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 Post subject: Blink Rune - 15 uses and gone?
PostPosted: Thu Oct 09, 2003 9:36 am 
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Joined: Sun Mar 09, 2003 10:47 pm
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Location: Ohio
What about making the Blink Rune vanish after 15 uses or 30?

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PostPosted: Thu Oct 09, 2003 10:23 am 
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Joined: Mon Mar 17, 2003 12:26 am
Posts: 117
Wouldn't 7 or 10 be better?

Other runes have limitations. Touch of Death slowly works it's way up to full power. Traps are limited to 3. More or less like a "Use it wisely or it's history" rule?

But.. all these limitations are set for Trap like runes.. What about power runes? Rune of Quad, Strength, Berserk,etc?


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PostPosted: Thu Oct 09, 2003 12:29 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
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Location: Ohio
When one uses the blink rune, it takes several times to find anything "good"... you have NO control over where you go.

For me personally, I don't mind someone using the rune a lot. What irritates me is when they make a living out of it. With 7 blinks, one might not even find red armor or a RL.

There are some players that like the blink rune, my goal in suggesting it be curbed is not to alienate those players or ruin the way they like to have fun, but merely to have some sort of limit where they have to start running around and being shot again. Some of those players would say 30 is too few and wouldn't like it, but I think a generous limit like 30 would solve the problem and be considerate of others.

The blink offenders tend to blink and blink and blink looking for rockets, then blink for bombing victims --- fine! But after doing it about 10 times (which is ok), it crosses into game disruption territory.

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PostPosted: Thu Oct 09, 2003 1:46 pm 
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Joined: Thu Mar 13, 2003 3:17 am
Posts: 105
Maybe the recharge could just kick in earlier, or make it take longer to recharge?

MagnesiuM


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PostPosted: Thu Oct 09, 2003 2:29 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
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Location: Ohio
Why not have them participate in the game? Isn't 30 blinks a heck of a lot of 'em?

The alternatives are to ruin the rune, like make the recharge suck, etc.

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quake.ihoc.net, Rockets/jet/7 runes
quake.singed.net, RQ on E1M7
http://www.GameStatus.Net stats, http://www.GameAholic.Net Q1 servers


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PostPosted: Thu Oct 09, 2003 3:16 pm 
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Well.. you guys are so good they get killed before they can do 30 blinks unless there isn't a recharge at all set on the rune? Blinking they land on important spots, health,weapons,respawn area's. The recharge should be there.. And.. they are playing.. they are playing by the rules set by the Rune. But set that recharge time!!!!


Last edited by Pita on Thu Oct 09, 2003 8:12 pm, edited 1 time in total.

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PostPosted: Thu Oct 09, 2003 4:05 pm 
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Location: Ohio
Pita wrote:
Well.. you guys are so good they get killed before they can do 30 blinks unless there isn't a recharge at all set on the rune? Blinking they land on importants spots, health,weapons,respawn area's. The recharge should be there.. And.. they are playing.. they are playing by the rules set by the Rune. But set that recharge time!!!!


I try to think of things from everyone's perspective when I make a suggestion to Slot. I know this: the rune is sometimes misused and curbing it just a little is better than crippling it ... there are players that love the rune and I don't want the rune turned into a near-useless one.

You have a good point, we'll see what Slot ends up doing.

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quake.ihoc.net, Rockets/jet/7 runes
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PostPosted: Thu Oct 09, 2003 4:45 pm 
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Joined: Tue Mar 18, 2003 7:44 pm
Posts: 198
I'd like to see a greater recharge time as well. Usually when the server is crowded, blink users can be hit successively as they blink or be caught off guard so it's not the ultimate defensive rune, but its use is annoying to say the least in a one on one.

toyo


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