During the 2.27 update, the Smithmagic rune generation system was significantly modified. When the old stocks of runes began to disappear gradually, certain imbalances became more and more evident, and we decided to make several improvements to this system in version 2.31.

Increased universal generation and upgrading of low- and medium-level items

We've increased the number of runes generated when items are broken, with low-level runes benefitting from a much greater increase. We wanted to make sure that all items produced more runes than they do currently.
One of the main goals behind the rune generation system added in version 2.27 was to introduce a destruction vector for medium- and high-level items. We didn’t want rune production to be chiefly derived from low-level items that were crafted exclusively for the purpose of being broken to generate runes.
However, these low-level items allow us to more easily shift the rune production system towards what is in demand when some runes become too scarce. Low- and medium-level items can be produced more easily and in larger quantities, but in return they have a limited number of effects.
We think it is reasonable and more interesting if there is a point to breaking all items (whatever their level), and that it is worth giving players the means of redirecting rune production via items that are easier to produce and break.

When there is a scarcity of resources in DOFUS, their prices increase and players have the option to adjust their activities in order to more specifically generate these missing resources (by focussing on a dungeon or a specific activity, for example). But since build 2.27, it has become too difficult to adjust production of specific runes when certain runes become too scarce.

With build 2.31, we wanted to find a fair compromise between the option of shifting production of specific runes and the necessity of basing rune generation on every single in-game item (and not only on mass-produced low-level items).
Nevertheless, the system will continue to work the way it does currently: low-level items that are produced and broken in too great a quantity (in comparison to other items) will gradually incur a penalty, which decreases the benefits of generating runes by mass-breaking them (all the while increasing the bonus gained from destroying other items).
The graph below shows the coefficient applied to rune generation (y-axis) according to the item level (x-axis):
Description : C:\2b40b72bbf37d691b2b6cacdc4ba756b
The red curve represents the new rune generation formula (2.31) and the blue curve represents the old formula (2.27).

Removal of Pa and Ra runes generated by breaking items

Broken items will no longer generate Pa and Ra runes in 2.31. 
This change is necessary in order to prevent Pa and Ra runes from being generated in too great a quantity in the 2.31 patch, as overall rune generation has been greatly increased. In most cases, Pa and Ra runes and related basic runes are already produced in great enough quantities.
Pa and Ra runes can, of course, be crafted from basic runes.


Rune recycling

Smithmagic runes can be recycled from now on by using recyclers. This option is expected to give additional value to stockpiles of runes that have been accumulating gradually, while at the same time increasing the scope of the recycling system. In some cases, it may well be more profitable to craft an item, break it and recycle its runes than to craft an item in order to recycle it directly.
Rune recycling wasn’t necessarily designed to be a profitable enterprise; above all, it exists as an opportunity for players to convert runes stockpiles that they don't want to use into another universal resource.

Q & A

Why not allow runes to be converted into other runes?

Conversion of runes into other runes (transforming Strength runes into Critical runes, for example) is a possibility we already considered, and we acknowledge that it would have some benefits. For example, it would guarantee constant availability of every rune, and price relationships between runes would become fixed (primarily determined by the conversion rates between runes).
But this isn’t the way we want things to work in DOFUS. The game features a dynamic economy and the prices of items are governed by supply and demand. We felt a rune conversion system would be too rigid because the price of runes would no longer depend directly on their demand, which can change over time based on the introduction of new items in game or simply the importance that players attribute to the different effect attributes of these items.
When an effect is particularly sought after by players (elemental resistance in %, for example), it felt natural to us that the price of runes with such effects would be higher and that the price of less popular runes would be lower. The most valued items of the moment are generally more expensive because the demand for them exceeds the supply. We believe that a similar principle ought to apply to the majority of the items in game, and especially to runes.
Conversion of runes to other runes is not an option we would definitively rule out, but we prefer to put forward other systems that are more in line with our vision of the economic system in DOFUS.

Why don’t you change the generation formulas more often?

The rune generation system is entirely governed by the players, so their actions have a significant impact on this system. When a shortage (or surplus) occurs, we felt it was reasonable to wait for a certain amount of time in order to observe how the community would react and if these reactions would achieve a satisfactory balance. We couldn’t allow ourselves to react too quickly to imbalances in rune availability, since the economic system of the game was designed to let players regulate some of these imbalances themselves.
Before build 2.31, the tools allowing players to react to shortages (shifting production) or overproduction (transforming runes via recycling) weren’t efficient enough or even available, which is why we are strengthening or introducing these tools in build 2.31. We will continue to observe how the community reacts to developments in the price of runes.

Category: Game design