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 GM skills for first few weeker's

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Halt
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PostSubject: GM skills for first few weeker's   Tue Jan 13, 2009 5:44 am

What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

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Kenman
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PostSubject: Re: GM skills for first few weeker's   Tue Jan 13, 2009 9:27 pm

Halt wrote:
What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

Give them REGULAR GM skills. No commands, for like 1 week or 1 month. Giving them forever will make them makes tons of accounts and if one gets banned, they change there IP and they get on the other one and its still a GM account.
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Itsfud0g
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PostSubject: Re: GM skills for first few weeker's   Wed Jan 14, 2009 1:18 am

Kenman wrote:
Halt wrote:
What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

Give them REGULAR GM skills. No commands, for like 1 week or 1 month. Giving them forever will make them makes tons of accounts and if one gets banned, they change there IP and they get on the other one and its still a GM account.

No commands will make it lame and not worth getting. So they get normal GM skills, spawn items, no spawning monsters -.- because they can kill people / lag the game, levels if they want but theyll just make it boring for themselves..
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Kenman
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Posts : 41
Join date : 2009-01-10
Location : Toronto, Ontario, Canada

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RolePlay GAME: 2

PostSubject: Re: GM skills for first few weeker's   Wed Jan 14, 2009 10:21 pm

Itsfud0g wrote:
Kenman wrote:
Halt wrote:
What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

Give them REGULAR GM skills. No commands, for like 1 week or 1 month. Giving them forever will make them makes tons of accounts and if one gets banned, they change there IP and they get on the other one and its still a GM account.

No commands will make it lame and not worth getting. So they get normal GM skills, spawn items, no spawning monsters -.- because they can kill people / lag the game, levels if they want but theyll just make it boring for themselves..

Make sure they only got the following commands:

-Level (For themselves only)

-Create item (I prefer not cause he/she will make items and put it in other account. Like he/she makes an GM suit and gives it to mule account. When GM account gets banned, he gets on his mule and play with GM items)


Don't make teleport because there going to hog the GM map and hog our SEXII GM NPCS. So no teleport! =P
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Itsfud0g
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PostSubject: Re: GM skills for first few weeker's   Thu Jan 15, 2009 12:31 am

Kenman wrote:
Itsfud0g wrote:
Kenman wrote:
Halt wrote:
What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

Give them REGULAR GM skills. No commands, for like 1 week or 1 month. Giving them forever will make them makes tons of accounts and if one gets banned, they change there IP and they get on the other one and its still a GM account.

No commands will make it lame and not worth getting. So they get normal GM skills, spawn items, no spawning monsters -.- because they can kill people / lag the game, levels if they want but theyll just make it boring for themselves..

Make sure they only got the following commands:

-Level (For themselves only)

-Create item (I prefer not cause he/she will make items and put it in other account. Like he/she makes an GM suit and gives it to mule account. When GM account gets banned, he gets on his mule and play with GM items)


Don't make teleport because there going to hog the GM map and hog our SEXII GM NPCS. So no teleport! =P

Accounts who don't have powers from the event and have gm items will get banned unless they drop it.
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Kenman
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Posts : 41
Join date : 2009-01-10
Location : Toronto, Ontario, Canada

RolePlay Game!
RolePlay GAME: 2

PostSubject: Re: GM skills for first few weeker's   Sat Jan 17, 2009 12:53 am

Itsfud0g wrote:
Kenman wrote:
Itsfud0g wrote:
Kenman wrote:
Halt wrote:
What do YOU think people should get?

I vote for:
-GM job. (we change them to GM job)
-Items
-Spawn monsters. because if they can change to any lv whats the point?
-Teleport themselves


If you would like to add on, or change, be free to do so.

Give them REGULAR GM skills. No commands, for like 1 week or 1 month. Giving them forever will make them makes tons of accounts and if one gets banned, they change there IP and they get on the other one and its still a GM account.

No commands will make it lame and not worth getting. So they get normal GM skills, spawn items, no spawning monsters -.- because they can kill people / lag the game, levels if they want but theyll just make it boring for themselves..

Make sure they only got the following commands:

-Level (For themselves only)

-Create item (I prefer not cause he/she will make items and put it in other account. Like he/she makes an GM suit and gives it to mule account. When GM account gets banned, he gets on his mule and play with GM items)


Don't make teleport because there going to hog the GM map and hog our SEXII GM NPCS. So no teleport! =P

Accounts who don't have powers from the event and have gm items will get banned unless they drop it.

Okay everything will be fine then! =P
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