I've never played. :P
Thoughts?