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Mortal Online; Basically a 3D UO
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Topic Started: Jun 12 2009, 11:03 AM (744 Views)
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Khatib
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Jun 12 2009, 11:03 AM
Post #1
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You so CRAAZZYY!!
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I'm gonna copy/paste some stuff I'm posted on another forum, cause this game is getting me really excited.
Supposedly they're looking to launch late this year or early next year. Basically is very similar the UO skills/stats/PvP system, but with nice new graphics, and first person combat much like Mount and Blade... which is pretty cool in it's own right.
Copy/pasted SA thread on it:

Watch the trailer here: Mortal Online Trailer Also, you can check out some newly released screenshots here: Mortal Online Screenshots
What is Mortal Online?
Mortal Online is an MMO in development by Star Vault. Mortal Online is a MMO developed by old school UO players who want a sandbox style of MMO to hit the mainstream. Mortal Online uses the Unreal 3 Engine and they hope to release by late 2009 or early 2010.
What inspirations does the game draw from?
The developers were inspired by Ultima Online for many of their gameplay decisions.
Can I get into beta?
No, not yet, but they plan on announcing beta at a later date. As a sidenote, the developers of this game are incredibly responsive. They have outright said that those who make themselves useful on the boards will get into the beta. If you are interested in getting into the beta, helping out newbies and being active on the boards would be a good thing.
What is the level system for the game?
There are no levels, it is very similar to a UO skill based game as well as stats. Within the skill system there are two groups. You have primary skills and secondary skills. Primary skills are things like acrobatics, brawling, craftsmanship, leadership, light weapons, ranged weapons, etc. All characters have these skills from the start, and you may level up in them as you feel like. There is a skill cap in the game, but currently you may untrain as often as you like. (Of course you have to rank back up in the things you want.)
Secondary skills are more complicated, they may have prerequisites from attributes, primary skills, other secondary skills, or a combination of the three. Secondary skills include things like climbing, hiding, stealth, etc. Secondary skills currently do not have a cap, but if you untrain in a primary skill that is a prerequisite then you will lose the secondary skill as well.
The attributes are pretty straightforward. You get strength, dexterity, constitution, etc.
Here is a picture just to make things a bit easier. [timg]http://i37.tinypic.com/1zg5e2c.jpg[/timg]
What sort of features are planned for this game?
- Free for all PvP in real time
You can attack anyone in the game, no matter what their race is. This game is full loot, so you can take their gear as well. Of course, alignment comes into play, and towns will be relatively safe because of guards.
- No instances
The developers have been very clear that they plan to have no instanced combat. This is obviously subject to change, but I'm hoping they can pull that off.
- First Person
All attacks, whether they are melee or ranged will be performed in first person. You will be 3rd person while riding a mount, but otherwise you will be in a 1st person view.
- No floating names
Names don't float over players heads like other MMOs, you can see the identity of a player by moving relatively close and doing a mouseover of their character.
- Mounted Combat
Mounts can be bought, tamed, killed, stolen, eaten, etc. It will be harder to change direction if you ride faster, and the speed you are going affects the damage you will do as well. They mounted combat is said to be somewhat similar to Mount & Blade.
- Unique Monsters
There will be very tough monsters in the game that exist only once ever, and once you kill them they will never spawn again.
- Town Sieges/City Building and Player Housing
The whole conquest thing is here, and players may build their own house. There will be no instancing for player housing.
What races can I play?
There will be more races announced soon, but they've announced three so far. As of now, you can play the Half-orc, Tindremene, and the Khurites. The Tindremene are the conquering empire type race, the Khurites are more of a Mongolian tribal society, and the Half-orcs are the hated and misunderstood race. The Forest Elves and Sidoian races have just been recently announced, but no info yet. There will be more races announced later.
What kind of flagging system does Mortal Online have? From the Mortal Online site.
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- Neutral/Blue players are innocent (well, as innocent as they get) and it’s not ok for you to damage them. You may not steal from them, or cast suspicious spells on them either. Nor poison them. If you do so, you become Allowed/Grey. Kill enough of them and you will eventually be flagged as a Murderer/Red.
- Allowed/Gray players have behaved badly in some way against you or someone else in the last few minutes, meaning you can attack them without becoming Grey for everybody else. But remember, if you attack them first, they have the right to attack you back! (Meaning they see you as Grey.)
- Murderers/Red players have committed several murders, and you better look out for them. You can attack them without turning Grey for everybody else, but if you attack first, they have the right to attack you back! (Meaning they see you as Grey.)
Loot from other players and specific objects in the world share this system as well and will be colored accordingly. That means it’s ok to loot or interact with all Red and Grey stuff you see, but if you mess with Blue stuff you will become Grey yourself.
If you decide to join a Player Guild that is at war with another Player Guild, special rules apply. You will still see their flag/color, but they will be treated by the system as Grey – and so will you for them!
As the system itself will always allow you to attack, steal, enchant, poison or kill any color/flag you like whenever you want, you might ask what the colors/flags are for except decoration. The main reasons are:
- Cities and villages may have guard zones, where it’s possible to call for the guards to capture or kill any Grey or Red player, if they’re not already doing so.
- Certain merchants may choose not to trade with Grey or Red players.
- Players of every color may take the opportunity to attack Grey or Red players, as they can do so without getting “Grey for all” themselves.
- Red players may loose stats if they resurrect too soon after being killed. Also, most healers will simply refuse to resurrect murderers.
[/i]
Can I get some details on the combat system?
The combat system involves manual targeting and aiming with a stamina bar in play for running, jumping, and attacking. Attacks are charged and they longer they are charged the more damage they do. There is both manual blocking which relies on player skill, as well as a small chance to autoblock. In the alpha phase of the game so far they have up to ten hitboxes which means accurate hit detection. For more information on the combat system refer to this thread..
Mortal Online Combat System
Where can I go for more information about Mortal Online?
Note: All information in these topics are subject to change. Mortal Online Q&A #1 Mortal Online Q&A #2 Mortal Online Information Summary
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I *still* hate Brett Favre.
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Khatib
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Jun 12 2009, 11:04 AM
Post #2
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You so CRAAZZYY!!
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I'm more and more stoked for this game the more I hear about it. Sounds more and more like Morrowind made into an MMO all the time.
Dev response to questions about navigation on their forums:
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in mortal online we have a huge landmass, what do you need to find your way in mortal online?
Generally speaking, your experience in the game: player skill. - Quote:
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Quote: - is there a general map or have you to buy/craft/loot/find (special) maps?
There are maps you can buy (or craft/find), essentially pieces of parchment/papers with ink on them. These parchments will not show you your (or other players) position. And most of them probably won't be entirely accurate or up-to-date. - Quote:
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Quote: - do the player see a ingame compass in the HUD?
No, not unless you have a very good inherited sense of direction, or train your spelunking/orientation skills, or enhance your senses magically. Otherwise you'll have to buy/craft a compass, and that will probably be a real item, not a virtual HUD-thing. - Quote:
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Quote: - for missions: are there waypoints or get the player only text discriptions for the several (mission) positions and places?
What missions? - Quote:
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Quote: - is there a minimap who displaying NPC's, players and places etc.?
No. Not unless you use some form of awareness-altering magic.
Dev on their crafting/resource system:
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Yes, but that's just the crafting. The entire process is of course different depending on what items or material groups we are talking about, but in general, it will work like this:
1. Gathering/farming/mining etc You collect resources from nature, the quantity (and sometimes quality) depending on your skills and tools. For instance, you collect Wolf Teeth from dead wolves. Or Heamatite from sedimentary rocks.
2. Refining/combining etc You (or someone else) then refines the raw materials collected during the first step. This requires skills, tools and often a workbench or a workshop. It often involves combining different raw materials and adding different substances. Usually, only the quantity of the refining is affected by skills and tools, but there are some cases where the quality of the refined material will differ. For instance, the teeth you collected may be used to produce Emalj (a hard teeth substance). Or you use the Haematite to produce Pig Iron. Both of these refined materials can be used in crafting, however Pig Iron is very brittle and is usually further refined (into for instance Steel of varying qualities).
3. Crafting The crafting process itself is very different depending on what you want to craft, but in general you need two different skill-sets: One for the "type" and one for the "material". To make a Steel Sword Blade, something like both your Blacksmithing > Weaponsmithing > Bladesmithing skill and your Metallurgy > Metalworking > Steel would be involved. Here your skills, tools and supplementary ingredients all affect the quality (not the quantity) of the outcome. You will also need a handle for your sword blade. You can either make it yourself, for instance from the Emalj (if you have the skills, tools and resources) or let someone else do it for you. Finally, in the last process the pieces need to be assembled.
4. Repairing When your sword is used, it will loose Durability. Loosing Durability doesn't simply mean it will break at one point, it means it will slowly get dull and loose balance. Or rather, the materials can actually be of different Durability Type ranging from the ones that will let your sword keep its edge until the very last point of Durability, to those that will become dull after only a few strikes although they won't actually break for long.
You can learn some simple skills connected to your Swordsmanship skill to keep your sword in good shape, meaning you can rather easily repair it. However, as long as it's not being repaired properly by a real crafter, it will loose some of its Max Durability each time. (And even a great crafter will steal a point or two).
5. Reverse Engineering and Recycling If you give your sword to another player (or he takes it by force), he may take it back to his workshop and try to reverse engineer the design, or simply try to melt it down to take care of the resources. The chances of understanding the design (learning how to craft the type yourself), and the quantity of extracted material will be dependent on the same skills that were used in making the sword.
Not everything can be revealed by reverse engineering a crafted item though. You may learn what materials were used in making it, and you may learn how to make the type yourself - but some item parts will not only let you use 1 or 2 resources, they will also let you adjust the ratio between those. This, as a copy cat, you will have to experiment with yourself.
More dev on crafting system:
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Quote: Originally Posted by Nox Vortem View Post Stop shatting your pants, this will boil down to something like this:
Bone Blade VS Diamond Blade -> Diamond wins Wooden Handle VS Steel Handle -> Steel wins
Thus, best combo = Diamond Blade + Steel Handle.
No, it definitely won't. Are you serious? Do you actually think we're stupid enough to go through the pain of making a dynamic system like this just to be able to write a big number in our presentation? The main attributes of a weapon are: Speed Range Damage Generally speaking, the better the weapon is in two of these attributes, the worse it is in the third. A weapon with good Range and Damage are not that good for Speed (like a Halberd). A weapon that has both high Speed and Range, doesn't give as much damage (like a Spear). And a weapon that has good Speed and Damage doesn't have very good Range (like an Arming Sword). But almost as important factors are for instance (many of these are of course connected in some way or another, but still important as individual characteristics): Durability Durability Type Availability/Price* Crafting Difficulty (and Crafting Prerequisites) Skill Prerequisites Weight Strength Requirement Stamina Drain Blunt Damage Cutting Damage Piercing Damage Enchant Difficulty Enchant Modifier Armor Gusset Hit Modifier Grip Quality ..and a few more *Not a stat, rather a result of supply and demand No single handle, head or material is "the best one", as that will vary depending on your personal fighting style and character skill setup. Also, one combination might be very good against a certain armor but perform bad against another. To give you a quick example, your precious Diamond Blade, although you won't be able to craft a "diamond blade" in MO so I choose Nyx (like Onyx) instead, will be very sharp but also very light, resulting in much less Blunt Damage than even a "common" Steel Blade. The Durability Type of the Diamond/Nyx sword would mean it would be very resistant (hard) against a lot of other materials, but once it cracked, it would be totally useless due to its very low Durability. Furthermore, it would be rather easy to Enchant, but not as easy, or give the same bonuses, as the Bone Blade you mention (depending on what type of Bone you used). - Quote:
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Quote: The total combination are 140 mil. But how many of those are actually useful and worthy? I don't know but it's a lot less than that 140 mil.
Yes, that is very true. The system is dynamic, meaning it allows you to create a training sword out of wood, as that is one of the resource materials. Or actually, from a number of different woods (as there are several Wood-resources that vary stat-wise for making Arrows, Handles, Bows etc.) This of course means that you can dismiss almost all weapon heads created out of wood-types as effective melee weapons, and yes, that will reduce the number. At the same time you can't dismiss all handles or grips created out of wood. Our aim with the current crafting system is to make it as free as possible, and we have only set up regulations for stuff that would be very strange, or not believable, or simply look like crap due to the technical limitations - such as creating a spear out of Quality Silk. And we have not counted those resources, of course. So you're right, what you see are "only" the number of possible combinations, not a selected few of what combinations are "good", "useful" or "kick-ass". But that's part of what makes it a Sandbox: We are proud of a system that let's you choose and that let's you explore it, and where your playing experience pays off - not a system that features "The Godslayer of Hitpoints" because it's so cool as it's a rare drop from some dragon and you can only use it from level 230 and it gives a million damage and is the bestest sword. - Quote:
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Quote: Originally Posted by Resin View Post Two weapons of the same material can also vary in effectiveness based on the crafters skill - is this part of all the model combinations or in addition to?
No, it's not part of the combinations. Additionally, the crafter's skill in the materials used as well as the handle- and head-types will influence the final item. - Quote:
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Quote: Originally Posted by Kamisama View Post Well, AFAIK, the weapon have many stats, like weight, reach, etc. So i would assume the devs make sure to balance the stats between the material. A steel handle might be more resistant than a bone handle, but the bone handle is far more light weighted, so I think there will be no such things as IMBA weapon, there will be advantages and drawbacks, and choosing the best weapon should not be "this one is better than that on" but rather "I prefer this one for X reason, even if that one is good for Y reason"
Exactly. - Quote:
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Quote: [...]This finally folks brings back the real economy to the game cause of considering value/quality/usability of ANY weapon in game and not the best ones only.
I really agree. All swords (except maybe swords in some Balsa-type wood), will be at least somewhat useful. - Quote:
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Quote: Originally Posted by Ziegler View Post Not saying it isnt an accomplishment, because it is in the MMO sphere. But when you look and suddenly realize that most of them will be the same model with a different color combination to denote the material chosen...it's not so awe inspiring as some would act like it is.
Know of many other games that enables you to craft 140M+ weapons? (Sorry, weapons-with-different-attributes, if you insist.) I don't say you should be in awe, I just don't understand your negativism. If our crafting was the standard in MMO's, I could perhaps understand you getting dissapointed (or whatever it is you get) at people saying it's fantastic. But for now.. ..well, I just get constantly disappointed myself, as it feels like when we at last are able to present something we can be proud of, something we know for sure works, and that we thought you would be thrilled to hear - there's always someone that has to say "it really isn't that awe-inspiring".
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I *still* hate Brett Favre.
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Khatib
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Jun 12 2009, 11:05 AM
Post #3
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You so CRAAZZYY!!
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Dev talking about their atr req system for gear:
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This is how it works now, both for 1H weapons that you can wield in two hands ("One-and-a-half-handers") and for 2H weapons that can be used in only one hand. For instance, you cannot use a dagger with two hands and you cannot use a poleaxe with only one hand. This is because we would have to significantly (exponentially) increase the number of animation-sets to allow for this, and I can't think of any instance where it would be really useful and worth the huge cost. You can create a 1,5H or a 2H sword handle with a dagger blade if you absolutely want to have a 2H dagger though, but it looks kinda weird
But on to the 1H/2H examples:
Wielding for instance a Hand-and-a-half sword in two hands will require less Strength and Stamina. The opposite is true for for instance a big two-handed axe that you normally wield in two hands:
A weapon may have 60 Strength Requirement to wield properly (without penalties) in one hand, meaning you can start to use it with only about Strength 30. The further you are from the Strength Requirement, the more penalties you'll have (Speed, Damage, Stamina).
Using two hands to wield the weapon (if possible) will lower the Strength Requirement by almost half, to about 36 (no penalties), meaning you can start to wield it with only about Strength 18 (heavy penalties). Wielding a weapon in two hands will also reduce the amount of Stamina for each strike, and slightly increase the Speed.
and on archery
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Ok, let's talk a bit about the progress with bows and archery.
Crafting There will be three main categories of bows: Short, Long and Asymmetrical. When crafting a bow, you must first decide on an overall shape from one of these categories. A Short bow doesn't require much strength and can be used on horseback, but has a relatively short range. A Longbow can't be used when mounted, requires a great deal of strength but also has a long range. An Asymmetrical bow has great range and can be used when mounted, but is much harder to aim with.
Next, you must decide if it's going to be a Self bow (made from one material) or a Composite bow (made in layers).
Then it's time to decide the shape of the limbs. A Composite bow may have limbs that are Decurve- Flat- or Recurve-shaped. A Self bow may not use Recurve-shaped limbs though (due to the extreme strain that would be put on the one material). Decurve, Flat or Recurve limbs will determine how much strain is put on the bow (durability), but also have an impact on the required draw strength (strength requirement, focus time), the range and the damage of the bow.
Each of the above choices will contribute to the characteristics of the final bow.
Finally, and this is of course a very important step, it's time to choose the material (or materials) for the bow. The materials used will greatly affect the final outcome. A Self bow is made out of only one material and is rather quick and easy to craft. A Composite bow consists of two layers, the back (outside) and the belly (facing the archer) of the bow, and you also decide the ratio between these two materials. Materials also behave differently depending on if they are used for the belly or the back.
Shooting It's still really too early to tell, but right now (Combat Beta) shooting is done in arcs, with traces and simulated "real" trajectories. We're really doing our best to keep it for release, but we have to run some more tests to see how expensive it really is.
That said, if we can keep it, needless to say it's going to have a large impact on archery. Although not very apparent when shooting at close-distance objects, it really makes a huge difference when shooting mid- to long-range. Also, right now it's actually possible to shoot the arrow straight up and hit yourself on it's way down(!), if you're very "lucky" The damage from an arrow will decrease according to velocity or range, meaning hitting a nearby target will do more damage than hitting one at a greater distance.
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I *still* hate Brett Favre.
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Khatib
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Jun 12 2009, 11:10 AM
Post #4
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You so CRAAZZYY!!
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The best part of this game is that in their official forums, when people whine about how such and such a planned core mechanic is a bad idea, and *WoW/WAR/EQ/EVE/Any other game* does it THIS way instead of YOUR way...
The devs will flat out say "This doesn't look to be the game for you then. Don't buy it."
I fucking love that confidence and level of follow through on their vision. Caving to whiners -- as well as Brad McQuaid apparently being strung out on drugs -- is what ruined Vanguard. And ruins every other game that first time MMO players who've played nothing but WoW get to voice their opinions about during beta.
http://www.mortalonline.com/news/june-05-06-09
Preorders open June 29, and there will be 10,000 available. Every other week starting July 6, 2,000 preorders will be let in the beta (first-come, first-served). They are shooting for a Q4 release, and it sounds like the beta will continue until then, so preordering could get you a substantial amount of playtime. Hopefully many of the frothing-at-the-mouth types have gotten in beta already, or we could be looking at a Darkfall-esque meltdown when the store goes up.
Beta screenshots look good, one shows a bit of interface that looks standard but minimal.
List of confirmed features for release:
- The full Myrland continent - At least 9 races, male and female - Blood mix and character customization - Main features of the skill system - Full PvP, full loot - Full melee and ranged combat - Basic magic combat - Mounts and mounted combat - Basic GUI for the crafting system - Resource gathering - Basic Guild mechanics - Basic player housing - Basic NPC mobs and wildlife - Hidden/secret features
That sounds a bit basic, but whatever, I'm definitely putting in a preorder. The biggest thing is they aren't promising shit they can't deliver. They're willing to say this is what we *want* to do with this game, and what we're working towards, but this is all we can manage for launch. But these are the next things we're going to work on. Feels a lot like EVE to me, where they started with basic framework, then continually offer free xpacs to build the game up into what their original vision was all about.
Edited by Khatib, Jun 12 2009, 11:13 AM.
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I *still* hate Brett Favre.
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Voyevoda
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Jun 12 2009, 11:12 AM
Post #5
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RIP to the king of pop
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I rather play runescape. Seriously tho if this game came out 3 or 4 years ago, it would be awesome but it looks old to me.
Edited by Voyevoda, Jun 12 2009, 11:23 AM.
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NakieoN
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Jun 12 2009, 11:29 AM
Post #6
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- Voyevoda
- Jun 12 2009, 11:12 AM
 I rather play runescape. Seriously tho if this game came out 3 or 4 years ago, it would be awesome but it looks old to me. Allow me to refer you to the dev's statement of...
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"This doesn't look to be the game for you then. Don't buy it."
Stupid cunt.
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Voyevoda
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Jun 12 2009, 11:35 AM
Post #7
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RIP to the king of pop
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- NakieoN
- Jun 12 2009, 11:29 AM
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"This doesn't look to be the game for you then. Don't buy it."
Stupid cunt. No one is going to buy it then.
Dumb faggot.
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Ninjerk
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Jun 12 2009, 01:23 PM
Post #8
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I didn't read through all that, but I did want to say, "Alignment system."
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Sephs
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Jun 12 2009, 02:37 PM
Post #9
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can i kill niggers?
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"The strongest must rule if we are to survive" - Darth Malak
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NakieoN
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Jun 12 2009, 02:43 PM
Post #10
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- Sephs
- Jun 12 2009, 02:37 PM
can i kill niggers? yes
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Sephs
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Jun 12 2009, 02:52 PM
Post #11
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k im in
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"The strongest must rule if we are to survive" - Darth Malak
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Khatib
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Jun 12 2009, 03:35 PM
Post #12
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You so CRAAZZYY!!
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- Sephs
- Jun 12 2009, 02:37 PM
can i kill niggers? Now I kinda wanna roll the black race, and RP to only kill other people of the black race. Cause black on black crime is truly the root of the inner city problems our society is facing these days, amirite?
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I *still* hate Brett Favre.
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Sephs
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Jun 12 2009, 03:52 PM
Post #13
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- Khatib
- Jun 12 2009, 03:35 PM
- Sephs
- Jun 12 2009, 02:37 PM
can i kill niggers?
Now I kinda wanna roll the black race, and RP to only kill other people of the black race. Cause black on black crime is truly the root of the inner city problems our society is facing these days, amirite? urrite
and when urrite..... urrite
but seriously im gonna nill some kiggers
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"The strongest must rule if we are to survive" - Darth Malak
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Casino
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Jun 13 2009, 08:56 AM
Post #14
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Ima play with you all on my mobile. It's a shitberry bold, or is it a Imud?
Edited by Casino, Jun 13 2009, 08:59 AM.
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Voyevoda
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Jun 13 2009, 09:26 AM
Post #15
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RIP to the king of pop
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- Casino
- Jun 13 2009, 08:56 AM
 Ima play with you all on my mobile. It's a shitberry bold, or is it a Imud? Not funny
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NakieoN
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Jun 13 2009, 10:33 AM
Post #16
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- Voyevoda
- Jun 13 2009, 09:26 AM
- Casino
- Jun 13 2009, 08:56 AM
 Ima play with you all on my mobile. It's a shitberry bold, or is it a Imud?
Not funny Why not? Is it because you are a SANDnigger?
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Voyevoda
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Jun 13 2009, 10:44 AM
Post #17
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RIP to the king of pop
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- NakieoN
- Jun 13 2009, 10:33 AM
Why not? Is it because you are a SANDnigger? The joke had nothing to do with sand.
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Sephs
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Jun 13 2009, 01:09 PM
Post #18
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looks like mud
but i suppose it could be shit as well dunno
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"The strongest must rule if we are to survive" - Darth Malak
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Dervin
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Jun 15 2009, 09:31 PM
Post #19
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you look like shit sephs.
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I am teh &b
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Sephs
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Jun 15 2009, 11:12 PM
Post #20
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u eat my shit dervin
with a spoon
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"The strongest must rule if we are to survive" - Darth Malak
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