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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Wed Oct 22, 2014 4:44 am 
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Mayumi wrote:
Lol bud,you getting raped again things never change, haha..


Not interested in the game bud?...

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Wed Oct 22, 2014 2:33 pm 
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already downloaded archage but haven't tried it yet what server you on and time...

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Fri Oct 24, 2014 6:44 pm 
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Server Ollo, 5pm GMT Weekdays, anytime on weekends... IGN: Xaijitsu

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Sat Oct 25, 2014 12:23 am 
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BuDo wrote:
Server Ollo, 5pm GMT Weekdays, anytime on weekends... IGN: Xaijitsu


Pop on tomorrow

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Tue Nov 04, 2014 5:31 am 
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Everybody excited for auroria ?

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Tue Nov 04, 2014 7:09 pm 
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_Dutchy_ wrote:
Everybody excited for auroria ?


The game is more farmville for me atm lol..I just farm farm farm whenever I can. Not much raiding or hasla farming or pvp for me yet. Being in a merchant guild doesn't really help with that either xD

Curious to see how they change the recipe for the wagon now that they will include the cart.

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Wed Nov 05, 2014 3:10 am 
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_Dutchy_ wrote:
Everybody excited for auroria ?


My guild allied with a much larger guild to rush Auroria and get a castle but we didn't succeed...The west continent players are just too much (high numbers)...it was chaos....and lag..too many people in one area battling...Now our plan is to prepare ourselves for siege warfare and take a castle once the time comes...

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Wed Nov 05, 2014 11:56 am 
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BuDo wrote:
_Dutchy_ wrote:
Everybody excited for auroria ?


My guild allied with a much larger guild to rush Auroria and get a castle but we didn't succeed...The west continent players are just too much (high numbers)...it was chaos....and lag..too many people in one area battling...Now our plan is to prepare ourselves for siege warfare and take a castle once the time comes...


The EU server isn't behind is it? Because I still don't have an update on my Glyph >.<

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Fri Dec 19, 2014 8:24 pm 
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Wow... It has been a long time. When I heard of archeage I immediately bought my access into beta because it seemed that this would be the silkroad for me all over again. How much joy I have found now is indescribable.

I am playing on Salphira. Name is Zanzy. Shoot me a message in game as I afk for labor 80% of the time. I would love to hear from people from Olympus. If you have voice I would chat as well.

One thing that I kind of think sucks is, I wish I would have started the game at launch with some of you here. Now I have all the land, Hauler, proficiencies, and almost Archemaster title.

So yeah, Love to hear from anyone if you play on my server.

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Sun Dec 28, 2014 6:14 am 
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This just happened. This is torchfyre bay 1 hour after rookborne went to peace today. Guy planted a huge "dark farm" of random cork and yew just to make sure no one took their packs out of villanelle and his packs would stay high %. Super troll right there...

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Sun Dec 28, 2014 3:03 pm 
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Easy enough to get past that though?

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Sat Jan 03, 2015 2:28 am 
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Nah. Had to uproot like 500 labor worth to make a path, and he went through after I made my way out and replanted all the stuff. Guy was being a dick for at least a week filling torchfyre bay with cherry trees after this incident.

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Sun Jan 04, 2015 12:39 am 
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lol that's awesome, even if you were on the receiving end.

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Mon Jan 05, 2015 7:39 am 
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The game allows for troll activity but this is one of the things that make it fun to play...I've had my trade ship full of packs stolen twice...my fishing boat stolen 4-5 times by the enemy faction as well as people from my own faction...(I've done my own set of pirating too in retaliation)

Stealing/pirating seems to be where the fun is if you're into that...Some guilds are hated by all while others are cool...If you're a care bear the game allows for that too...They are ways to get around/avoid/deal with the trolls...

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Mon Jan 05, 2015 1:17 pm 
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I personally don't like it. Waste of his time, his labor, my time, my labor, only for 2mins of 'fun'. I find things like this and for example the blocking of paths pathetic. Then again I'm usually the good guy in every game.

Getting robbed by the enemy faction, sure. That's the point of the game. But getting backstabbed by asshole 'friendlies'? No, that is not.

I remember trying to do a run for my large farm and well I died, we found my pack on the bottom of the ocean but here comes a 'friendly' ship. Guys turn..whatever it is you turn during bloodlust or pvp, and kill 3 of us just to get our one pack.

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 Post subject: Re: ArcheAge: SRO Features, On Land and Sea + Lots More
PostPosted: Tue Jan 06, 2015 2:39 am 
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It brings interesting drama when you get robbed and killed by members of your friendly nation...We have a few guilds on our KOS list....

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