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Goseki
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Post subject: A much needed update to the job system. Posted: Tue Dec 09, 2008 5:57 am |
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Veteran Member |
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Joined: Apr 2008 Posts: 3452 Location:
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Here's what I think should be implemented, since the current trade,hunter, thief levels are for show as far as i know.
Trader: 1) Nothing 2) 10% more speed 3) 10% more gold 4) Transport 25% hp increases 5) 25% more speed, 25% more gold, Transport 50% hp increase
Hunter: 1) Nothing 2) 10% more speed, Outfit Disguise lvl 1 [10 levels lower]( allows other players to see hunter as lower lvl) 3) 10% more gold, Outfit Disguise lvl 2 [20 levels lower] 4) Outfit Disguise lvl 3 [30 levels lower] 5) Guardian Reflect (25% chance of reflecting both phy/mag dmg back to enemy)
Thief: 1) Nothing 2) 10% more speed 3) 20% more speed, 20% more gold 4) Trademark (allows detection of path left by traders) 5) Bandit's foot (Allows you to maneuver undetected by others until you are within 10m of them)
So that's what i've come up with. In order to reach the next level, jobbing exp req as well as a job quest must be completed. Level 5 status is only given to the top 10 hunters/thieves. Special effects only work with jobs and normal people. not grinding.
What do you guys think, would this make the ranking system better?
Other updates include, no outside buffers/ressers, once in a job pt, both must agree to leave the pt. Traders can rank hunters, and vice-versa. Fix it so ppl can PM you while ur in job -_-. etc.
Comment and Criticisms below ^_^
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.curve wrote: Unless Silkroad has a hole I can stick it in, I prefer spending money on the girlfriend.


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Fury
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:00 am |
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Joined: Jan 2008 Posts: 1596 Location:
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Trader lvl 5 with Academy buff, garment and speed drug = 165% speed... lol
Edit: oh sorry did u mean speed increase on transport?
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Argonaut
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:03 am |
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Joined: Jun 2008 Posts: 1162 Location:
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Or just return it to the old system. Job system = 5000% activity increased. Fixed.
_________________ << banned for being a constant problem. -cin >>
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Grounded
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:05 am |
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Joined: Nov 2008 Posts: 1358 Location: Demacia
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Goseki wrote: Hunter: 1) Nothing 2) 10% more speed, Outfit Disguise lvl 1 [10 levels lower]( allows other players to see hunter as lower lvl) 3) 10% more gold, Outfit Disguise lvl 2 [20 levels lower] 4) Outfit Disguise lvl 3 [30 levels lower] 5) Guardian Reflect (25% chance of reflecting both phy/mag dmg back to enemy)
Just click on the hunter and see his lvl, and then add the lvl difference from what he looks and got him ^^ f/e: see a hunter lvl 4 wearing 7deg FULL set... just add 30 lvls and u get this: lvl 57+(30lvs) = lvl 87+ hunter ^^
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Silkroad: Probably lost all of my accounts already, but used to be something between: Grounded, Murphy, Peach... In many, many pservers... League of Legends *LAN - Groundy - lvl 30
Last edited by Grounded on Tue Dec 09, 2008 6:24 am, edited 1 time in total.
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demonangel95
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:09 am |
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Joined: Mar 2008 Posts: 145 Location:
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Sounds pretty good
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jay0303
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:10 am |
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Joined: Sep 2007 Posts: 1047 Location:
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i dun get the hunter part and that speed on trader should be for transport and for hunters and there own speed otherwise i like it
though i like it when u could jut pop ur thief suit pick and leave lol made it to lvl 4 thief like that
_________________ viewtopic.php?f=12&t=103641&p=1395970#p1395970
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shadoweye
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:14 am |
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Joined: Jun 2006 Posts: 142 Location:
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i like it just not the top 10 part
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Shadowfox542
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:19 am |
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Joined: Jul 2008 Posts: 914 Location:
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shadoweye wrote: i like it just not the top 10 part Agreed. I think trader skills that increase defense/speed of transport are a great idea. Hunters could use speed passives. Thieves could use something like minizerk.
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Snoopy
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:22 am |
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Joined: Dec 2007 Posts: 4016 Location: Australia
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Argonaut wrote: Or just return it to the old system. Job system = 5000% activity increased. Fixed. After having played Ecsro (Has implemented the old system). I in some ways, prefer the current system though it does suck that the Job Activity has gone down.
_________________ << banned for racism. -cin >>
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sama98b
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:23 am |
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Joined: Feb 2007 Posts: 1428 Location:
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Goseki wrote: Here's what I think should be implemented m2 .. full sun sets for all my characters ....... well it has the same chance as yours ......
_________________ Be straight be proud of it, don't end up like them:
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Toshiharu
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:24 am |
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Joined: Feb 2008 Posts: 4222 Location: Nowhere
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Argonaut wrote: Or just return it to the old system. Job system = 5000% activity increased. Fixed. But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city. @Above Thieves need to be quick. Go in steal and gtfo near the area.
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 If being a loser means not playing Silkroad all day.. lulwut?
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Crumpets
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:27 am |
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Forum Legend |
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Joined: Aug 2006 Posts: 7800 Location:
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All I want back is the 'wanted' status on thieves. Made it so much more appealing to just kill rather than rob =/
_________________ << banned for being a constant problem. -cin >>
Last edited by Crumpets on Tue Dec 09, 2008 6:32 am, edited 1 time in total.
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Shadowfox542
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:29 am |
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Joined: Jul 2008 Posts: 914 Location:
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Toshiharu wrote: Argonaut wrote: Or just return it to the old system. Job system = 5000% activity increased. Fixed. But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city. @Above Thieves need to be quick. Go in steal and gtfo near the area. Decrease gold earned grinding while increasing gold earned jobbing is a wonderful idea. Gold bots generate less gold, meaning less supply. This game was built to work that the people that job the most are the richest, and thus have the best gear. Shame that got fck'd. I think they should make it like the old job system without having the linked experinces. If you killed a thief you got hunter XP, and lost thief XP. Thieves want to hunt for their unions/guilds. Same goes for reverse. As a hunter, I would love to be able to thief it up for a bit. I think that 1 hour would be better than 3, because a lot of the fun is in the variety. Wanted status was good times.
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Argonaut
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:32 am |
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Banned User |
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Joined: Jun 2008 Posts: 1162 Location:
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Toshiharu wrote: Argonaut wrote: Or just return it to the old system. Job system = 5000% activity increased. Fixed. But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city. @Above Thieves need to be quick. Go in steal and gtfo near the area. That was the best part of the whole job system. Instead of having 50 hunters and 10 thieves, people get bored and switch to even it out. Now that it takes 7 days to switch that shit, people don't bother jobbing anymore. Whats the fu .cking point if you can't even tell who your robbing too? Might as well go grinding, less boring.
_________________ << banned for being a constant problem. -cin >>
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Shadowfox542
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:35 am |
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Joined: Jul 2008 Posts: 914 Location:
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Argonaut wrote: Toshiharu wrote: Argonaut wrote: Or just return it to the old system. Job system = 5000% activity increased. Fixed. But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city. @Above Thieves need to be quick. Go in steal and gtfo near the area. That was the best part of the whole job system. Instead of having 50 hunters and 10 thieves, people get bored and switch to even it out. Now that it takes 7 days to switch that shit, people don't bother jobbing anymore. Whats the fu .cking point if you can't even tell who your robbing too? Might as well go grinding, less boring.  On Olympus, for whatever reason when I go do a quick job war DW east is almost always thief controlled. I am super pro, and beat them back. Shortly after, theres like 8 capped hunters vs 3 capped thieves. I would love to be able to switch. Yes, it was fun to determine if you should rob people or not. HellMakers guild on Olympus is pretty much hated server wide. Would be fun to make joining that union have downsides.
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Argonaut
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 6:38 am |
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Banned User |
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Joined: Jun 2008 Posts: 1162 Location:
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Shadowfox542 wrote: :banghead: On Olympus, for whatever reason when I go do a quick job war DW east is almost always thief controlled. I am super pro, and beat them back. Shortly after, theres like 8 capped hunters vs 3 capped thieves. I would love to be able to switch. Yes, it was fun to determine if you should rob people or not. HellMakers guild on Olympus is pretty much hated server wide. Would be fun to make joining that union have downsides. If you've never played pre-job update/ECSRO, you gotta go try it. The current job update is shit. Who needs a few useless bargain goods locations if no one even uses them? The system was so much better the old way. If they really wanted to fix it, they should roll it back but add a fluidic system for the products so trades are actually worth something. Kind of like a Silkroad stock market.
_________________ << banned for being a constant problem. -cin >>
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Interpol
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 7:00 am |
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Joined: Sep 2007 Posts: 50 Location: .ucwords(strtolower(Array['from'])).
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Good suggestions, though it would be nice if the different jobs had extras such as:
Trader ~ have access to different transport types that has an hp or speed bonus ~ while not wearing a suit: you gain 1% per trader level towards alchemy success % ~ traders level 3 looses 1 star protection if under lvl 40 ~ trader level 3+ (even when not wearing a suit): npc items are 1% cheaper, stall network commission is only 3% ~ trader level 3+: once a day for one hour you could get double profits in a trade run ~ trader level master: npc items are 5% cheaper, stall network usage has no commission ~ trader level master: once a week, you could summon one player hunter to your location. That player will have 10% increased in stats for 10 minutes.
Hunter ~ hunter banding: 1% stat increase when there is another hunter within 30m ~ while not wearing a suit: you gain 1% per hunter level increase towards damage dealt to monsters % ~ hunters level 3+: gain 5% phy/mag defense against thieves ~ hunters level 3+: once a day for one hour you gain 5% hp/mp regeneration per second ~ hunters level master: once a day for one hour you could activate thief sense ability. Player thieves (even under concealment) could be detected (a sound alert will be given, but location not revealed) within a 30m radius. ~ hunters level master: the first successful hit inflicted by a player thief will incur a 50% damage reduction
Thief ~ dispersion: if there are no player thieves within 30m, you gain a speed bonus of 10% ~ while not wearing a suit: you gain 1% per thief level increase towards berserk gauge % chance ~ thieves level 3+: gain 5% phy/mag damage increase against traders/trader transport ~ thieves level 3+: trace trader footprints within 10 minutes ~ thieves level master (while only wearing suit): anyone else within 10m will be inflicted with 1% hp/mp reduction per second, 0.5% at 10~20m, 0.25% at 20~30m ~ thieves level master: you have access to extra avatar/character skin selection for your character
/back to reality At least I can dream.
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JoyFax
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 10:02 am |
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Joined: May 2008 Posts: 1095 Location: PORTUGAL
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I think you are exagerating on the numbers... adding all that % of speed and stats and w/e is too much... It's good idea but should be less.
Thief only visible in 10m? lol -.- no... Outfit disguise on the hunter is a lame idea could be good on the thief tho...
_________________ Currently on EliteSRO
Rogue lvl 5x Warlock lvl 1x
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PR0METHEUS
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 12:08 pm |
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Joined: Aug 2006 Posts: 4093 Location: Earth
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Goseki wrote: once in a job pt, both must agree to leave the pt. I don't know about this one. If you're a hunter, you'd have a greedy trader that wants to keep trading and won't let you leave to go back to your grind. I suppose you could just go grind in your hunter suit, but wouldn't be able to join a grind party. The other ideas sound good. Maybe a combination of the job level power-ups plus the old system where you can switch between jobs and put on your suit outside town. More active GMs could give some sort of punishment (maybe?) to people who abuse the system by hunting for a trader and switching to thief on the other side of the ferry. Although as a thief, it is certainly beneficial to pretend to be a hunter. Traders should just pick hunters they trust. Not the hunter named IamThief. I miss the old days where I could be out grinding, see some loot on the ground, suit up and take it. Now I have to go ALL the way to town, suit up, and come back out hoping the loot is still there. 
_________________ Missing the good times in SRO... 
SRO: 1x, STR Blader (Thebes) 54, STR blader (Venice) 0x, INT wizard (Venice) 19, INT spear (Venice) 34, STR rogue/bard (Venus) 0x, STR blader (Venus) 8x, INT bard/cleric (Gaia)
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HBblade
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 12:25 pm |
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Joined: Feb 2007 Posts: 652 Location: ancient china
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should add a bounty/wanted system, where trader can put out x amount of gold on a specific thief's head, or so rich traders can just put gold on player thiefs they hate just to annoy em...
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Pan_Raider(`_´)
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 12:32 pm |
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Joined: Jul 2006 Posts: 4737 Location:
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the highest priority for jowmax is getting new locations in the game and braodening it,+not really changing the system now though
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PR0METHEUS
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 12:59 pm |
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Joined: Aug 2006 Posts: 4093 Location: Earth
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Pan_Raider(`_´) wrote: the highest priority for jowmax is getting new locations in the game and braodening it,+not really changing the system now though New map locations that can be taken over by bots and/or plvl parties? There are plenty of problems in the current game that they should fix before expanding it even more.
_________________ Missing the good times in SRO... 
SRO: 1x, STR Blader (Thebes) 54, STR blader (Venice) 0x, INT wizard (Venice) 19, INT spear (Venice) 34, STR rogue/bard (Venus) 0x, STR blader (Venus) 8x, INT bard/cleric (Gaia)
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Corrupt
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 1:15 pm |
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Joined: Jan 2007 Posts: 548 Location:
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Crumpets wrote: All I want back is the 'wanted' status on thieves. Made it so much more appealing to just kill rather than rob =/ Thread /closed We have a winner 
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CloudStrider
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 1:21 pm |
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Joined: Jul 2008 Posts: 2125 Location: Away
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I don't really Job much, So I don't have a very educated opinion, Then again, I don't play much.
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chickenfeather
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 1:57 pm |
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Joined: Aug 2006 Posts: 1497 Location: Origin Online
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There is a major problem with the system when you need lvl 80+ to job.
1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped. 2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based) 3) Your STR/INT ratio will be preserved, but at lvl 90 4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills) 5) Since everyone is the same level, no * protection at all 6) Make it so your guild is visible over your alias name
I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.
*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20.
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Origin Online EdgeworthScoundrels
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LillDev!l
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 2:09 pm |
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Joined: Aug 2007 Posts: 2587 Location: OTL&OG
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lol, would love the idea for thiefs to "discover" a traders tracks and follow it. AND wanted status back  would love that, the bounty idea was pretty good aswell  chickenfeather wrote: There is a major problem with the system when you need lvl 80+ to job.
1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped. 2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based) 3) Your STR/INT ratio will be preserved, but at lvl 90 4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills) 5) Since everyone is the same level, no * protection at all 6) Make it so your guild is visible over your alias name
I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.
*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20. thats a kinda lame idea imo there would be no point in leveling, and stalling so much to get good gear 
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streetrobban
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 2:18 pm |
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Joined: Dec 2006 Posts: 543 Location:
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I havent jobbet for a long time, but with the new system it doesnt work to spawn light-thiefs and rape 1* anymore right?
_________________ Aege Level: 73 | Build: Pure STR [Fire/Light/Cold/Heuksal] Level: 63 | Build: Pure INT [Wizard/Cleric] (FF to 90)
Athens (inactive) Level: 46 | Build: Pure INT [Fire/Light/Cold/Bicheon] (farming) Level: 27 | Build: Pure STR [Rouge/Cleric]
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LillDev!l
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 2:21 pm |
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Joined: Aug 2007 Posts: 2587 Location: OTL&OG
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streetrobban wrote: I havent jobbet for a long time, but with the new system it doesnt work to spawn light-thiefs and rape 1* anymore right? true, you basicly need to be 90 or close to 90 now to job seriously ^^ (remembers old days, thiefing so much at level 42 in jang area ... O.o) im just lucky i can always join partys full off 90 thiefs i know >.< and since i always walk with a friend off mine who is also a bower i survive pretty well  knockback ftw 
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chickenfeather
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 2:22 pm |
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Joined: Aug 2006 Posts: 1497 Location: Origin Online
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LillDev!l wrote: lol, would love the idea for thiefs to "discover" a traders tracks and follow it. AND wanted status back  would love that, the bounty idea was pretty good aswell  chickenfeather wrote: There is a major problem with the system when you need lvl 80+ to job.
1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped. 2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based) 3) Your STR/INT ratio will be preserved, but at lvl 90 4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills) 5) Since everyone is the same level, no * protection at all 6) Make it so your guild is visible over your alias name
I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.
*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20. thats a kinda lame idea imo there would be no point in leveling, and stalling so much to get good gear  No point in leveling, no point in getting good gear = no bots, no gold buyers 
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Origin Online EdgeworthScoundrels
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LillDev!l
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Post subject: Re: A much needed update to the job system. Posted: Tue Dec 09, 2008 2:25 pm |
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Joined: Aug 2007 Posts: 2587 Location: OTL&OG
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chickenfeather wrote: LillDev!l wrote: lol, would love the idea for thiefs to "discover" a traders tracks and follow it. AND wanted status back  would love that, the bounty idea was pretty good aswell  chickenfeather wrote: There is a major problem with the system when you need lvl 80+ to job.
1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped. 2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based) 3) Your STR/INT ratio will be preserved, but at lvl 90 4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills) 5) Since everyone is the same level, no * protection at all 6) Make it so your guild is visible over your alias name
I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.
*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20. thats a kinda lame idea imo there would be no point in leveling, and stalling so much to get good gear  No point in leveling, no point in getting good gear = no bots, no gold buyers  kinda true, though i'dd have stalled for all my pretty gear for nothing all that time  MANUALLY farmed all that time for nothing, and grinded all that time for nothing  no ty 
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