Some thoughts on high runes, input appreciated
I always write way too lengthy, so I'll try to keep this short and sweet.
Back in the olden days (1.12a), runes were typically valued at twice the value of the lower rune. That is, an Um was pretty close in value to 2 Pul, a Gul was worth 2 Ist, a Lo was worth 2 Ohm etc. The main reason for this very specific economy was the cube recipe, of course, and HF rushing. If it weren't for the extensive HF rushing which took place on the forum, cubing lower runes to higher runes wouldn't have been as common. This was particularly true of the runes you'd acquire from HF rushing, say Pul - Ber. Trade values for runes lower than that would typically be determined by the demand of that specific rune (hence why Ral runes were worth a bit and Dol runes are worthless). For the very highest runes, cubing up lower runes was much tougher, and very rarely happened. Certainly, in those days, some Jah runes were cubed from 2 Ber, but HF rushing for an entire Jah rune was the exception rather than the norm. Cubing 2 Jah to a Cham or 2 Cham to a Zod was almost unheard of, and hence these very highest runes typically didn't follow the rule of twice the value of the previous rune.
In my experience, this is the system we've been used to in the trading forum for a long while now, and I believe it goes right out the window with the introduction of 1.13b. The reason this way of valuing runes is no longer (as) valid, is that high runes most often will not be acquired through HF rushing and cubing up multiple small runes; instead, they will be found through normal play, since it happens so much more frequently. The math isn't there to support the old system any more; finding 1 Jah rune is not nearly twice as difficult as finding 1 Ber rune. Indeed, a Jah is even easier to find than a Ber though normal playing, but that's a bit beside the point. It could mean that Jah's will almost be more common than Ber's, or certainly not much less common.
How do you think 1.13 will impact the value of high runes, particularly compared to each other? The question of how much runes will be valued compared to other popular high end items (great life skillers, Death's Web/Fathom/Griffon's, stuff like that) is pretty interesting too, but I expect that will be tougher to accurately predict.
Another thing, and the main reason I ask for some input, is that it throws the way I've been evaluating rune hunting effeciency out the window. I've been putting a value on Jah which is twice that of a Ber, and a Cham has been worth twice as much as a Jah. Again, I feel this used to be pretty much accurate in 1.12a, but certainly not any more in 1.13b, in my opinion. Can you guys think of a better way to approximate how "effective" a particular rune hunt is, in practical terms rather than these theoretical numbers which don't really hold true any more, imo.
The most reasonable solution I can think of off-hand is to give each rune a value based on its mathematical chance to drop. That is, if rune X has a 1 in 10.000 chance of dropping and rune Y has a 1 in 14.000 chance of dropping, rune Y would be worth 14.000/10.000 1.4 times more, instead of 2 times more like under the old system.
Thoughts, comments?
I always write way too lengthy, so I'll try to keep this short and sweet.
Back in the olden days (1.12a), runes were typically valued at twice the value of the lower rune. That is, an Um was pretty close in value to 2 Pul, a Gul was worth 2 Ist, a Lo was worth 2 Ohm etc. The main reason for this very specific economy was the cube recipe, of course, and HF rushing. If it weren't for the extensive HF rushing which took place on the forum, cubing lower runes to higher runes wouldn't have been as common. This was particularly true of the runes you'd acquire from HF rushing, say Pul - Ber. Trade values for runes lower than that would typically be determined by the demand of that specific rune (hence why Ral runes were worth a bit and Dol runes are worthless). For the very highest runes, cubing up lower runes was much tougher, and very rarely happened. Certainly, in those days, some Jah runes were cubed from 2 Ber, but HF rushing for an entire Jah rune was the exception rather than the norm. Cubing 2 Jah to a Cham or 2 Cham to a Zod was almost unheard of, and hence these very highest runes typically didn't follow the rule of twice the value of the previous rune.
In my experience, this is the system we've been used to in the trading forum for a long while now, and I believe it goes right out the window with the introduction of 1.13b. The reason this way of valuing runes is no longer (as) valid, is that high runes most often will not be acquired through HF rushing and cubing up multiple small runes; instead, they will be found through normal play, since it happens so much more frequently. The math isn't there to support the old system any more; finding 1 Jah rune is not nearly twice as difficult as finding 1 Ber rune. Indeed, a Jah is even easier to find than a Ber though normal playing, but that's a bit beside the point. It could mean that Jah's will almost be more common than Ber's, or certainly not much less common.
How do you think 1.13 will impact the value of high runes, particularly compared to each other? The question of how much runes will be valued compared to other popular high end items (great life skillers, Death's Web/Fathom/Griffon's, stuff like that) is pretty interesting too, but I expect that will be tougher to accurately predict.
Another thing, and the main reason I ask for some input, is that it throws the way I've been evaluating rune hunting effeciency out the window. I've been putting a value on Jah which is twice that of a Ber, and a Cham has been worth twice as much as a Jah. Again, I feel this used to be pretty much accurate in 1.12a, but certainly not any more in 1.13b, in my opinion. Can you guys think of a better way to approximate how "effective" a particular rune hunt is, in practical terms rather than these theoretical numbers which don't really hold true any more, imo.
The most reasonable solution I can think of off-hand is to give each rune a value based on its mathematical chance to drop. That is, if rune X has a 1 in 10.000 chance of dropping and rune Y has a 1 in 14.000 chance of dropping, rune Y would be worth 14.000/10.000 1.4 times more, instead of 2 times more like under the old system.
Thoughts, comments?