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Sunday, September 19, 2010 - 06:22 pm Session Start: Sun Sep 19 13:50:11 2010 Session Ident: #jozichat [13:50] * Now talking in #jozichat [13:50] * Topic is 'Next Jozi Chat: 19th of September' [13:50] * Set by Laguna on Sun Aug 15 17:11:07 [13:50] * ChanServ sets mode: +qo Laguna Laguna [14:44] * Genie has joined #jozichat [14:44] * ChanServ sets mode: +o Genie [15:00] * SuperSoldierRCP has joined #jozichat [15:00] * Rob has joined #jozichat [15:00] * Barrenregions has joined #jozichat [15:01] * JamesW has joined #jozichat [15:01] * Jozi has joined #jozichat [15:02] * Laguna sets mode: +o Jozi [15:02] (~Laguna) Are you alive? [15:03] (@Jozi) me? yes, with coffee and everything [15:04] * Skull|pOpRocks has joined #jozichat [15:04] (~Laguna) Very well then. [15:04] * Retrieving #jozichat modes... [15:04] * Laguna sets mode: +m [15:04] (~Laguna) Hello, Jozi. [15:04] (@Jozi) hello everyone [15:05] (~Laguna) All of us here have been playing Simcountry quite some time now. [15:05] (~Laguna) One of the things we say here all of the time are the names of the worlds. [15:05] (~Laguna) Can you explain to us what each name means and what is the history behind them? [15:06] (@Jozi) I am not sure there is so much to it but here goes: [15:07] (@Jozi) Kebir Blue was the first one and I was learning Arabic at the time to get a better understanding of the middle east. [15:07] (@Jozi) I did not get to understand it but Kebir means Big in Arabic. [15:08] (@Jozi) then there was Fearless blue to suggest a war world, White giant to continue the coloring idea [15:08] (@Jozi) and then Golden Rainbow because it was different. [15:08] (@Jozi) Little Upsilon and Little Omicron we invented later just out of the blue. [15:09] (@Jozi) does it get us anywhwre? [15:09] (@Jozi) done [15:09] (~Laguna) Yes. To the new world that will be added, according to schedule, next month. [15:09] (~Laguna) Is there anything you wish to add about that? [15:10] * Laguna changes topic to 'PM Laguna to get voice' [15:10] (@Jozi) Yes, we hope to make it. We have added some warring features to the top of the list but we hope to make it in October. [15:11] (@Jozi) The idea is to allow unlimited free playing. [15:12] (@Jozi) There will be some limitations but not many. [15:12] (@Jozi) done [15:12] * Jonni has joined #jozichat [15:12] (~Laguna) And now we wait for someone to PM to ask you something. [15:12] * BorderC has joined #jozichat [15:13] * ChanServ sets mode: +h Jonni [15:14] (~Laguna) Eleven souls and no questions... how odd. [15:15] * BorderC Quit (Quit: ChatZilla 0.9.86 [Firefox 3.5.9/20100315083431]) [15:15] * Doublestar has joined #jozichat [15:15] * Laguna sets mode: +v SuperSoldierRCP [15:15] (+SuperSoldierRCP) My i ask the first question? [15:16] (~Laguna) Yes [15:17] (+SuperSoldierRCP) Dear JozI...I have been with this game since before the war or econ levels where introduced to the game and since i started i have been nothing but an econ player. My question is what can we do about the Econ Level requirements as there seem to be to high and in a sense they expect the econ players to be the real war lords and can provide examples if you wish [15:19] (@Jozi) The peaceful player game levels do not have any defense levels requirements. [15:19] (@Jozi) done [15:20] (+SuperSoldierRCP) Myself and other econ players do understand that but there are some odd requirements to leveling. Such as econ players to reach level ten need 5countries as where War players need only 1 [15:21] (@Jozi) OK. I understand where you come from. There are no military requirements but higher requirements in therms of index levels and number of countries etc. [15:22] (@Jozi) is this the problem? do you think the requirements are too high and it forces you into the military side? [15:22] (@Jozi) over [15:22] (+SuperSoldierRCP) yes [15:23] (+SuperSoldierRCP) they make us have 5 countries with 40M population and a total cash net worth of 150T which with no defense makes us a fat meal to a war player [15:24] (@Jozi) I must admit that the levels were set quite quickly and we may have gone high on some of the requirements. It was done because maintaining an army is economically hard and peaceful players have an advantage. [15:25] (@Jozi) we may need to have a nother look and see if we have overdone it but higher index levels must of course remain. [15:25] (@Jozi) done [15:25] (+SuperSoldierRCP) Thank you [15:26] * Laguna sets mode: -v SuperSoldierRCP [15:26] * Laguna sets mode: +v Doublestar [15:26] (+Doublestar) Yay.... I mean *umhum* ((clears throat. [15:27] (+Doublestar) Hello Jozi, Jonni, Thank you Laguna, Hello Barren, JamesW, and members of the council of God who resides.....nvm... [15:27] (+Doublestar) I have a few issued with the game Jozi that Id like to voice. [15:27] (+Doublestar) These are things that at the core of the game make it or break it, rules that you have put into place that you can easily overturn. [15:28] (+Doublestar) I have played in the game for quite sometime, since 2001. And only had a gap of 2007-2010 January to January, So I have seen quite alot in Simcountry, [15:28] (+Doublestar) That doesnt mean much but inly saying it so you dont think Im "BS [15:28] (+Doublestar) ""BSing" you. [15:28] (+Doublestar) #1. Population rules in the game. [15:29] (+Doublestar) One of the main reasons I joined Simcountry, as many, was the draw of owning your own country. [15:29] * Crafty has joined #jozichat [15:29] (@Jozi) You are one of the players I really know by name and the history too. [15:29] (+Doublestar) The Number 1 asset of a country is the population of the nation. Without the people you can do nothing. [15:30] (@Jozi) I remember the minister of tourism of Israel who, during a year of heavy terror attacks said that he is probably the only minister of tourism in the world, who personally knows all the tourists in the country. All twelve. [15:30] (+Doublestar) LOL [15:31] (+Doublestar) Um....Ill continue....good one. (hah) [15:31] (+Doublestar) I love large populations, have always loved a large empire. [15:31] (+Doublestar) BUT....Simcountry seems to hate them. [15:32] (+Doublestar) Ill give some examples. You lower the starting amount of population for each country around the world c3, making high population nations very valuable now. [15:32] (@Jozi) When you run a world, long term, population is a problem. You can let it grow with no limit, and then what? [15:33] (+Doublestar) Well It would be feasible for players to play in this enviornment..... If you removed the limits you placed to transfer population from one state to another. [15:33] (@Jozi) if you have 675.465.312 people in a country, how can new players ever compete? [15:33] (+Doublestar) That would easily put the assets, POPULATION, into the players hands, and solve both problems. No? [15:34] (+Doublestar) I am not saying allow 600M people. What country do you know had 600M people? All I am saying, is for a new player, one of the best ways to "CATCH UP" was conquering C3s and transferring population easily to create your own little empire. [15:35] (+Doublestar) That allowed players to compete with highly populated and established empires. [15:35] (@Jozi) Population in each world will grow with no limit and it will become impossible to play, mainly for new players and they will be forced into buying many many millions in population which will cost them a fortune. nobody wants to do this. [15:35] (+Doublestar) Jozi.....Here is my suggestion.... [15:36] (+Doublestar) Please....here me out. I gaurantee, it will work out for the servers, and for the players. You will see the FUN return to SC. [15:36] (@Jozi) OK [15:36] (+Doublestar) To solve population issues with players... [15:37] (+Doublestar) #1. For the servers sake, leave the c3s at the current levels they are now. [15:38] (+Doublestar) #2. For the players sake, removed the limits OR lower the limits extensively for players who own multiple countries so that they can conquer and transfer population to their countries and create population centers of 20-100M. [15:39] (+Doublestar) #3. Place a new limit on transferring, that if you have 40M population, you can only transfer 1M a month to that country, while any state less than 40M can have up to 5M transferred in per month. [15:40] (+Doublestar) You can modify the limit (#3) as you wish, but if you implement #2, it would do justice to the game. [15:40] (@Jozi) done? [15:41] (+Doublestar) You mentioned players having to pay high amounts of money to keep up with established empires.....Thats already what they have to do now, as we speak. With my suggestion, they would be able to grow by war, and by buyiing population [15:41] (~Laguna) I hope so. I have other players in line. [15:41] (+Doublestar) Done. [15:41] (+Doublestar) LG, this is only one portion. Dont remove my voice yet. [15:42] (~Laguna) You can always speak later. [15:42] (+Doublestar) At least wait til im done with Population. [15:42] (+Doublestar) ok? [15:42] (+Doublestar) Pwease? [15:42] (+Doublestar) Please Jesus? [15:42] (@Jozi) As I said, we have a problem, long term, with ever growing population and if we want worlds to continue running, we must limit the population. [15:42] (~Laguna) Yes. I'm waiting. In the meantime, write your question on notepad. [15:43] (@Jozi) I dont see the difference between 50, 60 or 100M max. we have increased the C3 population to make it easir for them to start but at very high levels, its just more corporations, more of everything but no real difference. [15:44] (@Jozi) moving population between countries in the empire is less of an issue but depleting countries of their population does not make any sense. [15:44] (+Doublestar) But it is realistic. [15:44] (@Jozi) If there are specific suggestions on moving population in empires, I promis to look into them. [15:44] (@Jozi) done [15:45] (+Doublestar) Empires did slave trades, and removed entire populations from one spot to another. Isnt the game based on realism and fun? [15:45] (+Doublestar) China to this day moves Millions of people at one time in their construction projects [15:45] (@Jozi) yes. Moving, we can talk about. [15:45] (+Doublestar) Moving, aka, transfering. [15:45] (@Jozi) yes [15:46] (~Laguna) I have other players waiting. Make it quick. [15:46] (+Doublestar) Ok. Would you be willing to allow easier/freer transfering? [15:46] (+Doublestar) Ok LG, one last thing, Ill be quick [15:46] (+Doublestar) on population that is [15:47] (@Jozi) Make a specific suggestion, on the forum, and we will discuss. If we see a solution that is good for simcountry, we will make it. [15:48] (+Doublestar) For higher population countries, why is it that we invest REALMONEY only to have our population continually decline the closer it gets to 100M? At least in fairness and respect of the players you could have the population remain the same and NOT decline from 100M. Even if the population is above 100M, make it decline to 100M. [15:49] (+Doublestar) I just made the suggestion. Keep C3s at low levels, lower transfering between states so players can easily grow. Limit amount of trade to 1M per month for states above 40M. [15:49] (+Doublestar) Ill also post it on the forum. [15:49] (@Jozi) The current best advise is not to purchase population is you see that it declines. this is a waste of money. [15:50] (@Jozi) done [15:50] (+Doublestar) Why the bias against large countries though? Why dont you put limits instead? Simcountry says that there are no limits, but then imposes an invisible limit on the players that causes their population to decline. [15:50] (~Laguna) For the love... [15:51] (+Doublestar) A more straightforward approach is needed. Either my suggestion of allowing population to remain steady at the level of 100M, or impose a limit on population so we DONT waste money. Im sure you wont refund the money for the population lost, will you? [15:51] (~Laguna) Can we move on? It has almost been an hour since this chat started. [15:51] (@Jozi) we can make it clearer what the limit is but the limit depends on many factors and is not hard. [15:52] (+Doublestar) Ok. Then, if the limit is not hard....do something like this... [15:52] (@Jozi) we can safely say that population will not grow if it is at a level of 70M. let's move on. [15:52] (@Jozi) done [15:52] (+Doublestar) Fine. Whatever. One more thing. [15:53] (+Doublestar) Last thing, then Ill give voice up to someone else [15:53] (+Doublestar) When populations DO decline.....there is a serious issue. [15:53] (+Doublestar) The only worker that leaves the country that I have observed in 12 different states, is High Level Workers. [15:54] (+Doublestar) Why is that? Why not make an equal percentage of the populace leave, so the country isnt crippled by HLWs shortages in the extreme? [15:54] (+Doublestar) Even when we change higher MLM, and HLM into HLWs, the next month, they leave, as population declines. Can this be changed please? [15:54] * Laguna sets mode: +v JamesW [15:54] (@Jozi) This does not happen. There is just no growth. Nobody leaved. The HLWs problem is a different issue and I promised to solve it once and for all. this will start Monday or Tuesday. [15:55] (+Doublestar) ok. [15:55] * Laguna sets mode: -v Doublestar [15:55] (@Jozi) I mean nobody leaves. [15:55] (+JamesW) Well the internet has evolved alot since the Simcountry started and if you take some of the world's most popular websites several themes come to mind, [15:55] (+JamesW) Firstly that successful websites/games these days have a large social networking component, Simcountry however is largely played as a single player game where there really isn't alot of social networking/teamwork. Obviously the common market and cash markets were designed as a way to try and improve this aspect but they dont really have seemed to hit the mark and there seems little to no incentive to use such features. [15:55] (+JamesW) Are there any plans that are specifically designed to bring greater social networking to the game? [15:55] (+JamesW) Secondly on the same theme as social networking alot of games these days have created facebook versions of their online browser based games and was wondering whether you had thought to embrace this concept, maybe even if it was just a simcountry lite version of the game that focuses more on the politics/economics (with real world basis to target people interested in politics/economics) that could then be used to promote the [15:55] (+JamesW) If you have considered such an idea what were your thoughts? [15:55] (+JamesW) Thirdly, the other element of the web evolution seems to be a shift away from clunky/mismatched websites and a move to streamlined/efficient systems. Simcountry though is still quite a mismatch of several different navigation menus, do you guys have any plans to eventually rationalise this system to remove the redunancies and streamline the whole navigation system? [15:55] (+JamesW) Thanks for your time. [15:55] (+JamesW) James [15:55] (+JamesW) done [15:55] (+JamesW) ----- [15:56] (@Jozi) James. Long time. great to have you here. and you are wel prepared. let me read it. [15:59] (@Jozi) I think that a lot of players do communicate within the game and have ways to socialize here. I do not think that they want Simcountry to become a replacement for their use of the social networks. We also think that we are strong in a limited area and there are enough people interested in a game like SC. [16:00] (@Jozi) You need to focus these days and do what you think you can do best. Improving the game is probably a challange that is big enough for us. [16:01] (@Jozi) as yo navigation and the site in general: I think that much remains to be done but it is today, much better than before. [16:01] (@Jozi) we used to get many complaints about navigations and what to do next and we do not get them today. [16:02] (@Jozi) we remain open for any specific suggestions and will keep improving it. [16:02] (@Jozi) done [16:03] (~Laguna) No further comment, JamesW? [16:03] (+JamesW) well ok just one quick one [16:04] (+JamesW) Perhaps in terms of social networking it doesn't need to be game changing, it could be as simple as having a federation list page that showed some hidden stats only to members of the fed [16:05] (+JamesW) this way it creates a bit of competition within the federation to improve certain aspects of the country and these details are still hidden from the rest of the game world [16:06] (@Jozi) Yes, this can be added and is a good idea. we do have now chatrooms for feds and common markets. I agree that much more should be done to promote structures that are driven by groups of players. If this is your point, then I agree 100% [16:06] (@Jozi) done [16:06] (+JamesW) k done [16:07] * Laguna sets mode: -v JamesW [16:07] * Laguna sets mode: +v SuperSoldierRCP [16:07] (+SuperSoldierRCP) Thank you Laguna [16:07] (~Laguna) You're welcome. [16:08] (+SuperSoldierRCP) 2question one econ one war [16:08] (+SuperSoldierRCP) Econ- I would like to ask if we can remove the financial services as its pointless [16:08] (+SuperSoldierRCP) it hurts more then it helps players(like myself) who use loans suffer the most [16:09] (+SuperSoldierRCP) done for econ [16:09] (@Jozi) You might be right. now that you can move money out to the account, it is quite pointless. short term solution: [16:09] (@Jozi) move your cash out to the account. [16:10] (@Jozi) I promise to look into it. [16:10] (@Jozi) done [16:10] (+SuperSoldierRCP) thanks for war [16:10] (+SuperSoldierRCP) I would like Nukes to become more of a fearsome force [16:10] (+SuperSoldierRCP) Right now Nukes are just pretty i would like to propose that if you are nuked your War Index Drops by a large margin [16:11] (+SuperSoldierRCP) chem 2..tact 5....sub/nukes 8....strats 10 [16:11] (+SuperSoldierRCP) you can only drop one every 15min i believe [16:11] (+SuperSoldierRCP) in my opinion if you are nuked with 10strats the war sound end [16:11] (+SuperSoldierRCP) just as in RL if you get nuked 10times you would surrender [16:11] (+SuperSoldierRCP) done [16:12] (@Jozi) This will mean that you could win a war with nukes only. we want to move away from long range bombing without ground war. [16:13] (~Laguna) Wise decision. [16:13] (+SuperSoldierRCP) that is understandable but can something be done to where they do more damage [16:13] (@Jozi) in the real world, they surrendered after two attacks. these days, one will do the job. in the real world they are not used. [16:14] (+SuperSoldierRCP) tactical nukes cost 9B on LU to create [16:14] (+SuperSoldierRCP) and they only attack bases [16:14] (+SuperSoldierRCP) for 2B more i can make a sub and destroy a capital. One issue players have is that the strategic cost SO much cash and manpower [16:14] (+SuperSoldierRCP) yet do so little [16:15] (@Jozi) I get what you are saying but we do not want to see these weapons as the solution for anything you want to do in war but rather the exception. War should be more strategy and that is hard enough to enforce into the current war game. [16:16] (@Jozi) if we make nukes even more powerful, strategy, or any hope for strategy, will be lost for ever. [16:16] (+SuperSoldierRCP) that i can understand...Laguna may i ask another question or is someone else in line? [16:16] (@Jozi) I think that with the coming changes, we should look again into the nukes and either leave them as it is or make them more specific and try to fit them into a wider strategy but not into a position to decide the war. [16:17] (@Jozi) done [16:17] (~Laguna) You can ask another. [16:18] (+SuperSoldierRCP) Again...Im an econ player and i take great pride in my nations yet one issue i have is that theres little incentive for me to make higher Q goods [16:19] (+SuperSoldierRCP) i have 70states that make 296Q with 1000salaries and i try to be self sufficient [16:19] (+SuperSoldierRCP) i would like to see something done to where i can set prices for trading on local and CM [16:19] (+SuperSoldierRCP) right now we can set prices for everything [16:19] (+SuperSoldierRCP) i would like to be able to set prices for local, common market, and international trading [16:20] (+SuperSoldierRCP) so my locals can buy the best prices, CM can buy 10% over my Q, and international buy the highest [16:20] (+SuperSoldierRCP) done [16:21] (@Jozi) You are partially right. High Q goods get you a better price on the market and corporations producing high quality products are the most profitable ones in the game. also, when your corporations buy higher Q, they produce highQ products. [16:22] (@Jozi) the problem in the CM is known to us and needs a solution. It is not always such a disadvantage. [16:23] (@Jozi) the selling price might be lower, but the purchase price is low too and helps the buying corporation in becoming profitable. It remains a problem to be solved. It has been very long and I will check the status. [16:23] (+SuperSoldierRCP) thank you that would be a great help [16:23] (@Jozi) Everything I promised here to check, will be done this week and we will publish it on the forum. [16:23] (@Jozi) done [16:24] (+SuperSoldierRCP) laguna i have one more question unless someone else wants to speak [16:24] (~Laguna) Time is up. [16:24] * Laguna sets mode: +v Skull|pOpRocks [16:24] (+Skull|pOpRocks) Okay, I have one question. I have looked at "The Business Lounge" tab on the portal page for a very long time. I wonder, what was the original idea behind the business lounge? And, is it a dead issue now or are there still plans to develop it. [16:24] * Laguna sets mode: -v SuperSoldierRCP [16:24] (+Skull|pOpRocks) and , Hi Jozi, its Wendy [16:25] (@Jozi) Hi Wendy [16:26] (+Skull|pOpRocks) did you get my question? [16:26] (+Skull|pOpRocks) Okay, I have one question. I have looked at "The Business Lounge" tab on the portal page for a very long time. I wonder, what was the original idea behind the business lounge? And, is it a dead issue now or are there still plans to develop it. [16:28] (@Jozi) Affiliate marketing, voting, we should move it or rename it. [16:28] (@Jozi) we are very serious on the marketing programs and will enhance them and add features. [16:29] (@Jozi) oops. done [16:30] (+Skull|pOpRocks) Okay, and finally, the ebay exchange, you said you were interested and think it can be iplemented easily, can you give a general ETA for it to be added? [16:32] (@Jozi) I will put our short term wish list on the forum for everyone to see and discuss. It is there, close to the top. It is easy indeed. You can of course sell accounts on EBAY. we need to make it possible to sell other assets. [16:32] (@Jozi) this can be done by giving the asset a uniq key and allowing the holder of the key to get the asset on our site. [16:32] (+Skull|pOpRocks) kewl, thanks, I'm done [16:33] * Laguna sets mode: -v Skull|pOpRocks [16:33] (@Jozi) the KEY can be sold off the sitel. it is not uniq but unique [16:33] * Laguna sets mode: +v SuperSoldierRCP [16:34] (+SuperSoldierRCP) Jozi (im sure your tired of talking to me by now lol) [16:34] (+SuperSoldierRCP) 2questions and im down for the count [16:34] (@Jozi) I am not.... [16:34] (+SuperSoldierRCP) Is there a possibility that a new loan system could be created [16:35] (+SuperSoldierRCP) when i say this i mean this by us being able to set are intrest rates [16:35] (+SuperSoldierRCP) done [16:36] (@Jozi) one way to continue this sentence would be: so we can set unrealistic rates and earn a fortune off a country in a different account etc. we had this in the past, early days. [16:37] (@Jozi) I am afraid that this is a way to introduce many new problems and it is a very large job to do. we have so many higher priorities. [16:37] (+SuperSoldierRCP) ok second question [16:39] (+SuperSoldierRCP) We can transfer goods like military, is it possible to make something to transfer non military goods aswell [16:40] (+SuperSoldierRCP) when im learning to war its would be nice to be able to transfer gasoline from my main to a slave instead of buying a bunch [16:40] (+SuperSoldierRCP) is there any plans for something like this or has it yet to be adressed [16:40] (+SuperSoldierRCP) done [16:41] (@Jozi) This is in fact already possible. you can sell them and transfer the money back freely as is possible now. [16:41] (@Jozi) you can also move them to space stations and then anywhere else. [16:41] (~Laguna) He's asking for a less troublesome way in the image of the way we transfer weapons. [16:41] (@Jozi) in addition, some goods will be added to the direct market. [16:42] (+SuperSoldierRCP) i know of this but we can only trasfer 600B or 900B at a time [16:42] (@Jozi) There are so many ways now, we would like to prevent more functions and just use the existing channels. [16:42] (+SuperSoldierRCP) and when you run 4slaves and only transfering 600B you hit your 3T cash trafer cap [16:43] * Doublestar Quit (Quit: http://www.mibbit.com ajax IRC Client) [16:43] (@Jozi) you can move money to the account, (direct trading) and then move it back into a different country. Unlimited. [16:44] (+SuperSoldierRCP) kk [16:44] (+SuperSoldierRCP) Done [16:45] * Laguna sets mode: -v SuperSoldierRCP [16:46] (~Laguna) Do you have any long term objectives for SC, Jozi? [16:48] (@Jozi) we have more plans than possible with our current team. [16:48] * BrokenAmbitions has joined #jozichat [16:49] (@Jozi) I believe that although we will not have 5 million players, it should be possible to have enough players to maintain a larger team and increase the pace of developments, making it into a whole different game along the same principles. [16:51] (@Jozi) d [16:51] * Laguna sets mode: +v BrokenAmbitions [16:51] (+BrokenAmbitions) Good morning/afternoon/evening. [16:52] (@Jozi) good evening. [16:53] * Laguna sets mode: -v BrokenAmbitions [16:53] (~Laguna) Nvm about that... [16:53] (~Laguna) A player asked if SC brings enough revenue to pay for your team or not. [16:55] (@Jozi) yes but the team, including me, are also part time consultants (not all of us) and we are using part of our income as a company to keep the developments going. we also advertize so we are doing OK but we would like to invest more into the game. [16:56] (~Laguna) Understandable. [16:56] (~Laguna) We have no further questions in line. [16:56] (~Laguna) Seeing it has almost been two hours since the chat began, it is time to call it quits or take a break. [16:57] (@Jozi) OK. we have a list of issues I have promised a reaction on. This will be in the coming days. [16:57] (@Jozi) date for the next one? now or later by mail? [16:58] (~Laguna) When do you have the time in October? [16:59] (@Jozi) yes. [16:59] (~Laguna) lol... [17:00] (%Jonni) [17:00] (@Jozi) sorry. did not see the when? [17:00] (~Laguna) Yes. Which dates do you suggest. [17:00] (@Jozi) I am checking the calendar. I promissed to take the kids to Paris (disney) on their vacation. [17:01] (@Jozi) I think that 24 is OK. [17:02] (@Jozi) Is it? [17:02] (@Jozi) I will have to make sure and get back to you by mail this week. [17:02] (~Laguna) The 24th of October it is. [17:02] (~Laguna) Same hours? [17:03] (@Jozi) yes same hours, but before you post it on the site, wait for my mail. [17:03] (~Laguna) Don't worry. I'll only post it on the forum a week before the meeting. [17:03] * Laguna sets mode: -m [17:04] (~Laguna) Thanks for comming. [17:04] (~Laguna) Coming... [17:04] (@Jozi) thank you all for coming. And thank you laguna for all your help. [17:04] (~Laguna) You're welcome. 06[17:05] * ~Laguna throws a rock at everybody else [17:05] * BrokenAmbitions has left #jozichat [17:05] * @Jozi has left #jozichat [17:05] (SuperSoldierRCP) bye jozi [17:05] (Barrenregions) NOOO!
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Sunday, September 19, 2010 - 07:46 pm NOOOO! I just came up with an Idea! Anyone wanna hear it?
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Sunday, September 19, 2010 - 11:02 pm Wow, seems doublestar wasted alot of jozi's time. Why put in real money to buy pop? just learn war and take pop or learn econ and earn SC cash to buy GC to buy pop?
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Tuesday, September 21, 2010 - 07:19 pm Can somebody summarize?
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