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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 3:14 pm 
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Yes, the other uniques will be spread around the map. The fireguy and those uniques are part of the Medusa area and will stay there, you just teleport directly to medusa when you teleport into the Jangan caves.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 3:14 pm 
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AkillerNXC wrote:
http://silkroadsalvation.com/showthread.php?38-Silkroad-Salvation-Changelog

That's a link to the changelog. So far thats what has been implemented. Question about the jangan tomb though, will there still be the other uniques? The tiger, turtle, bird, and whatnot? And the other snake biatch. lol. And the fire spear guy?

Roc mountain is also gone, which was the worst place ever anyways. It sucked, and was useless.


If you liked running from point A to point B across the map then point C then back to point A to do quests, it was VERY useful lol

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This makes me come.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 3:20 pm 
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Braka wrote:
question regarding bower , i read someware about books being changed in skills etc to be like higher cap but dmg being inline with 70 cap , how many kb books will bower hv at 70 cap on here?

Just one. Bowers being able to spam kb constantly was/is dumb. So now, they'll still be able to use it when needed, without abusing it.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 3:40 pm 
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Tasdik wrote:
Just one. Bowers being able to spam kb constantly was/is dumb. So now, they'll still be able to use it when needed, without abusing it.

Good. How about sleep bug?

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 3:42 pm 
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Fauntleroy wrote:
Tasdik wrote:
Just one. Bowers being able to spam kb constantly was/is dumb. So now, they'll still be able to use it when needed, without abusing it.

Good. How about sleep bug?

The only real way to fix the sleep + trap bug is to just make sleep not last as long. Which is what we'll probably do.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:01 pm 
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I was gonna join, but then I saw this:

Oxyclean wrote:
i'll be here, so yeah it will be good

Good luck with your server.

I keed oxy, i'll join anyways

Also, will 8dg be the last dg? Or will you add 11dg matching 70 cap

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Last edited by House on Thu Oct 13, 2011 5:11 pm, edited 1 time in total.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:04 pm 
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wow at all the changes made, just wow... was thinking about trying it out at least for a day, now I wont even bother with that.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:07 pm 
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[TS]=Hark=[TS] wrote:
wow at all the changes made, just wow... was thinking about trying it out at least for a day, now I wont even bother with that.


Im crushed.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:08 pm 
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[TS]=Hark=[TS] wrote:
wow at all the changes made, just wow... was thinking about trying it out at least for a day, now I wont even bother with that.

so what your looking for is one of the other 25 servers. see the beauty of options? :D


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:11 pm 
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Diptera wrote:
[TS]=Hark=[TS] wrote:
wow at all the changes made, just wow... was thinking about trying it out at least for a day, now I wont even bother with that.

so what your looking for is one of the other 25 servers. see the beauty of options? :D


yes I am quite happy on redster. Just needs more people, everything else there is exactly how i like it. only reason your server will do well is because anything with the names fly or nb attached to it will have 1000+ people following close like lost little puppies.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:22 pm 
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[TS]=Hark=[TS] wrote:
Diptera wrote:
[TS]=Hark=[TS] wrote:
wow at all the changes made, just wow... was thinking about trying it out at least for a day, now I wont even bother with that.

so what your looking for is one of the other 25 servers. see the beauty of options? :D


yes I am quite happy on redster. Just needs more people, everything else there is exactly how i like it. only reason your server will do well is because anything with the names fly or nb attached to it will have 1000+ people following close like lost little puppies.

Not because of that reason, it's more likely because we have an amazing English speaking community. Had great times on Venus and Azteca.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:44 pm 
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"Fack Awalor, HHHHHH" has been broken on this thread. lol I knew it would happen eventually. Gratz Hark.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 5:51 pm 
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AkillerNXC wrote:
Roc mountain is also gone, which was the worst place ever anyways. It sucked, and was useless.

Well, it's quite obvious since Roc Mt is a part of 90 cap. And it doesn't suck imo.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 6:09 pm 
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Roc mountain was over sized with a low spawn rate for mobs that are good for partying. The area could be 1/4 its size with the same number of mobs and be more relevant, but in favor of other areas like Alexandria we decided not to use it at all.


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 6:51 pm 
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Tasdik wrote:
The only real way to fix the sleep + trap bug is to just make sleep not last as long. Which is what we'll probably do.

Oqe bro. Dont do it

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 7:07 pm 
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Fauntleroy wrote:
Tasdik wrote:
The only real way to fix the sleep + trap bug is to just make sleep not last as long. Which is what we'll probably do.

Oqe bro. Dont do it


Oke bro. Do it.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 7:09 pm 
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For those that represent SalvationSRO, do you guys think there will be a need to implement 'zones' if your server becomes overcrowded?

Zones as in .. Party 1 is doing an 8man pt at Generals and Party 2 wants the same spot. So Party 2 would simply move to another zone instead of finding another Gens spot. So there would be, say four zones in one server and each zone carries the same map as the previous. Saying this all would come into play when SalvationSRO becomes hugely populated and would there be a need for this.

I know there was info about this on kSRO or something but I couldn't locate that thread.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 7:16 pm 
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Panu wrote:
For those that represent SalvationSRO, do you guys think there will be a need to implement 'zones' if your server becomes overcrowded?

Zones as in .. Party 1 is doing an 8man pt at Generals and Party 2 wants the same spot. So Party 2 would simply move to another zone instead of finding another Gens spot. So there would be, say four zones in one server and each zone carries the same map as the previous. Saying this all would come into play when SalvationSRO becomes hugely populated and would there be a need for this.

I know there was info about this on kSRO or something but I couldn't locate that thread.


So you mean same spot but like o.O different server basically?

I dont think they would want to do that since they want us to "interact" you gotta fight for your spot m8 XD!!

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 7:34 pm 
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yup fighting for a spot is always hell of fun =) pink wars D:


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 8:03 pm 
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Raybrig wrote:
yup fighting for a spot is always hell of fun =) pink wars D:

Yas, best part of sro.

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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 8:31 pm 
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Panu wrote:
For those that represent SalvationSRO, do you guys think there will be a need to implement 'zones' if your server becomes overcrowded?

Zones as in .. Party 1 is doing an 8man pt at Generals and Party 2 wants the same spot. So Party 2 would simply move to another zone instead of finding another Gens spot. So there would be, say four zones in one server and each zone carries the same map as the previous. Saying this all would come into play when SalvationSRO becomes hugely populated and would there be a need for this.

I know there was info about this on kSRO or something but I couldn't locate that thread.

in beta I tried the generals and bones. generals spawn rate is 3x and bones have about 6 new party spots. looks like yetis and penons also spawn more


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 Post subject: Re: Silkroad Salvation
PostPosted: Thu Oct 13, 2011 9:40 pm 
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Panu wrote:
For those that represent SalvationSRO, do you guys think there will be a need to implement 'zones' if your server becomes overcrowded?

Zones as in .. Party 1 is doing an 8man pt at Generals and Party 2 wants the same spot. So Party 2 would simply move to another zone instead of finding another Gens spot. So there would be, say four zones in one server and each zone carries the same map as the previous. Saying this all would come into play when SalvationSRO becomes hugely populated and would there be a need for this.

I know there was info about this on kSRO or something but I couldn't locate that thread.

That isn't Ksro (Jsro i think) and it was called Shard system.

It seems some mobs got more spawn, So more need for party play and so be careful not to get "over-mobbed"
(not sure if over-mobbed is even a word but you get what i mean) :)

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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Thu Oct 13, 2011 10:21 pm 
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the main party mobs (bungwangs, penons, yetis and generals off the top of my head) have increased spawn rates but do you really think people will "share" spot just because there are more mobs :P?

oh and im pretty sure they got rid of the bugs in takla, and put guards their instead, or i might be wrong lol

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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Thu Oct 13, 2011 10:23 pm 
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With increased spawns they wont need to share, but they will still be close enough to the other parties to know they are there.


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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Fri Oct 14, 2011 12:37 am 
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I hope so :D!

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 Post subject: Re: Silkroad Salvation
PostPosted: Fri Oct 14, 2011 1:13 am 
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I was gonna join, but then i saw this

House wrote:
I was gonna join, but then I saw this:

Oxyclean wrote:
i'll be here, so yeah it will be good

Good luck with your server.
Also, will 8dg be the last dg? Or will you add 11dg matching 70 cap

and i'm still gonna join :dope:

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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Fri Oct 14, 2011 2:31 am 
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House wrote:
Also, will 8dg be the last dg? Or will you add 11dg matching 70 cap


I am pretty sure its 8D, but at lvl 70 you are able to get egy gear from battle arena :) (suited for 70 cap)

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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Fri Oct 14, 2011 7:08 am 
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This egy gear is under 11d category which means you need 11d stones and blues are 11d based.(like 7 str int 1300 hp mp ...
but with sos 8d stats. so its just better sos because it gives you mroe blues and a full set gives you a +2 bonus


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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Fri Oct 14, 2011 12:56 pm 
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Wait what, there's no DW?


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 Post subject: Re: Silkroad Salvation (Updated with Client download)
PostPosted: Fri Oct 14, 2011 12:58 pm 
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Gnarly wrote:
Wait what, there's no DW?

no.

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