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Ryzom OB mini Preview

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Old   #1
 
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sooo nachdem mich gestern pHybe kurz vor 19 uhr angelabert hat, hab ich direkt mal ein Account erstellt

nach dem einloggen hab ich mir einen Fyros erstellt und war recht verwundert über die vielen hair/tatoostyles (ist echt gut gemacht) auch die größe/breite gesichts/körperform etc. ist frei veränderbar der fehlende background sound u. sonstige sfx ist mir zwar hier schon aufgefallen hatte mich aber in dem moment nicht weiter gestört

als ich nun in der newbie "city" angekommen bin war ich vorab von dem gewöhnungsbedürftigen gui/hud überrascht - von dem movement der chars war ich auch nicht sonderlich angetan

phybe hatte mir erstmal n dickes newbiesword und n shield gekauft (das zog die blicke von den lumpen die ich anhatte ein wenig weg)

danach habe ich mich direkt an son mini-npc ausserhalb der newbiecity rangewagt, leider wusste ich abundzu nicht ob ich gerade kämpfe oder lag hatte (auch hier wieder die fehlenden sfx)

nachdem ich den ersten gegner weggebotzt habe ist mein client abgekackt wodurch ich nicht mehr mit meinem gerade erstellten char einloggen konnte, dazu muss ich aber sagen das ich noch einen älteren ATI Treiber benutze wodurch es schon bei mehreren usern zu problemen gekommen ist, nach nem reboot musste ich dann feststellen das sich mein game selbst auch abgeschossen hatte ~_~

falls ich zeit hab mach ich heute einen reinstall und versuchs nocheinmal mit den aktuellen ati treibern

mein ersteindruck fällt leider sehr mies aus.. diese open beta ist kein serverstress-test wie man es von anderen ob's gewohnt ist da in meinen augen noch einiges an content fehlt..

Fazit: normalen gamern würde ich von dem betatest abraten um sich nicht die vorfreude zu verderben.. ryzom kann zwar noch richtig gut werden das aber leider nur wenn die hersteller noch einige monate entwicklungsarbeit reinstecken anstatt es schnell zu releasen

achja, die neocron ob' wurde hiermit von ryzom getopt ^^ (zumindest bei meinem vergleich ;p)

---------

so da is mein kleines preview, am besten postet ihr mal eure meinungen zu der ob (kann ja auch sein das ich total falsch liege)



Lowfyr is offline  
Old   #2
 
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Oller mops!

Also immer noch alles mist. Gut das ich mir gestern nicht die Mühe gemacht hab um alles nochmal druffzupfeffern. :wiggle:

Klingen tuts wirklich gut, was die da so ankündigen. Aber so wie das aussieht dauerts noch mindestens nen Jahr bis da was ordentliches rumkommt.

> :? :hm:

:flame:


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Old   #3
 
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yoa mopseldingens :F werd später trotzdem nochma reinguggn ^^

naja nächster stop wird dann wohl die face of mankind beta sein (laut mmorpg.com soll das schon nächsten monat rauskommen O_o?)
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Old   #4
 
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komisch. Die ham mir nunetmal ne Antwort auf die Betaanmeldung geschrieben. Naja mal guck0rn.


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Old   #5
 
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lowfyr wegen clienten:
Geh mal ins config programm stell auf direct 3d und mach den sound dort aus dann gehts (hats bei mir)
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Old   #6
 
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thx, werds später testen
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Old   #7
 
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und noch eins wegen dem clienten...
als sich bei mir mal der pc aufgehangen hat, hats bei mir nur eine zeile in die config geschrieben invalid irgendwas, einfach da wieder
Code:
SaveConfig = 1;
ClientLight= 0;
TestConfig= 0;// Test the external configurator : lookup in the translation directory for *.uxt files
Direct3d  = 0;
FullScreen = 1;
Width   = 1024;
Height   = 768;
PositionX = 0;
PositionY = 0;
Frequency = 60;
Depth   = 32;
Sleep   = -1;
ProcessPriority= 0;// -2 = idle, -1 = below normal, 0 = normal, 1 = above normal, 2 = high, 3 = real time
Contrast  = 0.0;// -1.0 ~ 1.0
Luminosity = 0.0;// -1.0 ~ 1.0
Gamma   = 0.0;// -1.0 ~ 1.0
Contrast_min= -1.0;
Luminosity_min= -1.0;
Gamma_min= -1.0;
Contrast_max= 1.0;
Luminosity_max= 1.0;
Gamma_max= 1.0;
ForceLanguage = 1;
LanguageCode = "en";// english
DebugStringManager = 0;// no debug
HTMLPrefixCareer = "http://ryzom:[email protected]/help/career";
XMLInputFile = "input_config_v3.xml";
SkipIntro = 0;
SelectCharacter = -1;
XMLOutGameInterfaceFiles = { 
"out_v2_config.xml", 
"out_v2_widgets.xml", 
"out_v2_connect.xml",
"out_v2_intro.xml",
"out_v2_select.xml",
"out_v2_appear.xml",
"out_v2_location.xml",
"out_v2_crash.xml",
"out_v2_hierarchy.xml",
"out_v2_keys.xml",
};
XMLInterfaceFiles = { 
"config.xml", 
"widgets.xml", 
"player.xml", 
"inventory.xml", 
"interaction.xml", 
"phrase.xml", 
"harvest.xml", 
"macros.xml",
"info_player.xml", 
"guild.xml",
"taskbar.xml", 
"game_config.xml", 
"game_context_menu.xml", 
"player_trade.xml", 
"bot_chat_v4.xml",
"compass.xml",
"map.xml",
"emote.xml",
"hierarchy.xml",
"reset.xml",
"actions.xml",
"help.xml",
"commands.xml"
};
LigoPrimitiveClass = "world_editor_classes.xml";
FSHost= "";
WebServer= "213.208.119.222";
Local= 0;
Position = { 4760.361816, - 3620.060791, 0.0 };// Matis Ville
Heading= { 0.998938, 0.046083, 0.0 };
EyesHeight= 1.5;
Walk= 1.66;
Run= 6.0;
Fly= 25.0;
FlyAccel= 1000.0;
UserSheet= "fyros.race_stats";
Sex= 0;// Only in Local Mode.
DisableDirectInput= 0; // Force direct input disabled
HardwareCursor= 0;
CursorSpeed= 1.0;// In pixels per mickey
CursorSpeed_min= 0.5;
CursorSpeed_max= 2.0;
CursorAcceleration= 40;// Threshold in mickey
CursorAcceleration_min= 20;
CursorAcceleration_max= 80;
FreeLookSpeed= 0.001;// In radian per mickey
FreeLookSpeed_min= 0.010;
FreeLookSpeed_max= 0.0001;
FreeLookAcceleration= 40;// Threshold in mickey
FreeLookAcceleration_min= 20;
FreeLookAcceleration_max= 80;
Background     = {240, 240, 170};
ZFar        = 500.000000;
LandscapeTileNear= 50.000000;
LandscapeTileNear_min= 20.000000;
LandscapeTileNear_max= 100.000000;
LandscapeTileNear_step= 10.0;
LandscapeTileNear_ps0= 20.0;
LandscapeTileNear_ps1= 40.0;
LandscapeTileNear_ps2= 50.0;
LandscapeTileNear_ps3= 80.0;
LandscapeThreshold= 1000.0;
LandscapeThreshold_min= 100.0;// Low quality => 0.01 threshold
LandscapeThreshold_max= 2000.0;// High quality => 0.0005 threshold
LandscapeThreshold_step= 100.0;
LandscapeThreshold_ps0= 100.0;
LandscapeThreshold_ps1= 500.0;
LandscapeThreshold_ps2= 1000.0;
LandscapeThreshold_ps3= 2000.0;
Vision= 500.000000;
Vision_min= 200.000000;
Vision_max= 800.000000;
Vision_step= 100.000000;
Vision_ps0= 200.0;
Vision_ps1= 400.0;
Vision_ps2= 500.0;
Vision_ps3= 800.0;
MicroVeget   = 1;// Enable/Disable MicroVeget.
MicroVeget_ps0= 0;
MicroVeget_ps1= 1;
MicroVeget_ps2= 1;
MicroVeget_ps3= 1;
MicroVegetDensity= 80.0;
MicroVegetDensity_min= 10.0;
MicroVegetDensity_max= 100.0;
MicroVegetDensity_step= 10.0;
MicroVegetDensity_ps0= 10.0;// not used since disabled!
MicroVegetDensity_ps1= 30.0;
MicroVegetDensity_ps2= 80.0;
MicroVegetDensity_ps3= 100.0;
FxNbMaxPoly= 10000;
FxNbMaxPoly_min= 2000;
FxNbMaxPoly_max= 20000;
FxNbMaxPoly_step= 2000;
FxNbMaxPoly_ps0= 2000;
FxNbMaxPoly_ps1= 6000;
FxNbMaxPoly_ps2= 10000;
FxNbMaxPoly_ps3= 16000;
Cloud = 1;
Cloud_ps0= 0;
Cloud_ps1= 1;
Cloud_ps2= 1;
Cloud_ps3= 1;
CloudQuality= 160.0;
CloudQuality_min= 80.0;
CloudQuality_max= 320.0;
CloudQuality_step= 20.0;
CloudQuality_ps0= 80.0;// not used since disabled!
CloudQuality_ps1= 80.0;
CloudQuality_ps2= 160.0;
CloudQuality_ps3= 320.0;
CloudUpdate= 1;
CloudUpdate_min= 1;
CloudUpdate_max= 8;
CloudUpdate_step= 1;
CloudUpdate_ps0= 1;// not used since disabled!
CloudUpdate_ps1= 1;
CloudUpdate_ps2= 1;
CloudUpdate_ps3= 3;
Shadows   = 1;
Shadows_ps0= 0;
Shadows_ps1= 1;
Shadows_ps2= 1;
Shadows_ps3= 1;
SkinNbMaxPoly= 50000;
SkinNbMaxPoly_min= 5000;
SkinNbMaxPoly_max= 70000;
SkinNbMaxPoly_step= 5000;
SkinNbMaxPoly_ps0= 10000;
SkinNbMaxPoly_ps1= 30000;
SkinNbMaxPoly_ps2= 50000;
SkinNbMaxPoly_ps3= 70000;
NbMaxSkeletonNotCLod= 20;
NbMaxSkeletonNotCLod_min= 5;
NbMaxSkeletonNotCLod_max= 30;
NbMaxSkeletonNotCLod_step= 5;
NbMaxSkeletonNotCLod_ps0= 10;
NbMaxSkeletonNotCLod_ps1= 15;
NbMaxSkeletonNotCLod_ps2= 20;
NbMaxSkeletonNotCLod_ps3= 30;
CharacterFarClip= 100.0;
CharacterFarClip_min= 50.0;
CharacterFarClip_max= 200.0;
CharacterFarClip_step= 10.0;
CharacterFarClip_ps0= 50.0;
CharacterFarClip_ps1= 80.0;
CharacterFarClip_ps2= 100.0;
CharacterFarClip_ps3= 200.0;
ScreenAspectRatio= 1.33333;
FoV         = 75.0;
ForceDXTC      = 1;// Enable/Disable DXTC.
DivideTextureSizeBy2= 0;// Divide texture size
DisableVtxProgram  = 0;// Disable Hardware Vertex Program.
DisableVtxAGP    = 0;// Disable Hardware Vertex AGP.
DisableTextureShdr = 0;// Disable Hardware Texture Shader.
GlobalWindPower   = 0.10;
GlobalWindDirection = {1,0,0};
HDEntityTexture   = 0;
HDTextureInstalled = 1;
Fog   = 1;
WaitVBL  = 0;// 0 or 1 to wait Vertical Sync.
ShowPath= 0;
Names        = 0;
ShadowsClipFar   = 10.0;
ShadowsLodDist   = 3.0;
DrawBoxes= 0;
GroundFXMaxDist   = 40.0;  // max distance at which ground fxs are displayed (ground fxs include sawdust clouds when character are walking in the desert etc.)
GroundFXMaxNB    = 10;   // max number of ground fxs to be displayed simultaneously
GroundFXCacheSize  = 10;   // number of ground fxs in cache
MaxNumberOfTimedFXInstances = 20; // max number of environment / timed fxs (includes micro-life, torchs etc ...)
RyzomDay= 0;// Starting Day (Only works in local mode).
RyzomTime= 12.0;// Starting Time (Only works in local mode).
ManualWeatherSetup= 0;// '1' To be able to change Ryzom Time in real time.
SelectWithRClick= 1;
DisplayWeapons= 1;
RunAtTheBeginning= 1;
RotKeySpeedMax= 2.0;
RotKeySpeedMax_min= 1.0;
RotKeySpeedMax_max= 4.0;
RotKeySpeedMin= 1.0;
RotKeySpeedMin_min= 0.5;
RotKeySpeedMin_max= 2.0;
RotAccel= 3.0;
ShowNameUnderCursor = 1;
ShowNameSelected= 1;
ShowNameBelowDistance = 20.0;
ForceIndoorFPV= 0;
FollowOnAtk= 0;
ZCPacsPrim= "gen_bt_col_ext.pacs_prim";
FPV= 0;// FPV(First Person View) : default is false (Third Person View).
CameraHeight= 2.2;// Camera Height (in meter) from the ground (for the Third Person View).
CameraDistance= 3.0;// Camera Distance(in meter) from the user (for the Third Person View).
CameraDistStep= 1.0;
CameraDistMin= 1.0;
CameraDistMax= 5.0;
CameraAccel= 5.0;
CameraSpeedMin= 2.0;
CameraSpeedMax= 100.0;
TimeToRemoveCol= 1000;
AttackDist= 0.5;// Distance (in meter) between 2 entities in combat mode (without the entites radius).
TimeToAdjustCamera= 1000.0;// 1sec in ms.
ChangeDirAngle= 1.70;// a bit more than 90°
GuildSymbolSize= 0.3;
LootDist= 4.0;// Distance maximum from the corpse to be able to loot or harvest (in meter).
ImpactTriggerTime= 0.4;// When to start the impact
RotSpeedMax= 2.0;
RotSpeedMin= 0.5;
TPVMinPitch= -1.5;
TPVMaxPitch= 1.5;
MaxHeadTargetDist= 30.0;
ChaseReactionTime= 0.4;
DeadFXName= "misc_dead.ps";
ImpactFXName= "impact.ps";
SkillUpFXName= "misc_levelup.ps";
SelectionFX= "sfx_selection.ps";
MouseOverFX= "sfx_selection_mouseover.ps";
SelectionFXSize= 1;// The scale applied to the skeleton FX is max of selection box[width,height,depth] * SelectionFXSize
MinDistFactor= 0.5;// Factor of the walk animation distance after which the entity will start moving.
NameScale= 1.0;
NamePos= 0.02;
NameFontSize= 20;
MaxNameDist= 50.0;
ConstNameSizeDist= 20.0;
BarsHeight= 0.002;// Size of the bar (hp) (percentage of the screen height)
BarsWidth= 0.05;// Size of the bar (hp) (percentage of the screen width)
FightAreaSize= 1.0;
SelectionDist= 150.0;// Distance maximum to be able to select an entity (in meter).
SelectionOutBBoxWeight= 4.0;// Weight for the "the more you click on center, the more it will be selected"
SpaceSelectionDist= 50.0;// Distance Max for the space selection to work
SpaceSelectionMaxCycle= 3;// Max near entities to cycle through
AnimatedAngleThreshold = 25.0;
BlendFrameNumber    = 5;
PutBackItems = 0;
SoundOn = 1;
UseEax = 0;
UseADPCM = 0;
SampleBankDir = "data/sound/samplebanks";
UserEntitySoundLevel = 0.5;
MaxTrack = 32;
MaxTrack_min = 4;
MaxTrack_max = 32;
MaxTrack_step = 4;
ColorShout = { 150, 0, 0 };
ColorTalk = { 255, 255, 255 };
ColorWhisper = { 0, 0, 150 };
PreDataPath = { "patch", "data" };
DataPath = { "patch", "data" };
UpdatePackedSheet = 0;
NeedComputeVS = 0;
EndScreenTimeOut = 0.0;
Login_BG = "login_bg.tga";
Loading_BG = "loading_bg.tga";
Teleport_BG = "teleport_bg.tga";
Elevator_BG = "elevator_bg.tga";
Death_BG = "resurect_bg.tga";
End_BG = "end_bg.tga";
SceneName = "";
IdFilePath = "sheet_id.bin";
AutoReloadFiles = 0;
BlendShapePatched = 0;
PacsPrimDir = { "data/3d/ecosystems/desert/pacs_prim", "data/3d/ecosystems/jungle/pacs_prim",
"data/3d/ecosystems/lacustre/pacs_prim", "data/3d/ecosystems/primes_racines/pacs_prim" };
NegFiltersDebug = {"Update DB", "Reading:", "Read Value :", "impulseCallBack", "CLIMPD:", "LNET" };
NegFiltersInfo = {"CLIMPD:", "CPath::lookup", "LNET" };
NegFiltersWarning = { "'basics.Equipment Slot'.", "_usercolor.tga", "PACS" };
MovieShooterMemory= 0;
MovieShooterPath= "MovieShooter";
MovieShooterBlend= 1;
MovieShooterFramePeriod= 0.040;
ForceDeltaTime = 0;
ClientVersion="";
SystemInfoColors = 
{ 
"RG", "255 0 0 255",
"BC", "255 255 255 255",
"JA", "255 255 0 255",
"BL", "120 120 255 255",
"VE", "0 255 0 255",
"VI", "255 0 255 255"
};
DebugFontSize = 16;
DebugFontColor = { 250, 250, 250};
DebugLineStep = 0.02;
VerboseAnimParsing = 0;// display animation automaton data on parsing
OffImpactFX =
{
"mag_off_impact_blunt.ps",// DirectBlunt
"mag_off_impact_piercing.ps",// DirectPiercing
"mag_off_impact_slashing.ps",// DirectSlashing
"mag_off_impact_acid.ps",// DirectAcid
"mag_off_impact_cold.ps",// DirectCold
"mag_off_impact_rot.ps",// DirectRot
"mag_off_impact_electric.ps",// DirectElectric
"mag_off_impact_fire.ps",// DirectFire
"mag_off_impact_poison.ps",// DirectPoison
"mag_off_impact_shockwave.ps",// DirectShockwave
"mag_off_impact_heal_hp.ps",// DirectHeal
"mag_off_impact_heal_sap.ps",// DirectSapGift
"mag_off_impact_heal_sta.ps",// DirectStaGift
"todo_cure",// DoTBreak,
"todo_cure",// CurseBreak,
"todo_cure",// SicknessBreak,

"mag_off_impact_blunt.ps",// LinkBlunt
"mag_off_impact_piercing.ps",// LinkPiercing
"mag_off_impact_slashing.ps",// LinkSlashing
"mag_off_impact_acid.ps",// LinkAcid
"mag_off_impact_rot.ps",// LinkRot
"mag_off_impact_cold.ps",// LinkCold
"mag_off_impact_fire.ps",// LinkFire
"mag_off_impact_electric.ps",// LinkElectric
"mag_off_impact_shockwave.ps",// LinkShockwave
"mag_off_impact_poison.ps",// LinkPoison
"mag_off_impact_sickness.ps",// MadnessMelee,
"mag_off_impact_sickness.ps",// MadnessMagic,
"mag_off_impact_sickness.ps",// MadnessRange,
"mag_off_impact_sickness.ps",// SlowMove,
"mag_off_impact_sickness.ps",// SlowMelee,
"mag_off_impact_sickness.ps",// SlowMagic,
"mag_off_impact_sickness.ps",// SlowRange,
"mag_off_impact_sickness.ps",// DebuffSkillMelee,
"mag_off_impact_sickness.ps",// DebuffSkillMagic,
"mag_off_impact_sickness.ps",// DebuffSkillRange,
"mag_off_impact_sickness.ps",// DebuffResistBlunt,
"mag_off_impact_sickness.ps",// DebuffResistSlash,
"mag_off_impact_sickness.ps",// DebuffResistPierce,
"mag_off_impact_sickness.ps",// DebuffResistAcid,
"mag_off_impact_sickness.ps",// DebuffResistRot,
"mag_off_impact_sickness.ps",// DebuffResistCold,
"mag_off_impact_sickness.ps",// DebuffResistFire,
"mag_off_impact_sickness.ps",// DebuffResistPoison,
"mag_off_impact_sickness.ps",// DebuffResistShock,
"mag_off_impact_sickness.ps",// DebuffResistElecticity,
"mag_off_impact_mezz.ps",// Mezz
"mag_off_impact_stun.ps",// Stun
"mag_off_impact_root.ps",// Root
"mag_off_impact_fear.ps",// Fear
"todo_curse",// Blind,
"todo_curse",// ForbidItem,
"mag_off_impact_hatred.ps",// FaunaHatred,
"mag_off_impact_hatred.ps",// FloraHatred,
"mag_off_impact_hatred.ps",// KitinHatred,
"mag_off_impact_hatred.ps",// HominHatred,
"mag_off_impact_hatred.ps",// DegenerateHatred,
"todo_curse",// MagicDmgAmpli,
"todo_curse",// MeleeDmgAmpli,
"todo_curse",// RangeDmgAmpli,
"todo_curse",// RangeCap,
"mag_off_impact_heal_hp.ps",// LinkHeal
"mag_off_impact_heal_sap.ps",// LinkSapGift
"mag_off_impact_heal_sta.ps",// LinkStaGift
};
rein und es sollte gehn ( wenn du dieses problem hast )

dein ersteindruck gefällt mir nich
mir gefällt das spiel sehr auch wenn die sounds fehlen, dafür kann man ja dann andere mucke hörn im hintergrund :P
bald kommen neue waffen :P wenn du ausm noobland rauskommst ( wenn du jemals wieder spielst .. ) dann laber mich mal an :>
x]vIrus[x is offline  
Old   #8
 
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das wirds sein, ich werds sicher nochma zoggn
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ich werds mir auchmal ansehen. coh is nu auch seit 22. ende im gelände :/
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Old   #10
 
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für frisch geschmiedete waffen bei olo melden *duck*
hehe *denolonerv*
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werd ich mit sicherheit machen
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Old   #12
 
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Fazit von 20 Minuten Ryzom:

Kein Sound, sah bis nach dem 6. mal Game neustarten keinen Cursor (das ist die Hölle ohne den Cursor zu sehen nen Char zu erstellen -.-), laggy wie die Hölle und bin 4 mal an so nem sucky Waschbär oder was auch immer das war verreckt, bis ich einmal mit Glück einen killen könnte, mein Quest aber crashte und ichs nochmal machen durft... irgendwie raff ich das Kampfsys net so wirklich..
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Old   #13
 
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1. Frage was für ne GraKa? wenn die normale ig maus nicht is, dann drück mal Shift + F9
2. Frage, warum startest du 6 mal das spiel neu?
3. Frage welche skills bzw aktionen hast du ausgewählt?
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Old   #14
 
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Tip: man sollte sich nicht gleich nach den ersten 20 minuten das game zum teufel schiggn, der spielspass kommt noch, man mus sihn halt erst noch finden
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Old   #15
 
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jup aber wegen waffen frag net mich ich mach nur munition für fernkampfwaffen.
<<< schonmal seinen raketenwerfer putz


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