• Extremely hardcore server idea.
    154 replies, posted
[QUOTE=almosttactful;44555234]So after playing this server for 10-15 hours I've come to the following feedback... Overall it can be a ton of fun at the beginning but then it falls off very quickly, even more so IMO than the game in it's normal form and here's why... I teamed up with my buddy and we played/farmed for a little bit until we could make 1x1's w/metal doors. After about 4 hours of farming we built a base that requires someone to use about 130 lock picks to get into...at that rate they'd need 1300 lock picks if they opened doors 10% of the time. They cannot blow a wall so they have to go through the route we set. In the event we're online and they are "raiding" us, we figured out all we had to do is spawn behind them and close the door...they are screwed at this point. At the end of the day as soon as you can build a base you're invincible on the server and that removes all of the fun for me. I know I'm not everyone (at all) but this gameplay mode lasted about 10 hours for me where the normal one has over 400 hours and I still enjoy it. I don't want to have to farm animals for 200 hours in hopes to get enough lock picks to raid one persons base. As a game designer, I think the idea has merit but overall it lacks depth in progression and retention when it comes to the overall system. Even by doing things like limiting base sizes someone will still just build 20 bases of the max size and they are left to be untouchable. It's good start but I think it needs some serious tweaks before it's ready to go (this is only if you're looking for it to be popular among the masses). I understand it's about survival but after 10 hours you're invincible and that removes the whole survival aspect. [editline]15th April 2014[/editline] I dunno...I walked through hacker valley and the admin went all mid-evil on me about touching HIS resources and KoS'd me without question...you tell me. lol[/QUOTE] I don't think you know who the admins are. Me and rock, that is it. Neither of us went mid evil or even came close to killing you (checked logs). If you were killed by anyone in hacker valley or anywhere else, it wasn't by an admin. Other than that, thanks for trying out the server!
[QUOTE=thelionnessa;44555114]-The original message you see when in world is that you have just awoken from the large explosion. Unfortunately you seem to have amnesia. Not only do you not really know how to build a campfire, but you also do not know your own name. Thankfully you can still read blueprints! -You can't learn metal structures at all. Nor can you learn metal weapons. You can learn how to craft weapons because there are blueprints available. Thankfully you are smart enough to follow simple instructions. However, there are no blueprints available with ammo. Not even the local merchants can craft ammo and the only ammo left is from the old world (randomly in boxes or eaten by the wildlife). It seems the red bears have taken a liking to ammo, as if the radiation made them enjoy the taste of gunpowder. Very weird. -This one is extremely debatable. In a state of nature the first thing you do is give up your freedom to a third person in order to survive. Although this is philosophy gibber gabber, I like it. If two people are standing over a steak, and there is no third person, neither person could bend over to grab the steak without being stabbed in the back (99% of the Rust servers). Therefore, in order to co-exist, you allow a third person to govern over you and make sure neither of you stab each other in the back (our server). Instead, you share. Who controls the third person? Good question. Bad admins exist. By the way, I honestly do feel our server is actually the most realistic scenario of the two I just mentioned. Also, with that previous point, there absolutely would be jails as people re-civilize. You wouldn't let anyone go around murdering (for fun) everyone while they gathered wood and farmed. You also wouldn't say, "Well, that's your problem, watch your back." No, as a civilization you group together and if you don't watch your neighbors back, he doesn't watch yours. Bad folks get put in jail. This goes back 1000s of years. -Your game is a game of anarchy. Our game is a game of rebuilding, survival, trading, and having fun together. This server was never intended to have a competitive atmosphere (although it is competitive in who can create the best builds, who can get each blueprint the quickest, or who can save enough money to buy something modern). That's the other 99% of the servers on rust. Ours was created to find like-minded players that enjoy the other aspects of Rust. KOS and murdering is 100% created by the idea of "I can just respawn" and "It's just a fucking game." Although it is just a fucking game, and you can respawn, neither of those elements are realistic at all. We are not coddling to people who want to play deathmatch, because there are games that have deathmatch modes. If you are a killer, go kill in a game that is made for deathmatch. We are playing survival. And no, you wouldn't be out KOSing if you had 1 life. You'd be with us, governed, and trying to rebuild.[/QUOTE] -That is not how amnesia works. You do not just forget literally everything you have ever learned. -I understand that. But even the homemade weapons have metal components. -Point taken. Just not realistic. Not even in the slightest. If that is how you want to play - then definitely go for it! Just seems more complicated than needed. -I would like to see examples of that. I have never heard of people thrown in the wild somehow creating prisons and enforcing self-made laws on the other natives. Cages would make sense. So would throwing people in a locked shack. But prisons? Not realistic at all. -Then why is it PvP? If you do not want to foster a competitive atmosphere, then you are self-defeating your own idea by implementing PvP instead of PvE. Why did you add lockpicks to break into houses? Contradictory. -I never said deathmatch. You would do well not to put words into my mouth. But by forcing people to play only a certain style, you are imposing upon them and coddling the players unable to defend themselves. And last time I checked, murder has always been a part of life. It has only been recently that the world has embraced social norms, but even still, people are frequently forced to kill or defend themselves to survive. Yes, games take an unrealistic approach to murder. But nothing you have proposed here fixes the realism issue, and you never will be able to. -You are very ignorant of the collective conscience of humanity. If you honestly believe that people in real life would not kill to survive, then I do not know what to say to you. -
[QUOTE=Leon Garoux;44555355]-That is not how amnesia works. You do not just forget literally everything you have ever learned. -I understand that. But even the homemade weapons have metal components. -Point taken. Just not realistic. Not even in the slightest. If that is how you want to play - then definitely go for it! Just seems more complicated than needed. -I would like to see examples of that. I have never heard of people thrown in the wild somehow creating prisons and enforcing self-made laws on the other natives. Cages would make sense. So would throwing people in a locked shack. But prisons? Not realistic at all. -Then why is it PvP? If you do not want to foster a competitive atmosphere, then you are self-defeating your own idea by implementing PvP instead of PvE. Why did you add lockpicks to break into houses? Contradictory. -I never said deathmatch. You would do well not to put words into my mouth. But by forcing people to play only a certain style, you are imposing upon them and coddling the players unable to defend themselves. And last time I checked, murder has always been a part of life. It has only been recently that the world has embraced social norms, but even still, people are frequently forced to kill or defend themselves to survive. Yes, games take an unrealistic approach to murder. But nothing you have proposed here fixes the realism issue, and you never will be able to. -You are very ignorant of the collective conscience of humanity. If you honestly believe that people in real life would not kill to survive, then I do not know what to say to you. -[/QUOTE] -Which is why your character can still read blueprints. However, you did forget how to make campfires. That's how this amnesia works. -As you stated, amnesia didn't completely wipe their memory. Thankfully the blueprints are very detailed. Unfortunately they cannot craft beyond what they are learning again. If you don't believe me, join the server and try to build a campfire without having the blueprint. -I disagree. -This isn't my answer but it is an interesting read regardless: The beginning of prisons can be traced back to the rise of the state as a form of social organization. Corresponding with the advent of the state was the development of written language, which enabled the creation of formalized legal codes as official guidelines for society. The most well known of these early legal codes is the Code of Hammurabi, written in Babylon around 1750 BC. The penalties for violations of the laws in Hammurabi's Code were almost exclusively centered around the concept of lex talionis ("the law of retaliation") where people were punished as a form of vengeance, often by the victims themselves. This notion of punishment as vengeance or retaliation can also be found in many other legal codes from early civilizations, including the ancient Sumerian codes, the Indian Manama Dharma Astra, the Hermes Trismegistus of Egypt, and the Mosaic Code. ome Ancient Greek philosophers, such as Plato, began to develop ideas of using punishment to reform offenders instead of simply using it as retribution. Imprisonment as a penalty was used initially for those who could not afford to pay their fines. Eventually, since impoverished Athenians could not pay their fines, leading to indefinite periods of imprisonment, time limits were set instead. The prison in Ancient Athens was known as the desmoterion ("place of chains"). The Romans were among the first to use prisons as a form of punishment, rather than simply for detention. A variety of existing structures were used to house prisoners, such as metal cages, basements of public buildings, and quarries. One of the most notable Roman prisons was the Mamertine Prison, established around 640 B.C. by Ancus Marcius. The Mamertime Prison was located within a sewer system beneath ancient Rome, and contained a large network of dungeons where prisoners were held in squalid conditions, contaminated with human waste. Forced labor on public works projects was also a common form of punishment. In many cases, citizens were sentenced to slavery, often in ergastula (a primitive form of prison where unruly slaves were chained to workbenches and performed hard labor). -Because explosives are not available and lockpicks are. That's why. There is nothing contradictory about explosives not being available because no-one can craft them, yet a simple lockpick is. Stealing items without being caught is a reality. Exploding walls and doors when you have to chop trees for wood, not so much. -I'm not forcing anyone to play in any style, the server is free to join and free to leave. There is nothing being forced. I think the first page is pretty clear on what the server is about. -You'd do well as to not put words in my mouth as well. I never said anything about people not killing to survive. I said KOS, killing for fun, playing deathmatch (thank the respawns). Would people kill to survive, kill to protect their family or something they love, or kill when they feel they are in danger, absolutely. Which is why this isn't a PvE server. Hopefully I responded to each of your points in a respectful manner.
[QUOTE=thelionnessa;44555526]-Which is why your character can still read blueprints. However, you did forget how to make campfires. That's how this amnesia works. -As you stated, amnesia didn't completely wipe their memory. Thankfully the blueprints are very detailed. Unfortunately they cannot craft beyond what they are learning again. If you don't believe me, join the server and try to build a campfire without having the blueprint. -I disagree. -This isn't my answer but it is an interesting read regardless: The beginning of prisons can be traced back to the rise of the state as a form of social organization. Corresponding with the advent of the state was the development of written language, which enabled the creation of formalized legal codes as official guidelines for society. The most well known of these early legal codes is the Code of Hammurabi, written in Babylon around 1750 BC. The penalties for violations of the laws in Hammurabi's Code were almost exclusively centered around the concept of lex talionis ("the law of retaliation") where people were punished as a form of vengeance, often by the victims themselves. This notion of punishment as vengeance or retaliation can also be found in many other legal codes from early civilizations, including the ancient Sumerian codes, the Indian Manama Dharma Astra, the Hermes Trismegistus of Egypt, and the Mosaic Code. ome Ancient Greek philosophers, such as Plato, began to develop ideas of using punishment to reform offenders instead of simply using it as retribution. Imprisonment as a penalty was used initially for those who could not afford to pay their fines. Eventually, since impoverished Athenians could not pay their fines, leading to indefinite periods of imprisonment, time limits were set instead. The prison in Ancient Athens was known as the desmoterion ("place of chains"). The Romans were among the first to use prisons as a form of punishment, rather than simply for detention. A variety of existing structures were used to house prisoners, such as metal cages, basements of public buildings, and quarries. One of the most notable Roman prisons was the Mamertine Prison, established around 640 B.C. by Ancus Marcius. The Mamertime Prison was located within a sewer system beneath ancient Rome, and contained a large network of dungeons where prisoners were held in squalid conditions, contaminated with human waste. Forced labor on public works projects was also a common form of punishment. In many cases, citizens were sentenced to slavery, often in ergastula (a primitive form of prison where unruly slaves were chained to workbenches and performed hard labor). -Because explosives are not available and lockpicks are. That's why. There is nothing contradictory about explosives not being available because no-one can craft them, yet a simple lockpick is. Stealing items without being caught is a reality. Exploding walls and doors when you have to chop trees for wood, not so much. -I'm not forcing anyone to play in any style, the server is free to join and free to leave. There is nothing being forced. I think the first page is pretty clear on what the server is about. -You'd do well as to not put words in my mouth as well. I never said anything about people not killing to survive. I said KOS, killing for fun, playing deathmatch (thank the respawns), and sign on just to kill people. Would people kill to survive, kill to protect their family or something they love, or kill when they feel they are in danger, absolutely. Which is why this isn't a PvE server. Hopefully I responded to each of your points in a respectful manner.[/QUOTE] -I am really not going to get into how amnesia does not remove a person's critical thinking skills, nor does it override basic intelligence. So I will leave it at that. -You cannot disagree. The homemade weapons clearly show that metal components are used, and then there is the fact that metal fragments are used in their creation. -Yes, prisons have always existed. In a society of some sort. A bunch of random naked cavemen on a resource deprived piece of land does not lead to prisons. Do you see any of the African tribals with prisons? Do you see any middle eastern nomads with prisons? Do you see the tribes living in the forests of South America with any prisons? No. It is simply not realistic to have a bunch of tribals with no established society or empire magically creating prisons. -Lockpicks foster a competitive atmosphere. You cannot deny this. And I never said anything about explosives. You are putting words into my mouth again. -Yes, you are. If you want a realistic game, then murder is a part of realism. Just because no one has to join your server does not mean you are not forcing a certain play-style. -People do kill for fun. That is a fact of life, whether in real-life or in a game. It is frustrating. Sometimes mind-boggling. But you are not adding realism by removing the ability to KoS. It is a bit baffling that you would consider KoS not realistic, looking at aspects of life such as gangs, territorial tribes, mobs, serial killers, etc. etc. etc. Hell, even animals kill for fun. Look at wolverines, which kill for pleasure and even their own kind. Look at dolphins, which rape other animals and sometimes even humans. I can keep going and going with examples on how your anti-KoS approach is what is not realistic.
• lol • -Unfortunately the radiation, along with the explosion did effect your procedural memories on this server.• You don't have to get into critical thinking skills or basic intelligence.• lol • -I disagreed. • -I know they existed. • -I disagree that they foster a competitive atmosphere that makes you want to kill randomly, KOS, and play deathmatch. • -And so is jail.• The murders get sent away. • -Again, jail.
[QUOTE=thelionnessa;44555960]• lol • -Unfortunately the radiation, along with the explosion did effect your procedural memories on this server.• You don't have to get into critical thinking skills or basic intelligence.• lol • -I disagreed. • -I know they existed. • -I disagree that they foster a competitive atmosphere that makes you want to kill randomly, KOS, and play deathmatch. • -And so is jail.• The murders get sent away. • -Again, jail.[/QUOTE] Well, if you are going to spit into the face of logic and how things work in the real world, then that is your own prerogative and I will leave you to it. I figured I would provide some criticism, since you stated yourself you were looking at creating a realistic server, but you appear unwilling or incapable of accepting feedback, and only respond with the logical fallacy known as circular logic (not just from this forum - I have seen you elsewhere on here, and you never seem able to admit when you are wrong).
Hey nessa, can you please help me with my "Unable to connect" problem ? :/
[QUOTE=Leon Garoux;44556011]Well, if you are going to spit into the face of logic and how things work in the real world, then that is your own prerogative and I will leave you to it. I figured I would provide some criticism, since you stated yourself you were looking at creating a realistic server, but you appear unwilling or incapable of accepting feedback, and only respond with the logical fallacy known as circular logic (not just from this forum - I have seen you elsewhere on here, and you never seem able to admit when you are wrong).[/QUOTE] This is a video game, not the real world.
[QUOTE=Sievers808;44556056]This is a video game, not the real world.[/QUOTE] And you obviously did not read the thread - she is attempting to make this a realistic server, and is staunchly against KoS'ers because she is under the belief that such actions are not realistic. You are another one that is a bit predictable - you consistently reply to people without understanding the entire story.
[QUOTE=almosttactful;44555234]So after playing this server for 10-15 hours I've come to the following feedback... Overall it can be a ton of fun at the beginning but then it falls off very quickly, even more so IMO than the game in it's normal form and here's why... I teamed up with my buddy and we played/farmed for a little bit until we could make 1x1's w/metal doors. After about 4 hours of farming we built a base that requires someone to use about 130 lock picks to get into...at that rate they'd need 1300 lock picks if they opened doors 10% of the time. They cannot blow a wall so they have to go through the route we set. In the event we're online and they are "raiding" us, we figured out all we had to do is spawn behind them and close the door...they are screwed at this point. At the end of the day as soon as you can build a base you're invincible on the server and that removes all of the fun for me. I know I'm not everyone (at all) but this gameplay mode lasted about 10 hours for me where the normal one has over 400 hours and I still enjoy it. I don't want to have to farm animals for 200 hours in hopes to get enough lock picks to raid one persons base. As a game designer, I think the idea has merit but overall it lacks depth in progression and retention when it comes to the overall system. Even by doing things like limiting base sizes someone will still just build 20 bases of the max size and they are left to be untouchable. It's good start but I think it needs some serious tweaks before it's ready to go (this is only if you're looking for it to be popular among the masses). I understand it's about survival but after 10 hours you're invincible and that removes the whole survival aspect. [editline]15th April 2014[/editline] I dunno...I walked through hacker valley and the admin went all mid-evil on me about touching HIS resources and KoS'd me without question...you tell me. lol[/QUOTE] I kind of agree with you. This method of gameplay really seduce me, but once you get everything, it is quite easy to hide. But the aspect of buying modern stuff gives me more thing to do I suppose. Some of the players that were online earlier (no admins) though it would be even better if the BP drop rate were really low, something like 2%. At start, everything was really smooth awesome since the drop were at 5%, but they got increased at 10% and a trade market appeared and gigantic houses started to appeared. Therefore, the lockpick were really useful in the first days. But yeah, not anymore. If the guy who killed you yelled "MY WOOD", then it was not a admin who killed you, but me.
Leon, I like you and enjoyed going back and forth. It got me through a boring workday. I can absolutely admit when I'm wrong, but in this case there is nothing to admit. Your points aren't invalid but that doesn't mean your way is the absolute right way, just because that's what you think. Neither is mine (for sure). Unlimited ammo creates a different game, so maybe not making ammo isn't realistic, but neither is endless ammo. There's reasons behind the madness that may not seem realistic I am open to ideas and I'm glad you put thought into your reply. I was having a bit of fun.
And as the civilization evolve (first 1x1 appear for INSTANCE), I don't see why it would be against realism to have a jail system.
the percentage of KOSers are low but people still KOS on the server regardless. [editline]15th April 2014[/editline] you know i keep seeing over and over people saying that once they got a base , had no fear , etc etc, there is nothing to do. How about World Domination? Build ginormous forts, recruit an army. Take the map one valley at a time. Make everyone bow to your whims, and ply you with loot and women! Crown yourself King! Nay, Emporer! Who shall Unite the kingdoms of Rust? Is it you?
Whoa, some people need to chill with their feedback! It's a great concept and with some tweaks it may end up a great style of Rust play! [B][U]Thoughts to extend gameplay (unsure if some of these are possible): [/U][/B] - foundation placement limit would limit max base size (2-4 max foundations placeable) - incremental BP's (each BP only learns a % of that skill; 3 BP's to learn that craft - encourage trading) It would also force players to use wooden shacks to get started thus increasing their vulnerability.
[QUOTE=Na0cho;44556641]Who shall Unite the kingdoms of Rust? Is it you?[/QUOTE] Yep, me. With my brand new Bolt Action Rifle. Probably the first modern weapon on the server. On top of a fortress tower behind countless metal doors. Join my army or die. MUAHAHAHAHAHA!
[QUOTE=BearGrylls;44556906]Whoa, some people need to chill with their feedback! It's a great concept and with some tweaks it may end up a great style of Rust play! [B][U]Thoughts to extend gameplay (unsure if some of these are possible): [/U][/B] - foundation placement limit would limit max base size (2-4 max foundations placeable) - incremental BP's (each BP only learns a % of that skill; 3 BP's to learn that craft - encourage trading) It would also force players to use wooden shacks to get started thus increasing their vulnerability.[/QUOTE] I really love your second, since it would take a lot more time to advance and therefore, it would be more valuable to you and to other( raid). For your first point, someone already pointed out that we could simply build multiple bases to counter that or build huge tower. But I think if we get limit size base, less people would be interest. I don't know about the majority of players, but for me, what attract me in Rust, its really the building concept. Hence, if someone gives me limit over that, well bye bye.
unban me wtf
The % blueprint is a great idea. Noob, I have no control over banning or unbanning sorry.
Lol then who does ?
I can see how with this type of hardcore playstyle %BP's would create a lot of effects in relation to playstyle: - players would save duplicates as trading would be much more important - bartering resources for BP's would increase - risk would increase: - one could play as a thief and attempt to con people when trading - have to hunt in greater ranges thus increasing possibility of encountering other players - harder to build a secure base solo - would increase the 'mid-game' (when a player is filling in missing BP's but has a secure base) I've heard other servers have tried this. Not sure how you would implement it, say: - BP use = 33% of skill learned or 1/3 of skill learned each use. See what others think! :wink:
<3
first,sorry for bad english. This was rusted.tv.Rusted.tv was a Turkish server.Very very hard server.can't craft weapon,c4,metal wall,metal ramp... This was a good server but people don't play in this server.Because it's very very hardcore server.
Can finally log in !!! love that server !
Played for a while last night. Spent an hour precariously hunting and farming to get enough stuff to not die of starvation. Spent 90% of my time below the 100 calorie mark. 11/10 would play again.
[QUOTE=Leon Garoux;44556129]And you obviously did not read the thread - she is attempting to make this a realistic server, and is staunchly against KoS'ers because she is under the belief that such actions are not realistic. You are another one that is a bit predictable - you consistently reply to people without understanding the entire story.[/QUOTE] Making a server that is more realistic is one thing. Assuming that means that every single little detail must be as close to real life as possible is just ridiculous.
[QUOTE=Leon Garoux;44556011]Well, if you are going to spit into the face of logic and how things work in the real world, then that is your own prerogative and I will leave you to it.[/QUOTE] It spits in the face of logic that this server doesn't give my character a wincing animation from being whipped in the sack non-stop by all this tall grass. It spits in the face of logic that this server still has red bears and red wolves. It spits in the face of logic that this server still has magically appearing wood piles that I can hit with a rock and then, if I've found a piece of paper with some instructions, I can turn around and build a house with the wood I gather and tuck in my bum. I think the realism attempted by this server is and always will be inhibited by the pre-existing game mechanics and worldspace that are pretty unrealistic. I think the goal is to make things more realistic in an unrealistic world, which of course, won't be 100% realistic :) Doesn't mean that anyone's purposefully, "spitting in the face of logic." The server is still fun, and it does it's job well. I haven't ever had as much fun on a PVE server until I tried this one. Of course, different experiences will occur from different people with different mindsets, it's just the nature of the beast :)
I currently run a server that extends realism through the blueprint system. We are the #3 server on top rust server. [url]http://www.toprustservers.com/evolvedgaming[/url]. We are currently averaging about 26 people this month. However initially it has been more. Population in hardcore realism servers are hard to maintain because new players are left in the cold the longer the server stays up. The gap grows exponentially as time passes. Vanilla rust is able to counter act this due to the initial loot tables. You could have just joined the server for 5 minutes and manage to find a M4 and ammo in a loot box and now with a bit of skill and luck you can manage to carve out an existence for half a day. Then you get raided or killed and try again in order to attempt to fix what you did wrong in the first place. Which tends to lead to KOSing as its the safest way to approach everyone because life is infinite with no consequences from dieing. However there are 1000s of servers that do this and we wanted something different. So if you interested check out our server. Don't bother joining if you have a vac ban or havnt played rust that long you will just get kicked. Don't bother coming to try to hack because you will just get banned and then VAC reported with logs. We have 2 non player admins and several player moderators who have the ability to ban and only ban. We do have a ban appeal system and it works. If interested check out [url]www.evolved-gaming.com[/url] I wont give you the actual address because you really need to check out the website to learn how the server works otherwise you will just get overwhelmed and will spam chat with silly questions that are answered there.
[QUOTE=jpdesjardins;44556443]I kind of agree with you. This method of gameplay really seduce me, but once you get everything, it is quite easy to hide. But the aspect of buying modern stuff gives me more thing to do I suppose. Some of the players that were online earlier (no admins) though it would be even better if the BP drop rate were really low, something like 2%. At start, everything was really smooth awesome since the drop were at 5%, but they got increased at 10% and a trade market appeared and gigantic houses started to appeared. Therefore, the lockpick were really useful in the first days. But yeah, not anymore. If the guy who killed you yelled "MY WOOD", then it was not a admin who killed you, but me.[/QUOTE] Whoa, whoa, whoa, waaaaaait just a minute. You mean you left your base and stopped shooting out of your windows .......... and ventured..... OUTSIDE?!?!?!? [editline]16th April 2014[/editline] Also having something implemented for end game to allow the ability to raid would be fun as well. Not sure how to balance it. Maybe if you can add another lockpick item and give it 50% chance to open a door or something but make it so it can only be purchased on the econ mod? or open of c4 for raiding but make it like 50k a piece so it takes a lot of time / money to do? Not sure but something end game would definitely help those who have reached it. I was talking with Rock / Nessa in building an areana for people as well. Hopefully if I get some spare time this weekend we can get that done.
[QUOTE=NoobSaibot;44557070]unban me wtf[/QUOTE] ban him. He has KOS me 2 times yesterday and i lose all my material in my inventory for my house that i was building up :( Jail don't functionable. So you lose a player on your server...me 10h farming for the Materials an blueprints and then this...
[QUOTE=Tama;44568650]ban him. He has KOS me 2 times yesterday and i lose all my material in my inventory for my house that i was building up :( Jail don't functionable. So you lose a player on your server...me 10h farming for the Materials an blueprints and then this...[/QUOTE] lmao that was funny
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