View Full Version : Pro A Games - starting 1. July 2008
tim|away
26th June 2008, 12:33 PM
http://img105.imageshack.us/img105/2936/dopewarsprone2.jpg
Introduction
As a result of the medal rooms being cut down to only one room and the total rooms per game being reduced to four, we need to make sure to take up as much of your time as we used to. Pro games will be a new game format that is based on the regular games, but with a couple of modifications to which I will get later. Despite the name "pro" it really aims to make the game more friendly to new players. It enabled you and your four best friends to fight for a medal without having to recruit a ridulous number of players. You will experience that the focus has changed, however, don't underestimate the organisation bit: There will be a very low tolerance for slacking and bad gameplay.
Game Settings
The settings are based on A-Games (Pro B might come later) with the following modifications:
5 members per cartel
I believe this is self-explanatory. As opposed to the 20 member limit in regular A and B games, cartels are allowed to have up to 5 members.
-
Locked cartels
Cartels are being locked automatically 4 days (96 hours) after reset. If you are in a cartel after the lock has been engaged, you won't be able to leave your cartel for the rest of the round and are therefore stuck. Please note, this is very important to know, as you won't be able to have backup players. Cartelless players may join or create a cartel for the entire round. However, once in, they may aren't able to get out after cartels have been locked.
-
Reduction of machine output
The sewing machine output has been reduced to .355 vests - at 100% Home Ec - per machine and token (instead of .375). Gunning machines/presses are not affected by this change.
-
Decrease of cartel weight
cartel weight, for both attackers and defenders, has been slightly reduced which shifts weight to the weapons of the individual player.
-
Modification of weapon loss
We decided to make suiciding almost impossible so as to enable players to run strategies that involve a great risk (e.g. covering records). If the attacker loses a jump, the damage he will cause to his target will be significantly less in comparison to regular A and B games. The attacker, however, will not lose more weapons than they used to. Furthermore, if the attack was won, slightly more weapons of the defender will be destroyed and slightly less weapons will be taken away from the attacker.
-
I believe that sums the important changes up. Here are a few things you should also be aware of:
Quick info on pro games
Separate medals for pro A will be awarded.
There will be four rooms with Pro A1 being the only medal room.
The first round starts on 1. July 2008.
Like regular A games, Pro A rounds last from the first to the last day of the round.
Pro A doesn't replace regular A games. It is a separate format that expands our line of games.
We are considering to launch Pro B, but haven't made a decision on that yet.
Despite the rules of the beta test, multiple accounts will not be allowed.
The token setup of the beta room will be reverted (1 token per 12 minutes, 170 tokens max).
Talk to your friends and form a cartel with players you always wanted to play alongside, but never had a chance to.
I would like to thank everyone who shared ideas and feedback throughout the test period. Thanks also to all of you who contributed something to the logo/banner/flash clip and thanks to everyone who improved the quality of the game by trying to break it.
-Tim
Forphucsake
26th June 2008, 01:14 PM
Absolutlely excellent (Y)
Exactly what I have been waiting for. Thank you very much :)
EDIT - there is so many thoughts running through my head atm but :burp: and its after 2 and I have to go to bed but will post again.
Again (Y)
Evilted
26th June 2008, 01:21 PM
Oh mummy...
Roll on 1st July. :pdevil:
Actually, roll on B-pro!
shmokethedope
26th June 2008, 01:47 PM
looks good!
cant wait to play it.
EviLWaYz
26th June 2008, 01:57 PM
its going on rite now man sign up make 5 multis have a blast ;)
o yeah jacx or who ever made the lil vidoes add thingie im loving it ;)
salinevillekid
26th June 2008, 02:11 PM
Looks interesting looking forward to playing
Carping
26th June 2008, 02:45 PM
before i run off and buy 4 new sim cards can you answer these few questions tim please...
1, what are the rule regarding "babysitting" accounts? are they same as normal dw?
2, i understand medals will be given in only pro1 but will there be "prizes" for overall cart and overall winner?
3, how long into the round will the room "pro1" be locked? i understand carts are locked after 96 hours is that the same for the room?
4, if you can still enter a cart after 96 hours what is stopping 20 players all playing with no cart till the last day then taking the best 5 to make a cart?
Blindj
26th June 2008, 02:51 PM
why would you do this? as it is in v2 if running machines in an A game and in a full junkie cartel with them all having 200% stamina. a gunner can win a machine on the last day already with new v2 settings. so why would you make machines even more vulnerable towards the end of a round?
not good not reducing guns when they already have the advantage in v2 A and B games a like.
Reduction of machine output
The sewing machine output has been reduced to .355 vests - at 100% Home Ec - per machine and token (instead of .375). Gunning machines/presses are not affected by this change.
supernova
26th June 2008, 03:01 PM
I think sewing machines should produce less because of the smaller cartel bennies for junkie players.
So if I make a cartel in the 5th day, I cannot get out from the cartel I created?
onezero
26th June 2008, 06:24 PM
i'm very thrilled about these new rules because there is no room for being a prick anymore.
FAIRPLAY FTW!
:whistle:
=D
supernova
26th June 2008, 06:54 PM
Cool. I can't wait to gun some people!
tim|away
26th June 2008, 06:55 PM
Q: what are the rule regarding "babysitting" accounts? are they same as normal dw?
yes.
-
Q: i understand medals will be given in only pro1 but will there be "prizes" for overall cart and overall winner?
Gold:Choice of $50 cheque or $60 in Incentive donation codes.
Silver:Choice of $25 cheque or $30 in Incentive donation codes.
Bronze:Choice of $10 cheque or $15 in Incentive donation codes.
Overall player: $50 cheque or $60 in Incentive donation codes.
-
Q: how long into the round will the room "pro1" be locked? i understand carts are locked after 96 hours is that the same for the room?
We don't have an automated room locking system right now, but it would only make sense to add that. As it is right now, the medal room will be locked after 4-5 days, yes.
-
Q: if you can still enter a cart after 96 hours what is stopping 20 players all playing with no cart till the last day then taking the best 5 to make a cart?
Considering that the sewing machine output has been reduced and you are missing out cartel benefits for the entire round, what strategy are you planning to run? You won't be be safe from the average gunner, you won't be able to win jumps against others which only leaves machines without team benefits. I don't think you'll win a medal with that strategy.
The alternative setting would be to not allow players to create or join cartels if they ended up without a cartel after 96 hours. Personally, I don't like that concept, as i know there will be players who won't be in a cartel at that time. It's a bit harsh to practically end their round by excluding them from being part of a team.
-
Q: as it is in v2 if running machines in an A game and in a full junkie cartel with them all having 200% stamina. a gunner can win a machine on the last day already with new v2 settings. so why would you make machines even more vulnerable towards the end of a round?
This isn't a phenomenon of the v2 settings. Machinists usually don't drink any shakes and thus are at 100% stamina. Being vulnerable to gunners that are significantly lower is the only logical consequence of that. Also, I don't see how machinists would be an attractive target for gunners unless someone was determined to take you out. It's just not profitable to gun machinists.
BIGRICK
26th June 2008, 07:00 PM
Loving it :)
0siris
26th June 2008, 07:06 PM
who's on my team? :sneaky:
Calienta
26th June 2008, 07:50 PM
I still see how having numbers will be a huge benefit. I'm in the test round right now, running a worth cartel and a counter gunning cartel and my counter gunners are burning guns off the gunners quite nicely.
Imagine if big cartels came in, had 5 worthers and the rest were set up to wreck the rest of the room? Numbers count there.
Poo.
fire
26th June 2008, 07:53 PM
oh i liked havin the multies... was a good place to test strats... oh well ... i would like to play.. anyone want me?
Flashman
26th June 2008, 08:05 PM
can u take the banner ad off my status page please? :P
bfj
26th June 2008, 08:33 PM
The alternative setting would be to not allow players to create or join cartels if they ended up without a cartel after 96 hours. Personally, I don't like that concept, as i know there will be players who won't be in a cartel at that time. It's a bit harsh to practically end their round by excluding them from being part of a team.
how about locking everyone at 7 days? or something like that, just enough time for someone to find a home. They don't need the whole round
Zeus
26th June 2008, 08:37 PM
i'm very thrilled about these new rules because there is no room for being a prick anymore.
FAIRPLAY FTW!
:whistle:
=D
What is that suppose to mean? you made no sense.
To Blind John: Tim tweaks the game to his liking, you have no say, he dictates who will not win.
Blindj
26th June 2008, 09:16 PM
[/quote]Q: as it is in v2 if running machines in an A game and in a full junkie cartel with them all having 200% stamina. a gunner can win a machine on the last day already with new v2 settings. so why would you make machines even more vulnerable towards the end of a round?
This isn't a phenomenon of the v2 settings. Machinists usually don't drink any shakes and thus are at 100% stamina. Being vulnerable to gunners that are significantly lower is the only logical consequence of that. Also, I don't see how machinists would be an attractive target for gunners unless someone was determined to take you out. It's just not profitable to gun machinists.[/QUOTE]
we know it isn't a phenomeno about gunning being to easy in v2. my point isnt that a gunner jumping a machinist is a good jump target. my point is that the gun weight in v2 is to high and that gunning has become a joke. when a gunner can win a jump on a machinist on the last day of a 30 day round the game is unbalanced. you should know this and it should have been fixed rounds ago like the first one once you fixed the other shit. but hey with all the facebood players now you dont need to have vets that know the game. it is looking like this DW Pro is going to lean even more to the gunner with the reduction in machine production.
hell we should just all gun now and see who wins .. it would be a closer game , just ace machines and vests fuck it make it all guns. that is where it is going when a worth player has no chance in playing proper now.
a top notch gunner is a dime a dozen now because a noob can gun like a pro with no need to learn how just jump away these days
What is that suppose to mean? you made no sense.
To Blind John: Tim tweaks the game to his liking, you have no say, he dictates who will not win.
it is looking like that is the case in v2 these days.
Spork!!!
26th June 2008, 09:22 PM
Maybe we should tweak tim? If we do it right he'll dictate it isn't us that can't win. ;)
Seems this pro game will slightly favour junkies over machines. Probably also give good junkie players an edge over good gunners. Fair to average gunners will really struggle to beat them, leaving only other gunners for them to hit. Even with the high number of potential targets, that will make even a good gunners life very hard in there I think.
I guess this format is still evolving, so I look forwards to playing it for a month to see. I'm sure tim will respond to feedback he gets on the playability and balance of it and make adjustments accordingly.
XXX
26th June 2008, 11:57 PM
:group: Three thumbs up!
:goodevil:Hey that middle thumb isn't a thumb XXX,,,It's your penis!!!
DMX
27th June 2008, 01:07 AM
eh it looks okay, i'll test it out but it looks like your favoring the gunners in this game
the squid of despair
27th June 2008, 01:11 AM
Someone please message me for a team.
Seabiscuit
27th June 2008, 01:23 AM
Someone please message me for a team.
i need a team but can you trust someone named killaho??? :O
XXX
27th June 2008, 01:43 AM
Someone please message me for a team.:slobber: we game
OpticaliLLusion
27th June 2008, 02:31 AM
How long until that huge advert stops clogging up my status page?
tim|away
27th June 2008, 03:22 AM
we know it isn't a phenomeno about gunning being to easy in v2. my point isnt that a gunner jumping a machinist is a good jump target. my point is that the gun weight in v2 is to high and that gunning has become a joke. when a gunner can win a jump on a machinist on the last day of a 30 day round the game is unbalanced. you should know this and it should have been fixed rounds ago like the first one once you fixed the other shit. but hey with all the facebood players now you dont need to have vets that know the game. it is looking like this DW Pro is going to lean even more to the gunner with the reduction in machine production.
hell we should just all gun now and see who wins .. it would be a closer game , just ace machines and vests fuck it make it all guns. that is where it is going when a worth player has no chance in playing proper now.
a top notch gunner is a dime a dozen now because a noob can gun like a pro with no need to learn how just jump away these days
it is looking like that is the case in v2 these days.
John, make a poll in the improvements section about gun weight for A and B games. If the majority thinks we need to reduce it, we will.
This is really getting a bit off topic, but I'd like to say a few things on the subject of gun weight and v2 settings in general. In comparison to V1, you might experience that a lot more attackers get through. The most obvious thing to blame it on would be game settings, which, however, is not the case. The variables for the gunning maths in V2 have been taken over exactly as they are from V1. However, that doesn't make your point about gun weight being too high invalid.
Back in V1 you had one, maybe two, actual gun cartels that weren't full of slackers and/or worthers. A lot more people started to realise that it's worth to run a solid press strategy and to gun from a gun cartel instead of building offence strength in a cartel full of vesters. With the recent influx of new players that are interested to learn the game, this trend has been taken even further. There most certainly are a lot more strong gunners than there used to be. Worth players have made use of the potential of their vests and their strategy for years, whereas gunning has always been more of a strategy people played for the sake of entertainment. These days, it is quite obvious that a lot of gunners caught up and are taking their game more seriously. The problem you describe is, in my opinion, a result of gunners having had more potential room for improvement than worthers did. They are closer together now which gives any gunner a very easy time to win jumps.
I do agree with you that the gun weight is - and always has been - slightly too high, wherefore I'm looking forward to the outcome of your poll. However, the change you experience is dynamically caused by players, not by the settings.
Tim tweaks the game to his liking, you have no say, he dictates who will not win.
As far as "tweaking the game to my likings" is concerned, thanks for the good laugh. Do you think we have had all those polls in the improvement section for no reason at all? You might not agree with the outcome of it, but we can only aim to please the majority.
Now, let's tweak the global settings - that affect every player - to dictate who's going to win and who's not, shall we?
supernova
27th June 2008, 03:40 AM
I believe the cartel weight as it is can increase a player's defense by 3 or more times. Am I correct?
Blindj
27th June 2008, 04:52 AM
Maybe we should tweak tim? If we do it right he'll dictate it isn't us that can't win. ;)
Seems this pro game will slightly favour junkies over machines. Probably also give good junkie players an edge over good gunners. Fair to average gunners will really struggle to beat them, leaving only other gunners for them to hit. Even with the high number of potential targets, that will make even a good gunners life very hard in there I think.
I guess this format is still evolving, so I look forwards to playing it for a month to see. I'm sure tim will respond to feedback he gets on the playability and balance of it and make adjustments accordingly.
how do you figure?
gunners will still be the same and with 5 on a team all will change for cartel bounuses. but i steal feel that gunning will have the edge as they do in regular games. hell a noob can break 100mil how is that struggling?
Forphucsake
27th June 2008, 05:43 AM
How long until that huge advert stops clogging up my status page?
Can we at least get an option to turn it off, its really bloody annoying and doesn't do well with my OCD.
Flashman
27th June 2008, 10:50 AM
The banner ad is now starting to make us sick - we get it already - remove it.
hard_luck
27th June 2008, 11:54 AM
How about cartels not being able to be formed after the 5th day? Real players will be in the 1st day. I agree with above that on the last day all the independants will join up together in a cartel and we will loose. I love the idea of 5 solid players but you have to make it competitive by limiting the new cartel formation.
Recruiting / managing 20 sucks - this will ROCK!
MaDukes
Seabiscuit
27th June 2008, 12:03 PM
How about cartels not being able to be formed after the 5th day? Real players will be in the 1st day. I agree with above that on the last day all the independants will join up together in a cartel and we will loose. I love the idea of 5 solid players but you have to make it competitive by limiting the new cartel formation.
Recruiting / managing 20 sucks - this will ROCK!
MaDukes
5 people on a team will take the challenge you of finding 20 decent players that will play every day but it will add the if one player dosent play you lose thing to it im eager to try it
supernova
27th June 2008, 12:35 PM
I don't like the banner - especially that I need to scroll down to see the stats! Bloody annoying.
KACK
27th June 2008, 01:50 PM
need a team
Zeus
27th June 2008, 01:54 PM
Im sure you can wrangle up a few of your Red buddies Karan
KACK
27th June 2008, 01:59 PM
ill play with anyone if they want me. really dont matter to me.
Cushion
27th June 2008, 02:31 PM
nice work tim, continue as u are :)
Spork!!!
28th June 2008, 03:47 AM
Player
Rank 408
Tokens 248
Worth $781,371
Money $26,029,257
Cartel
Station Ritesh's House
Coat
Coat Type Trench Coat
Total Pockets 192,000
Used Pockets 19,742
Empty Pockets 172,258
Operations
Working Junkies 358
Training Junkies 45
Gun Machines 0
Sewing Machines 0
Drug Lab Size 12
Textbooks 100
Arsenal
Guns 93
Vests -23
Thugs 0
Stamina 200%
I lost more vests than I had, this needs sorting before beta testing is finished, please. I'm sure most of us would prefer a longer beta stage for a bug-free result. ;)
Forphucsake
29th June 2008, 04:38 AM
OK I had a thought (yes, it does happen occassionally and yes, it did hurt), with no suiciding, someone could donate $40 and potentially be invincible. All 5 do it and theres Gold. The only way to catch them would be a gunner doing the same. Seems like FB to me now, buying the victory.
supernova
29th June 2008, 04:49 AM
I completely agree with you, buying extra tokens can improve your score dramatically. Maybe one way to prevent this is to cap the incentives to $20/room, while keeping the same rewards for making it to the top.
Zeus
29th June 2008, 09:32 AM
OK I had a thought (yes, it does happen occassionally and yes, it did hurt), with no suiciding, someone could donate $40 and potentially be invincible. All 5 do it and theres Gold. The only way to catch them would be a gunner doing the same. Seems like FB to me now, buying the victory.
Not entirely, a junkie is always in that cat and mouse chase with a rolling hoard. It wouldn't be in the junkies best interest to just fly all the way up. It would benefit a machinist more since they are a worthless target anyway. If a cartel of machinist wins everytime, then they should just scrap the whole project.
MetteMina
30th June 2008, 11:53 PM
http://img105.imageshack.us/img105/2936/dopewarsprone2.jpg
Introduction
As a result of the medal rooms being cut down to only one room and the total rooms per game being reduced to four, we need to make sure to take up as much of your time as we used to. Pro games will be a new game format that is based on the regular games, but with a couple of modifications to which I will get later. Despite the name "pro" it really aims to make the game more friendly to new players. It enabled you and your four best friends to fight for a medal without having to recruit a ridulous number of players. You will experience that the focus has changed, however, don't underestimate the organisation bit: There will be a very low tolerance for slacking and bad gameplay.
Game Settings
The settings are based on A-Games (Pro B might come later) with the following modifications:
5 members per cartel
I believe this is self-explanatory. As opposed to the 20 member limit in regular A and B games, cartels are allowed to have up to 5 members.
-
Locked cartels
Cartels are being locked automatically 4 days (96 hours) after reset. If you are in a cartel after the lock has been engaged, you won't be able to leave your cartel for the rest of the round and are therefore stuck. Please note, this is very important to know, as you won't be able to have backup players. Cartelless players may join or create a cartel for the entire round. However, once in, they may aren't able to get out after cartels have been locked.
-
Reduction of machine output
The sewing machine output has been reduced to .355 vests - at 100% Home Ec - per machine and token (instead of .375). Gunning machines/presses are not affected by this change.
-
Decrease of cartel weight
cartel weight, for both attackers and defenders, has been slightly reduced which shifts weight to the weapons of the individual player.
-
Modification of weapon loss
We decided to make suiciding almost impossible so as to enable players to run strategies that involve a great risk (e.g. covering records). If the attacker loses a jump, the damage he will cause to his target will be significantly less in comparison to regular A and B games. The attacker, however, will not lose more weapons than they used to. Furthermore, if the attack was won, slightly more weapons of the defender will be destroyed and slightly less weapons will be taken away from the attacker.
-
I believe that sums the important changes up. Here are a few things you should also be aware of:
Quick info on pro games
Separate medals for pro A will be awarded.
There will be four rooms with Pro A1 being the only medal room.
The first round starts on 1. July 2008.
Like regular A games, Pro A rounds last from the first to the last day of the round.
Pro A doesn't replace regular A games. It is a separate format that expands our line of games.
We are considering to launch Pro B, but haven't made a decision on that yet.
Despite the rules of the beta test, multiple accounts will not be allowed.
The token setup of the beta room will be reverted (1 token per 12 minutes, 170 tokens max).
Talk to your friends and form a cartel with players you always wanted to play alongside, but never had a chance to.
I would like to thank everyone who shared ideas and feedback throughout the test period. Thanks also to all of you who contributed something to the logo/banner/flash clip and thanks to everyone who improved the quality of the game by trying to break it.
-Tim
:cops::balloons::balloons::james::james:
MetteMina
30th June 2008, 11:59 PM
Can we at least get an option to turn it off, its really bloody annoying and doesn't do well with my OCD.
:bottle::flag::heat::condom::spank::spank::sleepy: :V:blahblah:
MetteMina
1st July 2008, 12:06 AM
http://img105.imageshack.us/img105/2936/dopewarsprone2.jpg
[
COLOR
="SeaGreen"]Introduction [/COLOR]
As a result of the medal rooms being cut down to only one room and the total rooms per game being reduced to four, we need to make sure to take up as much of your time as we used to. Pro games will be a new game format that is based on the regular games, but with a couple of modifications to which I will get later. Despite the name "pro" it really aims to make the game more friendly to new players. It enabled you and your four best friends to fight for a medal without having to recruit a ridulous number of players. You will experience that the focus has changed, however, don't underestimate the organisation bit: There will be a very low tolerance for slacking and bad gameplay.
Game Settings
The settings are based on A-Games (Pro B might come later) with the following modifications:
5 members per cartel
I believe this is self-explanatory. As opposed to the 20 member limit in regular A and B games, cartels are allowed to have up to 5 members.
-
Locked cartels
Cartels are being locked automatically 4 days (96 hours) after reset. If you are in a cartel after the lock has been engaged, you won't be able to leave your cartel for the rest of the round and are therefore stuck. Please note, this is very important to know, as you won't be able to have backup players. Cartelless players may join or create a cartel for the entire round. However, once in, they may aren't able to get out after cartels have been locked.
-
Reduction of machine output
The sewing machine output has been reduced to .355 vests - at 100% Home Ec - per machine and token (instead of .375). Gunning machines/presses are not affected by this change.
-
Decrease of cartel weight
cartel weight, for both attackers and defenders, has been slightly reduced which shifts weight to the weapons of the individual player.
-
Modification of weapon loss
We decided to make suiciding almost impossible so as to enable players to run strategies that involve a great risk (e.g. covering records). If the attacker loses a jump, the damage he will cause to his target will be significantly less in comparison to regular A and B games. The attacker, however, will not lose more weapons than they used to. Furthermore, if the attack was won, slightly more weapons of the defender will be destroyed and slightly less weapons will be taken away from the attacker.
-
I believe that sums the important changes up. Here are a few things you should also be aware of:
Quick info on pro games
Separate medals for pro A will be awarded.
There will be four rooms with Pro A1 being the only medal room.
The first round starts on 1. July 2008.
Like regular A games, Pro A rounds last from the first to the last day of the round.
Pro A doesn't replace regular A games. It is a separate format that expands our line of games.
We are considering to launch Pro B, but haven't made a decision on that yet.
Despite the rules of the beta test, multiple accounts will not be allowed.
The token setup of the beta room will be reverted (1 token per 12 minutes, 170 tokens max).
Talk to your friends and form a cartel with players you always wanted to play alongside, but never had a chance to.
I would like to thank everyone who shared ideas and feedback throughout the test period. Thanks also to all of you who contributed something to the logo/banner/flash clip and thanks to everyone who improved the quality of the game by trying to break it.
-Tim
Cool. I can't wait to gun some people!
:snuggle::goodevil:
Leonidas
1st July 2008, 10:48 PM
I said it before, In the real war, Druglords and Kingpins get where they are by use of deadly force. WHICH is done in most part by "GUNNING" & Ritesh + The developers have got shit twisted. Making gunners and thuggers the low end of the game, and going the extra step to make previsions to make sure that suiciding isn't as successful as it used to be. I GOT NEWS FOR YOU!!! IT WASNT WORKING IN THE 1ST PLACE!!! I HAVE TRIED MULTIPLE STRATEGIES INCLUDING DONATING & There's No way in this game for even the BEST GUNNER to Take 1st Place Or rank in the top 20 EVEN. IT"S COMPLETELY LOP SIDED!! I have been playing for at least 3 years & for over a dozen cartels including PSD and there's no excuse why the opportunity isnt available for gunners to dominate the game.
This Includes but is not limited to the changes that were made in Pro Games & the existing conditions of traditional games.
Leonidas
1st July 2008, 10:50 PM
I said it before, In the real war, Druglords and Kingpins get where they are by use of deadly force. WHICH is done in most part by "GUNNING" & Ritesh + The developers have got shit twisted. Making gunners and thuggers the low end of the game, and going the extra step to make previsions to make sure that suiciding isn't as successful as it used to be. I GOT NEWS FOR YOU!!! IT WASNT WORKING IN THE 1ST PLACE!!! I HAVE TRIED MULTIPLE STRATEGIES INCLUDING DONATING & There's No way in this game for even the BEST GUNNER to Take 1st Place Or rank in the top 20 EVEN. IT"S COMPLETELY LOP SIDED!! I have been playing for at least 3 years & for over a dozen cartels including PSD and there's no excuse why the opportunity isnt available for gunners to dominate the game.
This Includes but is not limited to the changes that were made in Pro Games & the existing conditions of traditional games.
Duffman
2nd July 2008, 01:33 PM
listen mate u are seriously wrong, i know a few people that have won by gunning! and for the record, why do u think 'worthing' is called worthing u fucking clown! that may be how it is in life but this is a fuckin game get over it cos thats how it is, u win by worthing not gunning
p.s if u cant win with any strat or by donating, u need to stop blaming the game and start learning to be better
XXX
6th July 2008, 03:23 AM
:goodevil:Do's anyone know our password for Pro A1,,
:chainsaw:That Muppet XXX forgot to write it down again.....
Calienta
9th July 2008, 11:10 AM
Quick question - do the medal winners get the same prizes as regular A and B games?
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