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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sat Apr 26, 2008 10:55 pm 
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FAIL! UR AN IDIOT

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Thanks Gramps :)


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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sat Apr 26, 2008 11:33 pm 
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Well, good luck with that :)

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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sun Apr 27, 2008 2:03 am 
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Deth_Warden wrote:
FAIL! UR AN IDIOT

hm constructive. here have a cookie. good boy. now go to sleep again

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MMOrpg Bible wrote:
If you are better than me, you have no life.
If you are worse than me, you are a newb.
If you beat me, it was luck.
If i beat you, it was skill.


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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sun Apr 27, 2008 5:00 pm 
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erkakbe wrote:
RiceFarmer wrote:
New server comes out... no one gets past level 10 because everyone is too preoccupied with killing each other, no one is able to grind for more than 20 seconds. Your idea is fail.

too bad its not my idea but system proven to work over and over again in games far superior to silkroad


what game?


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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sun Apr 27, 2008 5:50 pm 
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1st page, 20th post, reply to 4th quote

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MMOrpg Bible wrote:
If you are better than me, you have no life.
If you are worse than me, you are a newb.
If you beat me, it was luck.
If i beat you, it was skill.


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 Post subject: Re: My own "save the silkroad" thread
PostPosted: Sun Apr 27, 2008 6:56 pm 
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In an old game i used to play, *it was 2d* the entire map was divided into small segments and spawn was determined on how many people were in it.
Most sections were Not Dangerous (You couldn't get killed by another character), some were Dangerous (usually the high level maps where guilds would fight over who could have the right to train there) and some other one i forget about.
But it was great, once you got near the cap, no bot would work because someone could come and safely kill you.
Guilds actually meant something

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