Community vote #2 results


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Kleio Send PM

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Posts: 114

The 2nd Community Vote is closed and the results are in.

The response was huge: 252 verified questionnaires filled out, 76% of participants wrote substantive freeform answers. That's an extraordinary turnout and it gave us a clearer picture than ever of what the playerbase actually wants, how you feel about the current state of the server, what issues stand out, and where we should be heading.

We're very thankful for each of you who took the time to fill out the questionnaire, especially the freeform answers. There's a lot of valuable information there, and we'll share the recurring themes below.

There are also lots of forum posts you make and tickets you send us in-game that forward your feedback. We greatly appreciate everything we hear from you, whether it's positive, negative, suggestions, worries, or bug reports. We love to hear from you.

We'll do our best to turn this feedback into actionable points for the server direction over the next 2–3 months: changes, urgent problems to solve, and what content you want added.

Please understand that this is a data collection exercise. Even where many voters asked for the same thing, that doesn't automatically mean we'll do it, some popular asks don't fit the long-term vision of the server. We'd still like to share what was raised, so the community can see their feedback was heard and so we can have an honest conversation about what's on the table and what isn't.

This post focuses on what the community said and the decisions that flow directly from the vote. A separate follow-up post will cover the broader action plan - what we'll be working on over the next two weeks, the upcoming patch cycle, and what's being lined up for the months after P2P launch.

For the freeform sections, the number in brackets next to each theme is the count of voters who raised the same or a similar concern. So [13] means 13 different voters mentioned that theme - not necessarily in identical words, but with the same underlying point.

After filtering out a small number of responses that weren't representative (very fresh accounts that registered just before voting, suspected duplicate accounts), we ended up with 252 clean votes from the active community. About 54% had also taken part in the 1st Community Vote, and around 46% are people who joined the community since then.


P2P Launch


When should we release P2P?

  • As soon as possible — release on May 15th or May 22nd: 51.6%
  • One more month of F2P — release on May 29: 21.0%
  • Over one more month of F2P — release in June: 9.5%
  • Over two months of F2P — release in July: 17.9%

Decision: Launching in May. Combined "release in May" = 73%. Exact date confirmed once final testing wraps up.


Should P2P content be released all at once, or in phases?

  • All at once — full P2P release on launch day: 60.3%
  • Phased — one or two skills at a time over weeks: 18.7%
  • Hybrid — most content at launch, hold back some content (e.g. Thieving) for later: 11.5%
  • No strong preference: 9.5%

Decision: Full P2P release on launch day.


Should Thieving be included at P2P launch?

  • Yes — release as-is at launch with standard RSC loot: 36.1%
  • Yes — but rebalance loot tables (less gold, more herbs/runes/gems): 29.0%
  • No — delay Thieving until the economy has settled: 23.0%
  • No strong preference: 11.9%

Decision: Thieving ships at launch with rebalanced loot tables. Adding the first two options together, 65% want it on launch day in some form. The rebalance bridges the "release it" and "I'm worried about the economy and bots" camps.


Should dragon items be removed from shops at P2P launch?

  • Yes — remove from shops, NPC drops only: 54.8%
  • No — keep them in shops as-is: 36.5%
  • No strong preference: 8.7%

Decision: Removed from shops, NPC drops only. The freeform feedback was clear about how this should work: rare drops from specific high-end NPCs (not random drop tables), with supply monitored closely. If we see they're too scarce, we'll adjust.


Should we have separate F2P and P2P worlds, with one server in the EU and one in the USA?

  • Yes — split worlds across EU (F2P) and USA (P2P): 26.6%
  • No — keep a single world setup: 62.7%
  • No strong preference: 10.7%

Decision: Single world stays. Clearest result of the survey.


Should we disable account sharing with the P2P release?

  • Yes — disable it permanently: 48.0%
  • Yes — disable during the race, then allow it again afterwards: 15.1%
  • No — keep it as it is: 24.2%
  • No strong preference: 12.7%

Decision: Restrictions in place for the next race for levels and achievements following P2P release. Combined "yes" = 63%. Specifics on enforcement in a follow-up post.


Wilderness & Combat


Should we keep level 0 Wilderness?

  • Yes — keep it: 43.3%
  • No — remove it: 29.4%
  • No strong preference: 27.4%

Decision: Keeping it for now. Soft majority, not a strong mandate. Will revisit if behaviour patterns change after P2P launch.


Should ranged attacks auto-follow targets in the Wilderness?

  • Yes — re-enable auto-follow for ranged in Wilderness: 40.5%
  • No — keep it as it is: 38.1%
  • No strong preference: 21.4%

Decision: Leaving as-is for now. Genuinely too close to call from the vote alone, and we'd rather not flip a coin on something this divisive. We'll come back to it once we've discussed the trade-offs in detail with both sides.


Staking


Which changes to staking would you like to see?

  • Side-bets on other players' stakes: 32.9%
  • None of these: 24.2%
  • Stakes that simulate Wilderness fights: 21.8%
  • See history of my and other player stakes: 9.5%
  • Ranking system for stakers: 7.5%
  • Ability to post stakes you want to do, similar to Auction House sales: 4.0%

A note on this one: it was meant to be multi-select, but in practice everyone picked just one option due to a bug. Treat the numbers above as "what's the one staking change you'd most want" rather than full preference rankings. We'll fix this for future surveys.


Decisions:

  • We are already working on stakes that work similarly to how deathmatches worked on RSCR1: you get teleported into an area where you can move around and fight. This mode would allow staking items. It could potentially be done in 1v1 or also in a 2v2 setting.
  • Placing side-bets on other people's stakes is something we feel would be a quite interesting twist. We will explore how we could make this work efficiently.
  • In future surveys or forum post we will collect more data on what changes are needed for staking.


Got a staking idea we haven't covered?

The most-mentioned ideas, ranked by mentions:

  • [9] Potion-related changes — multiple distinct asks: auto-consume potions on duel start, a "user is wined" indicator (or showing different HP), preventing potion stat drain during the stake, and F2P-only potion restrictions for fairer low-level stakes.
  • [5] Tournament / ranked / bracket modes — concrete suggestions include level-3 boxing tournaments, point-based ranked dueling leagues with diminishing returns for repeatedly fighting the same opponent, and special arenas for stakers below a stake-count threshold.
  • [3] Anti-switching rules — ability to disable switching klanks, amulet, attack-style, and dlong/daxe
  • [2] History or tracking of past stakes

Decisions:

  • We already have working logs of your staking history. This opens up possibilities to build interesting tools for insights.
  • On the backend we already have a wined-user indicator, it will be added to the client in the future.
  • Automated tournaments for events is something we are already looking into.


Should we sell quest-skip items for staking-relevant gear?

  • Yes — sell them all (map pieces + wear-rights for d-axe, d-long, Klank's gauntlets): 33.7%
  • Yes — but only wear-rights for staking items, not map pieces: 4.8%
  • Yes — but only map pieces (Hero's Quest), not wear-rights: 2.0%
  • No — keep all quest gates intact: 41.7%
  • No strong preference: 17.9%

Decision: No change for now, we think the community may want us to revisit this after P2P release. We may do an additional survey of people who have staking history and were primarily affected by this change.


Shops & Supplies


What should we do about players parking characters in shops to hoard supplies?

The most-suggested fixes, ranked by mentions:

  • [31] Rate limits or purchase caps — most-supported fix
  • [15] Per-player or instanced shop stock — each player has their own supply, so no fighting over restocks.
  • [15] "P2P will solve a big chunk of this on its own" — fletching for arrows, herblaw for vials and potions, thieving for runes/herbs/gems. Specific ideas in this group included buffing feather drops from chickens, making vial crafting reasonable, and buffing rune drops from dark wizards/druids/wizards.
  • [10] Time limits or kick-after-X-minutes at the shop counter
  • [5] Queue / first-come-first-served system

Decision: We will consider feasibility for the suggested fixes and make something available for trial before P2P release.


HiScores


Should we allow players to hide non-combat stats and statistics in HiScores?

  • Yes — add an opt-in option to hide non-combat stats: 34.5%
  • No — keep all stats public: 44.4%
  • No strong preference: 21.0%

Decision: After reading player feedback in the freeform answers and re-reading the question, we feel it may have been framed badly and unclearly, since users can already hide their stats. To make a high-quality decision on this we will likely need to do a clarification vote before P2P. We know some of you are highly opinionated about this, and we'll try to re-collect data so we can make a well-informed decision. Sorry for the confusion this caused when you were voting.


Server Experience


How satisfied are you with the server at the moment?

  • Very satisfied: 23.4%
  • Satisfied: 44.0%
  • Neutral: 19.8%
  • Dissatisfied: 8.7%
  • Very dissatisfied: 4.0%


How satisfied are you with the support you receive from the server staff?

  • Very satisfied: 27.0%
  • Satisfied: 30.6%
  • Neutral: 22.2%
  • Dissatisfied: 6.3%
  • Very dissatisfied: 4.8%
  • I haven't contacted staff: 9.1%

Both numbers are positive, both have room to grow. Thank you everyone for the positive comments in the free-form fields, it means a lot to get positive messages from you!


What are the biggest issues with the server right now?

Recurring themes ranked by mentions:

  • [22] Botting and account-sharing combined — the single most consistent specific concern in the survey, brought up in other feedback answers. Overall community sentiment is that we are not harsh enough on players caught botting and we are not transparent enough with who was caught and what punishment they have received. Bank wipe or temporary ban is considered not sufficient punishment. Account sharing is cited as something hurting overall experience and a big concern before P2P launch for anyone who wants to be competitive in highscores or achievements.
  • [21] Wilderness IP restrictions — the most-discussed gameplay topic. The 21 mentions split into roughly four sub-positions:
    (1) ~10 voters want them loosened or made more flexible (e.g. "2 skulled IP, not 2 IP" so non-PvP characters like bank runners or scouts don't count);
    (2) ~6 voters want stricter enforcement of bypassers using VPNs and multiple devices;
    (3) some voters want IP limits applied selectively at high-value spots (e.g. the rune rock at Heroes Guild);
    (4) some want a fundamental rethink, including a possible re-vote.
  • [18] Global chat toxicity and moderation
  • [13] Training spot crowding and lack of viable spots outside the Wilderness
  • [7] Communication and patch notes — restarts and gameplay-affecting changes happening without forum posts.
  • [3] Combat formula and mechanics
  • [3] Rune scarcity, especially death runes

Decisions:

  • We're upset that we disappointed many of you on bot enforcement. Since launch we've invested a lot of time into policing the game, improving logging, and developing client-side detection — to date we've banned 334 characters and removed a significant amount of wealth from the game through bank wipes. Our reasoning for giving a 2nd chance after a stats or bank wipe was to keep returning RSC players in the scene rather than push them out for good. But it's clear that approach isn't what the community wants going forward, and we'll be reworking the policy. The updated version will be written up publicly.
  • Wilderness is a big topic for many people, and the next survey will be about more detailed questions about specific changes. This topic is one where whatever change we make there will be unhappy people. So any changes we make we would like to do methodically and with big community support. A vote with Wilderness changes is coming. We also need to survey the community on how they imagine F2P and P2P wildy working when we have only 1 world.
  • Chat moderation and overall player-to-player relations management is without doubt the most difficult and frustrating part of running the server. The way we act, who we mute, who we miss to mute, is a source of so many unnecessary conflicts and a worse relationship between players and staff. One of the reasons we don't have mods is that some players accuse mods of favouritism when they need to make decisions on how exactly to enforce rules. A few weeks ago we implemented a chat filter and some basic conversation scoring. This week we will be releasing a fully working virtual moderator that runs on a local LLM. This "moderator" will be online 24/7. At this moment the moderator is fully working locally and is being tuned for the audience and the context of the game. Further details will be shared in a future announcement.
  • Feedback on the patch notes is very fair. We've been having many late nights with low energy, and our communication could absolutely be better. It is a definitive mistake on our part to not be clear about what has been happening. We will do better.


What are the most annoying bugs right now?

Bug reports ranked by mentions:

  • [6] NPC and player pathing has issues and could be made better
  • [6] Client crashes, sound dropping, or disconnects
  • [4] Wilderness logout timer for non-PvP characters, especially rune miners
  • [4] Auto-walk opens gates and doors as you pass
  • [3] Range while running not matching authentic RSC behaviour
  • [3] Counter-attack interruption when clicking attack on a fleeing player — clicking attack on a player who's running away stops your character instead of pursuing
  • [3] Mining-related issues

Decision: We'll investigate the reported issues as a priority and fix them.


What could staff do better?

Themes ranked by mentions:

  • [13] Communication, forum posts, and announcements — the recurring asks form essentially a checklist: post on the forum every time you restart the server, post when you change something gameplay-affecting
  • [13] More online presence and in-game visibility. The asks were either practical (more presence at peak hours, especially for non-EU timezones)
  • [12] Recruit player moderators or community helpers
  • [8] Faster response times on tickets and reports

Decisions:

  • We will do better with our external communication, especially with patch notes discipline.
  • We want to be honest that we can't physically promise more online presence in non-EU timezones because we are EU based. But we will be online more once the initial effort of actually coding slows down. This past week we have been online in-game less and responding mostly through tickets because we just have so much to do and we need to focus on delivering you what we promised.
  • We hear the requests to have some community helpers or mods, and we will explore the possibility if we don't see another way to be more efficient.
  • We will do our best to be more efficient with our time and get back to you faster on support tickets.


What new content would you like to see?

Top mentions:

  • [30] Skill changes or new skill additions
  • [16] Stay authentic to the classic feel, avoid excessive customisation of the key content
  • [16] Events — PK events, drop parties, DXP weekends, level-33 PK tournaments, level-5 mage tournaments, capture-the-flag, hide-and-seek races. Event-points system where attending events earns points redeemable for items.
  • [12] More quests to be available.
  • [10] Bosses or raids, dungeons with high difficulty monsters.
  • [5] Mini-games — Castle Wars and DM Arena dominate the asks. Several voters specifically remember the Rev1 Edgeville DM Arena fondly and want it back as a permanent fixture for less-risky PvP.
  • [3] Agility shortcuts to high-level NPCs
  • [3] 1v1 / DM arena dedicated PvP space
  • [2] Auto-cast for staffs / magic QoL
  • [2] Edgeville altar
  • [2] Wilderness farming / drop NPCs
  • [1] F2P PK preserved post-P2P

Our feedback:

  • At this moment there are no plans for new skill additions, especially Slayer. We will be sticking to sustaining the RSC feel. Customisations we will have are ones that utilise everything that is already possible as far as PvP and available items, just putting them in a different context. For example events, mini-games, and other features that drive engagement, using supplies from the player-driven economy. We're not avoiding new skills because we dislike the idea — it's something we have done in the past and we would like to avoid that at this moment.
  • Lots of suggestions for things that are fun to do outside of available content right now, and we are working on that in parallel with preparation for P2P release. Details about these will be announced in future posts.


Summary of decisions

A lot was covered in this post, so here's a recap of every decision and commitment grouped by topic.

P2P Launch

  • Launching in May, exact date confirmed once final testing wraps up.
  • Full P2P release on launch day — all content at once.
  • Thieving included at launch with rebalanced loot tables (less gold, more herbs, runes, and gems).
  • Dragon items removed from shops at P2P launch, available as rare NPC drops only.
  • Single-world setup retained — no EU/USA split.
  • Account-sharing restrictions in place for the next race for levels and achievements following P2P. Specifics in a follow-up post.


Wilderness & Combat

  • Level 0 Wilderness kept for now, will revisit if behaviour patterns change after P2P.
  • Ranged auto-follow staying as-is for now, too close to call from the vote alone.
  • A separate Wilderness vote is coming with more detailed questions, including how F2P and P2P wildy work in a single-world setup.


Staking

  • Working on a deathmatch-style stake mode similar to RSCR1 — teleport into an arena, free movement, staking items allowed. Potentially 1v1 and 2v2.
  • Exploring side-bets on other players' stakes.
  • Wined-user indicator (already on the backend) coming to the client.
  • Looking into automated tournaments for events.
  • Quest-skip items: no change for now, may revisit after P2P with a survey targeted at players with staking history.
  • More staking-focused data collection in future surveys or forum posts.


Shops & Supplies

  • Considering feasibility of the suggested fixes (rate limits, instanced stock, time limits, queues) and aiming to make something available for trial before P2P.


HiScores

  • The original question was framed unclearly. A clarification vote will run before P2P to re-collect data and make a well-informed decision.


Botting & Enforcement

  • Reworking our policy for bot and account-sharing punishments. The 2nd-chance approach hasn't produced the results we hoped for. To date we've banned 334 characters and removed a significant amount of wealth via bank wipes. The updated policy will be published publicly.


Chat & Moderation

  • A virtual moderator running on a local LLM is being released this week. Further details in a separate announcement.


Communication

  • Patch notes discipline going forward: forum posts for every server restart and every gameplay-affecting change. No more silent patches.
  • We hear the request for more online presence in non-EU timezones but can't physically promise it. We'll be more available once the heavy coding work eases up.
  • Working on faster response times on tickets and reports.
  • Community helpers / player mods stay on the table if we can't find another way to be more efficient.


Bugs

  • The reported priority bugs (pathing, client stability, wilderness logout timer, gates opening on auto-walk, range while running, counter-attack/PID, mining issues) will be investigated as a priority.


New Content

  • No new skills planned at this time, including Slayer. The focus stays on sustaining the RSC feel.
  • Engagement features (events, mini-games, other content that uses the player-driven economy) are being worked on in parallel with P2P preparation. Details in future posts.


Thanks again to everyone who took the time to fill out the questionnaire and write detailed freeform answers. The combination of vote results and your written feedback gave us a clearer picture than any single conversation in chat could. We don't take that for granted.

If you have something you wanted to say but didn't make it into the survey, the forum is open.


What's next?

Tomorrow we will make a news post with details what goes live this weekend, including a client update. The post will include the final list of items we will be working on for your enjoyment until P2P release.

See you in-game.

Kxng Rahl Send PM

Member

Posts: 1

Keep up the good work.

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Tjommi Send PM

Member

Posts: 16

Awesome as always, thanks for keeping us updated

Skippertaxi Send PM

Member

Posts: 59

The no sharing thing should only be for people racing in the p2p skills. It should not be for everyone that shared smithers, pk accounts already.
Alot of ppl will quit if it's for every account.

CAAngels Send PM

Member

Posts: 7

Is the "remove dragon items from shops" thing referring to custom items?  That's the only thing I can assume, cause if you're talking about removing dragon long and axe, that's a horrible idea.  If you make them high level monster drops only, those spots will be camped by 1-2 groups and they will control the economy.  Exactly what you're trying to avoid.

g bub Send PM

Member

Posts: 5

First you changed spawns/tick rate repsawns and it slowed exp down alot, Weird change after leaving it for 4 weeks, Now 5 weeks in after people have been sharing this whole time youre gonna make a change? These things need to be done at launch.

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Tjommi Send PM

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Posts: 16

g bub said:

First you changed spawns/tick rate repsawns and it slowed exp down alot, Weird change after leaving it for 4 weeks, Now 5 weeks in after people have been sharing this whole time youre gonna make a change? These things need to be done at launch.

You can still share, but you cant compete for server first 99.

Skippertaxi Send PM

Member

Posts: 59

Tjommi said:

g bub said:

First you changed spawns/tick rate repsawns and it slowed exp down alot, Weird change after leaving it for 4 weeks, Now 5 weeks in after people have been sharing this whole time youre gonna make a change? These things need to be done at launch.

You can still share, but you cant compete for server first 99.

Ya I just realized that after I reread it. Ya I'm cool with the skillers getting the titles themselves if they want.

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Terror Send PM

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Posts: 27

CAAngels said:

Is the "remove dragon items from shops" thing referring to custom items?  That's the only thing I can assume, cause if you're talking about removing dragon long and axe, that's a horrible idea.  If you make them high level monster drops only, those spots will be camped by 1-2 groups and they will control the economy.  Exactly what you're trying to avoid.

I'm glad you posted this. When I was first shown the list of questions I thought there was no way that players wouldn't want dragon axe and sword to be in the shops (with associated completion of quests heros and lost city) then the vote results show otherwise I was very surprised. So either players want them obtainable some other way (kbd I guess?) and not sold in shops, or they didn't really understand the question.

There is no plan for custom items in rev2, especially weapons.

quinten Send PM

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Posts: 6

Thanks for the updates, really enjoy playing RSC again <3

geiboi Send PM

Member

Posts: 16

So before this announcement king hobo was already bragging in the game that account sharing wont be allowed soon. What else you share with your player friends? Nats/death dark wiz changes, etc and so on could be giving such players huge advantage? I guess those are the players that give you feedback to make such unvoted big changes?

ImRonald Send PM

Member

Posts: 41

Three more questionnaires, our unique player count will be around 50 players because polls have devolved into tribal warfare. When an poll passes 60-65%/35-40%, we blindly enforce changes that fucks a bunch of players. Not every detail needs a vote, you have run servers for years, so use your own experience to make executive decisions.
This is exactly like the wilderness polls, a non pvp majority dictated how hardcore PKers must play, when the staff instead could have built solutions for casuals, such as identical wilderness.
Also, blocking players from buying staking rights for level 61 builds ruins existing characters. When P2P launches, those level 61s will be forced to quest and end up lvl 62-63.

Mean Send PM

Member

Posts: 11

I definitely hope you implement the quest skips for the 61s that put a lot of time into their character builds. The 61 characters that are made are kind of useless for now until then. I am excited for the p2p launch and being able to level up new skills. I am ready for some new monsters, training spots, loot etc.

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Spitfire 18 Send PM

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Posts: 5

Terror said:

CAAngels said:

Is the "remove dragon items from shops" thing referring to custom items?  That's the only thing I can assume, cause if you're talking about removing dragon long and axe, that's a horrible idea.  If you make them high level monster drops only, those spots will be camped by 1-2 groups and they will control the economy.  Exactly what you're trying to avoid.

I'm glad you posted this. When I was first shown the list of questions I thought there was no way that players wouldn't want dragon axe and sword to be in the shops (with associated completion of quests heros and lost city) then the vote results show otherwise I was very surprised. So either players want them obtainable some other way (kbd I guess?) and not sold in shops, or they didn't really understand the question.

There is no plan for custom items in rev2, especially weapons.


If drag weps are not going to be able to be purchased in store in the traditional RSC way, they definitely need to be something attainable without having to be in wilderness. That would give even more power to those people with tons of characters or large teams and really hamper the individuals that play a more independent game. Entering wilderness is also the most toxic place on the server and it's really off-putting to be at the mercy of these huge teams or people with tons of high level characters (or shared access to a bunch of characters). People shouldn't have to pk or have multiple flats level characters to be able to enjoy the game and obtain items. If the pkers want to pk and nothing else, thats their prerogative, but the whole game shouldn't run through wilderness.

If at least dragon sword and axe are not available in shops, whatever monsters drop those are going to be flooded and the handful of super hardcore people are going to have 5 characters each at the spots and its going to be impossible for the average Joe to get a chance to get these things. Maybe I'm selfish, but as a working adult with a family, I want to be able to play as I can and make progress and just enjoy my time and nostalgia.

Log Send PM

Member

Posts: 6

Something to consider on account sharing and how it's implemented:
* If some sort of trading between accounts being blocked is implemented, can you at least allow quest specific items (namely Shield of Arrav & Heroes Quest) to be tradable via the accounts?

Log Send PM

Member

Posts: 6

Terror said:

CAAngels said:

Is the "remove dragon items from shops" thing referring to custom items?  That's the only thing I can assume, cause if you're talking about removing dragon long and axe, that's a horrible idea.  If you make them high level monster drops only, those spots will be camped by 1-2 groups and they will control the economy.  Exactly what you're trying to avoid.

I'm glad you posted this. When I was first shown the list of questions I thought there was no way that players wouldn't want dragon axe and sword to be in the shops (with associated completion of quests heros and lost city) then the vote results show otherwise I was very surprised. So either players want them obtainable some other way (kbd I guess?) and not sold in shops, or they didn't really understand the question.

There is no plan for custom items in rev2, especially weapons.

I'll admit I'm one of the people suggesting, almost verbatim, to have the dragon weapons drop from specific high-level NPCs (not from the RDT). When I had that in mind, yes, I did think KBD, but I was also thinking more like blue/red/black dragons, black demons, shadow warrior, hellhounds, fire giants, etc. in addition to the KBD. Perhaps it might give you all an opportunity to add something like the Kalphite Queen and experiment with that too. To address other's concerns about people camping/monopolizing the spots, having more than one NPC drop these items may be useful, just at lower rates.

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13 Fangs Send PM

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Posts: 26

Okay thanks for confirming that this was a irl money grab. I guess I learned my lesson once again to not invest too much time on a pserver. Im just glad this time it showed its face sooner and that you were transparent enough to post that you have no clue what direction you want to take this server and that players are wasting time training accounts that are not even going to be useful. Way to go on condensing the gameplay of being either a lvl 3 skiller or flats.

Scruby Send PM

Member

Posts: 6

Rip 61s

Dunar Send PM

Member

Posts: 2

Mm rip rev2 it was fun... The 12 hours a day 7 days in a week players gonna have fun atleast i guess...

dilly420 Send PM

Member

Posts: 7

yes... good stuff <3