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AlexaNightfire

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Everything posted by AlexaNightfire

  1. Have received a few reports of RHIB and motorboats bought from /shop and deployed in well-constructed boathouses despawning on server restart.
  2. Here is how to bind splitting stacks in half to middle mouse button (scroll wheel click): Use F1 to open console. Type: bind mouse2 +attack3 Hit enter, close console with F1. This makes sure that mouse2 (the scroll wheel click) is bound to taking a half stack of items. You should be able to click and drag with middle mouse button (scroll wheel click) to take half stacks of items again. Hope this helps!
  3. Attempted to replicate bug on US Scourge. Used a RHIB from a boat signal. Timed 1 minute, only 14 fuel used, which is as expected. Will add to the ticket if anyone else reports similar issues. Thanks!
  4. Welcome to RustEZ! Glad to have you as a part of our community! Hope to see you on Scourge again
  5. Hello! If you are having troubles finding the servers, the best bet is to close Rust, but leave Steam open. Then connect to the desired server here https://rustez.com/connect/ by clicking the red "Connect" button. All server statuses are viewable through this page as well. Alternatively, you can hit F1 in game to open up the console, and type connect ip. IP is where you copy and paste the server's IP address, also found through the Connect page. Once you are connected to the server, you should be able to favourite it in-game by hitting escape, going to the server menu, and clicking the little star to the left of the server in the History tab. Hope this helps!
  6. Offender: uhhh (Battlemetrics) (Steam) Server: US Scourge Time: 4PM EST Length: Permanent Reason: Player harassment and disrespect. More Info (Optional): After a disagreement with another player, uhhh lead them on a wild goose chase for about 10 minutes, all the while hurling a range of insults including homophobic language, racism, and other slurs, that due to their sensitivity will not be placed here. Witness include myself, JediDrift, and other players. Upon receiving and acknowledging an in-game warning for their actions and asking them to review the rules, player continued their homophobic insults until a server crash a short time later, during which the ban was issued.
  7. As Skudrunner said above, the system is called inactive purge. An explanation of what it is can be found in the FAQ at this link: https://rustez.com/faq/question/58-how-does-inactive-purge-work/ It is usually set to 10 days, but due to the massive influx of new players this month, it was reduced accordingly to help lower overall entity count and improve server performance. The map will probably seem most empty at the beginning of wipe, as it is before players have had a chance to build, and the last few days before wipe. This could be either because players have not been active in a long time (and therefore have had their builds be inactive purged), or they choose to tear them down themselves in preparation for the new wipe. The map might seem odd and empty in places, but usually is not like that for very long. Hope this helps clear things up a bit!
  8. Yes please!!! It's so cool and creepy. Would definitely love to see this on the web store!
  9. Hello! There are tons of things to do! What server are you on? It looks like you are playing on Pure. That changes what mods and plugins are available for use. If you follow this link https://rustez.com/connect/ you can see a complete link of RustEZ servers and their descriptions. Pure is not modded and most close to vanilla. I encourage you to check out other RustEZ servers if you are not enjoying the Pure experience to see what else we have to offer! If you are on a modded server (Scourge or Survival) you can type /info at any time in chat to see an overview of the mods and cool things that are available for you to check out! On Scourge servers, there are a TON of extra NPCs called zombies. These can be found along roads, trails, by monuments, on ice lakes, and by caves. Be sure to loot their bodies after you kill them for some unique items, including fishing rods, that you can actually use to fish! So what else is there to do? Between running monuments, participating in server events, making friends, gambling at Bandit camp, roleplaying a bard, diving for loot... You can really do anything you want (as long as it isn't breaking rules) but the most important thing is to have fun in the process!
  10. Everything that Aurora has explained so far in this thread is awesome and helps a lot, thanks! But I do still have to agree with Ouchmousie in that there are quite a few grey areas left up to interpretation, and a little more clarification could be useful, perhaps by adding more to the FAQ. I personally have seen some of these grey areas be abused, and they lead to most of the conflicts I see when playing: people arguing whether or not what they did or what someone else did was against the rules. I love that there is a definition for camping now in the FAQ, but I still think it needs a little work. I am going to attempt to explain why I find the following rule confusing and ambiguous, which I think is leading to a lot of conflicts at monuments with loot, camping, and spawn timing. I will also explain why I think perhaps a rule and definition on spawn timing will help as well. Here is the current rule as shown at the following link: https://rustez.com/faq/question/68-can-i-camp-in-loot-areas/ “Camping is when a player, or their team, loots and then logs out or remains inactive (AFK or idles) in concentrated loot areas and returns to active gameplay to take said loot when it respawns.” Depending on how you read it and interpret the commas and grammar, there are at least two different ways to understand this rule, making it confusing to someone who is using it as a reference as to what gameplay is and is not acceptable. There are also a lot of common situations that are not covered by this rule, leaving players to infer for themselves what is and is not acceptable, leading to conflict, and potential abuse of these grey areas. ———————————————————————————————————— First interpretation: “Camping is when a player, or their team, loots and then logs out or remains inactive (AFK or idles) in concentrated loot areas and returns to active gameplay to take said loot when it respawns.” The way I interpret it: A player/team has looted a monument. They then log out at said monument, only to return to active gameplay to take the loot again when it respawns. OR A player/team has looted a monument. They then remain inactive (AFK or idle) at said monument, only to return to active gameplay to take loot again when it respawns. This implies that you CANNOT do a monument twice in a row merely by logging out at the monument. It also implies that you CANNOT do a monument twice in a row by AFKing at the monument waiting for it to respawn. However a reader can still infer from it, due to its ambiguity, that you CAN get to a monument (i.e. Brad at launch site), find out it has not been done yet or is not yet available, wait around on the rooftops, and do it when it spawns in, as you have not done it twice in a row. A reader can also infer that you CAN do monuments twice, three times, four times plus in a row, as long as you are not logging out at it or AFKing at it. ———————————————————————————————————— Second interpretation: “Camping is when a player, or their team, loots and then logs out or remains inactive (AFK or idles) in concentrated loot areas and returns to active gameplay to take said loot when it respawns.” The way I interpret it: A player/team has looted a monument. They then log out at said monument, only to return to active gameplay to take the loot again when it respawns.This is not allowed. A second scenario is directly included in this interpretation of the definition: a player/team cannot remain inactive (AFK or idling) in concentrated loot areas, regardless of whether or not they just looted it. This implies that you CANNOT do a monument twice in a row merely by logging out at the monument. It also implies that you CANNOT wait around (AFK or idling), regardless of whether or not you just looted the monument. A reader can also infer that you CAN do monuments twice, three times, four times plus in a row, as long as you are not logging out at it or AFKing at it. This interpretation implies that just waiting around is not allowed as well. However it is still ambiguous: what constitutes AFK or idling? For example, can a player/team wait around on the rooftops of launch site for Brad to respawn, if they are jumping around chatting, looting barrels, and therefore technically not AFK? Are you only allowed to wait around if actively engaging in looting or a puzzle? ———————————————————————————————————— One problem with both of these interpretations of this rule is that they do not cover one problem that I find leads to a LOT of conflicts and monument/event-hogging: spawn timing. I think that if a definition and rule on spawn timing is also created, and made publicly available, it will greatly decrease the amount of conflicts with monuments, once the rule is widespread and known. My definition of spawn timing: Spawn timing is when you are aware of a schedule of when loot resets at a monument/event, and you abuse such schedule by doing one or more of the following: 1. waiting by being AFK or idling at a monument and only returning to active gameplay when the timer goes off to signify that the loot has reset; 2. logging off at a monument and only logging back on when the timer goes off to signify that the loot has reset; 3. placing a sleeping bag (or home location) by a monument. Have the monument reset schedule on a timer and either: a. be online, pausing your gameplay to spawn/teleport at the sleeping bag/home location immediately (or almost immediately) by said monument/event as it respawns b. be offline, logging in just before the monument/event respawns, and then spawning/teleporting to the sleeping bag/home location immediately (or almost immediately) by said monument/event as it respawns. The third part of the spawn timing definition is not covered at all in the current rule on camping, therefore leaving up for use and abuse by players. With both of my interpretations of the current rule on camping, a player can read and infer that since there is no mention of spawn timing, it is completely allowed and within their rights to do so. This is mostly an issue at garrisons on the modded servers, as they spawn on a schedule, and only in certain locations, but can happen at other timed monuments as well (rigs, any monument puzzle.) I have personally seen a few players mention openly in chat how they spawn time garrisons by placing sleeping bags at every location, timing when it spawns, spawning/teleporting to their nearest /home, and then taking garrison before anyone else has a chance to react or breathe! How is that in any way fair to a regular player who is following rules and not looking for grey areas in the current rules to abuse? Especially if people using the spawn timing technique do it twice, three times, four times plus in a row? Some players have also created techniques for garrison so that even if someone else does show up to try to help/participate, they are blocked from doing so, and/or unable to get any loot if they do use explosives to try to help. This definitely needs to be addressed, as I feel goes completely against the friendly community standards that most of us are trying to achieve on RustEZ servers. One thing that has helped a lot is how Death changed the Brad and Heli spawn timers to be random. Since there is now more randomness as to the timing between event spawns, it means spawn timing more of a non-issue in most scenarios for server events. But for events/monuments that are still on a timed reset/spawn schedule, like the garrison as mentioned above, spawn timing is still very much abused and very unfair to those who do not use it, as it means it is near impossible for a player who is not abusing it to get to a garrison in time to help. ———————————————————————————————————— One last thing: Aurora I LOVE the last part of your post and just wanted to highlight it further: I have not gone into the issue of loot sharing in my post, as I think Aurora’s explanation above is perfect. Perhaps it could be added to the FAQ as well? ———————————————————————————————————— In short, while having the current definition of camping in the FAQ helps, I find it is still ambiguous and up to a few different interpretations, so some clarification/rewriting could go a long way to help. I think adding a rule/FAQ about spawn timing would do wonders to help as well. As Aurora said, it is incredibly important that we all take the initiative to report if we feel that someone is breaking a rule or not properly sharing loot, so that we can all continue working together to make the community awesome and positive! Thanks for reading!
  11. Just as players can store cars or horses for personal use, they are allowed to store a boat in a boathouse. If you follow the links I shared, you can see that Fishing Villages do sell motorboats and RHIBs (the large boat.) Motorboats are 125 scrap at fishing villages. https://rustlabs.com/entity/motor-rowboat RHIBs are 300 scrap at fishing villages. https://rustlabs.com/entity/rhib A kayak blueprint is 50 scrap at fishing villages. https://rustlabs.com/item/kayak#tab=exchange A paddle blueprint is 25 scrap. https://rustlabs.com/item/paddle#tab=exchange There is no way for a player to differentiate whether a boat was bought or found. It is best to follow one of the solutions I mentioned in my previous post if you are having trouble finding a boat.
  12. I second what Watcher and Skudrunner said. Following is some information pertaining to boats that anyone, especially new players, might find useful. While Facepunch did bring back procedurally-spawned boats in the December wipe (see changelog here https://rust.facepunch.com/changes/1) there are very few in the world, and often will spawn on lakes with no ocean access, rendering them rather useless. If you want to save some scrap and credits and find a procedurally-spawned boat, the best way to do so is to fly around the edges of the map, scanning the coastline. Boat hogging, or lack of boats, is kind of a non-issue now with the arrival of fishing villages in the September update. For those who are not familiar with fishing villages here is a guide, though the prices are outdated: https://www.rustafied.com/updates/2020/9/3/fishing-villages-are-here . A motorboat costs 125 scrap, and a RHIB costs 300 scrap at a fishing village. It is recommended to store them inside, under a roof, so that they do not decay. On the modded servers (Scourge and Survival) you can purchase a Motorboat or RHIB signal with credits. Throwing the signal will send a plane toward your location in a few minutes that drops you the boat of your choice. As for the rest of your statement Sw4mp, there is nothing wrong with a player building a boathouse to store a boat, provided it follows all the server rules regarding to building. There is also no way to know how they acquired the boat, as you can see above, there are many ways to acquire one now. However, accessing or entering another player's base without their permission is not allowed. If you are having trouble, I encourage you to try the methods I described in this post.
  13. Hello, Adding decay to the Pure servers is certainly an option, but I sadly doubt it will do much to curb the issues of massive builds. I think it would also add the issue that anything that was built without all the foundations connecting (as is possible to do on Pure servers now) would start decaying automatically, and active players might intentionally lose parts of their builds and items in that way. If you ever hop on a Scourge server (especially US Scourge) it is easy to see that decay does little to prevent players from building huge bases, or placing huge amounts of deployables. Some other possibilities to combat lag and massive builds were discussed at length in this post here: Another possibility might be to further reduce inactive purge. I am not sure how many days it is set at for EU Pure, but it does the best job of clearing up builds from inactive players.
  14. I knew what was coming, but it did not make it any easier to watch. F
  15. To be clear, I was speaking on my own understanding of the black market and its use, from having played before and after it was introduced, and from talking with admins, including Death, and other players about it over many months. Of course, I am not speaking on behalf on anyone else except my own opinions and understanding, and this statement is true for everything else that I say on this forum as well. In terms of “the whole point of mods like TP is to use them”, I agree with this statement only to a certain extent. Like the blackmarket, they are there for use and convenience, but not to be the main thing you rely on. For instance, the whole reason there is a cost to /home teleporting in the first place is to prevent overuse and encourage other forms of transportation. Similar to how trade cooldowns were introduced: to encourage face-to-face interaction and player shop use, as many people were overusing the /trade mod. I apologize if my previous post came across against accumulating Rust wealth, or seemed like I was trashing any players or their playstyles. I was merely speaking against overuse of some passive forms of scrap-making (farms, composters, fish farms), that can have negative performance impact in massive quantities. The black market revamp/re-balance has been mentioned quite a few times as something that is in the works. But as mine, and other’s have mentioned above, it is unlikely to do anything to combat the main issue that is being discussed in this thread, which is the performance impact of massive farms. So I wholeheartedly agree with what Skudrunner just said. It only makes sense that the “first step” that myself and others are proposing involves limiting planters, fish traps, and/or composters. Or perhaps even a blanket entity limit per player. Yes, people should be able to play and enjoy the game they way they want it to, but in some cases, maybe more guidance is needed to make sure a single player, or group, are not having such large negative effects on server performance and creating tons of lag,, sometimes ruining the game experience for other players. Be it rules concerning farms, an entity-limiting mod, or even just focussing on a case-by-case basis on some of the biggest trouble spots or concentrated areas.
  16. I disagree with most points of your analysis souptime_365. To start with, the black market is not there for necessity, it is there for convenience. My understanding is that it was created as another way for people to earn credits, and spend them on items readily available so that you don’t have to find them on the map (convenience), or have to wait to take a public heli (convenience and reward). It was introduced before there were places on the map that sold transport, so that a player didn’t have to spend hours trying to find a boat or mini. It was also created as a way for people to get something back from excess resources at the end of wipe, as people would find they had amassed large amounts of resources with nothing to spend them on. In this way, the black market was rewarding players for their usual efforts and playtime by giving them credits back in return. I don’t think that buying things from the black market, or using distress signals, was intended to be a common daily occurrence for everyone, but actually a form of convenience and/or reward. Before the black market was created, people would have to find other ways to get transport, find salvaged hammers, and would grind up zombie kills and time on server instead to get credits. In this way, people were more aware of the work it took to get credits and their credit usage and therefore would usually be much smarter with respawns, revives, and teleports. The game was more of a grind and harder in some ways: more about surviving and figuring out ways to get what you need and how to get there. Now, with Air Wolf, Fishing Villages, Ranch/Barn as well as car spawns, and mini/car taxi services, it is no longer difficult at all to find transport. Another point is that most people who create massive farms, or massive scrap endeavours, do so in order to get high amounts of credits that are not really necessary for your day-to-day teleport or revive cost. They already have tons of credits, and do it as a more passive way to get scrap, an alternative to the active ways (monuments, zombie killing, fishing with rods, etc.) to ensure they are always making scrap when not online. I totally get it; it’s fun and fulfilling to look down and see boxes filled with scrap, or have hundreds of thousands of credits available. Therefore I really don’t think that making things cheaper on black market would help: a lot of players would still be making massive farms anyways with the goal of making credits and profit. Yes there are some exceptions: newer players who are low on credits, creating big farms to farm scrap to trade in for credits. But for the most part what I have personally observed is that it is not the case: it is mostly veterans and those with lots of credits already who know the system and take advantage of the ability to build farms, compost farms, and fish farms of unlimited size, as is allowed right now, and trade in for massive amounts of credits. Futrex presented a great idea; having community farms for use, or buddying up with your friends and/or team and using the same farming facilities. Home teleports were already capped out at 200 credits max a day each /home. Even teleporting to home is a convenience, not a necessity, so I agree with this cost incurred. I believe Death has been looking into re-balancing the black market as well in the near future, so all this may be a moot point after all. Plus, if a player really gets stuck being unable to revive or teleport, or needs transport, there is almost always someone ready and willing to help in chat. However, in terms of the current subject, I really don’t think a black market rebalance would fix the problem of massive farms, and unnecessary large amounts of planters, fish traps, composers per person. I think the last few months has show that without a limit, there is still a lot of of people who if they can, they will build those massive lagfests, be it 100s of planters, fish traps, and/or composters, as it is ‘allowed’ right now.
  17. I can't speak to the other cases, but in this instance, I believe a lot of the trees were actually removed by Death in order to limit overall entity count (as confirmed by multiple players in game chat who were there at the time of the Disappearing.) If you fly over the map, you can see that there are now WAY less trees and forest areas. So no, it was not player retaliation against you (this time at least.) I agree it can be frustrating to find a forest gone around you. However, trees, rocks, ore, are all public resources and up for grabs for whoever mines them. There are no rules in terms of who can mine or chop what. It would be kind of cool though if there was a way to TC-protect trees, but I have no idea if that would be possible to code.
  18. I fully agree. I touched on the idea of limiting farms in my post yesterday at this link here: Even if there is no set rule in place, if we each take charge and temporarily reduce what might be our usual farm size when there are way less players around, it might go a long way to help. Nobody needs millions of scrap, 100s of large planters, fish traps, and/or composters.
  19. I second everything that Aurora said, and agree with most of Skudrunner’s points as well. Buckle up, prepare yourselves for an essay. My apologies for the length but I have a lot of observations as well as possible solutions to share… To me, one of the best things about the RustEZ community is that 95% of the time what I see is everyone working together, be it fresh spawns or veterans. Yes, there are sometimes hiccups and annoyances, but they are pretty much always worked out publicly in chat, over voice, or with the help of an admin. I think that what a lot of the main issues you all are describing boil down to a few things: A. “loot goblining” or monument hogging, B. build size, and C. difference between age/maturity of players. The recent influx of new players, and return of a lot of older (more veteran) players, on the US servers especially has amplified these issues. One thing that I truly believe though is that creating a separate server for subscribers would not really solve any of these problems, but might just amplify them instead. On top of that, I think it would create a divide between “us and them”: the subscribers versus the rest. A divide like that goes against the community feel that most of us work together to achieve. We should all strive to treat each other with the same level of respect, no matter the name colour (rank), or amount of time played on EZ servers. For point A, “loot goblining” or monument hogging: a lot of the worst offenders I have noticed for monument hogging ARE VIPs or subscribers! So while there would be +less+ of those on a subscriber-only server, what would likely happen is a lot of the worst offenders would just move to the new server, and bring the problem along with them. The other scenario that I see a lot is a new player who is unsure of the rules, makes a mistake, is politely informed of the rules, and then corrects their behaviour. The best bet is to screencap and/or screen record, and report any time you see someone hogging a monument, camping, or refusing to fairly share loot, and then share with admins. Admins cannot be everywhere 24/7, and cannot take action if they are not aware there is a problem. For those who have a tendency to hog monuments, maybe consider bring along a few new friends in chat and showing them the ropes. Also, I think when personal heli and Bradley loot instances are re-introduced, that alone will mitigate a ton of related issues. Another possibility is to limit monuments, garrison, and events and say that you can only do them once in a row (i.e. you can’t go back and do the same monument twice in a row with the help of camping, spawn timers, etc.) OR: You (or your team) can only do each monument once a day. The problem with this is that it would be difficult for admins to enforce 24/7, but if people step up, voluntarily follow the new rule, and set an example for others, while reporting repeat offenders, it might just be possible and make it so that more people get a chance at heavily contested events and monuments. For point B: build size, lack of “wilderness”, and lag builds: again, a lot of the worst offenders for this are VIPs or subscribers. I have personally seen people admit to having 100s of planters, use 1000s, of power, or own 100s of composers and fish traps. It might not be much for say, one or two people to have excess amounts of these things in their builds, but with a player base of 200+ people, it’s easy to do the math and see how quickly these excessive builds and entities add up, heavily increasing server load, and possibly contributing as well to server crashes. While having a subscriber-only server would *theoretically* help this, I don’t think it is a far reach to imagine that players would just push the boundaries even more with some of the things they build and place, still creating a ton of lag spots. I love farming and making scrap too. I get it as I love it and do it too. I love the neon signs and decorations and when everything is nice and pretty. However, we are in unprecedented times with the popularity of the server and player base size. So perhaps if we all restrained ourselves, at least temporarily, and reduced a bit of our personal load on the server, it would go a long way. I see a LOT of unnecessary builds and entities from new and old players alike. For point C : I think a lot of the negative interactions described in the above posts are caused by difference in age or maturity level of players. What might be fun for someone, for example pretending to be a fish in chat (as I do sometimes lol), might be annoying to an older player. Remember, you can always mute some in chat, which now mutes them in voice chat as well. It can be trying sometimes, but patience is key. A little kindness can go a long way, especially with players new to the server who, for example, might not fully understand the server rules yet. A possibility to help with this, although this would be hard to enforce, would be to open another US server that is adult only (21+.) This would make a more mature location for subscribers (and others) to play, if they so choose, without hiding it behind a paywall which, in these trying times, a lot of people might not be able to afford. We could do a poll to see if there is an interest in such a server, what mods it would run, and if it runs a custom map (something cool like Earth again maybe?) On top of that, I do not think there would be enough of a player base to justify having a subscriber only server, and the costs associated with it. Continuing on from my last point, maybe it is time to do a poll on reopening a PvPvE server? They have floated in and out, in different capacities, and there might be enough interest with the recent Twitch popularity to revive it, and reduce player base on some of the other US servers in the process. Also, as Aurora said, there are also RustEZ servers with less population, including Scourge servers, that players might want to move to (even temporarily) if they want a less busy place to play. In short, let’s all continue to work together in these unprecedented times to continue to make RustEZ servers a safe and enjoyable place to play. I think most of all, it starts with being proactive instead of reactive. Let us all consider our own actions first: maybe we don’t need 200+ composters. Maybe we don’t need to do oil rig or heli 5+ times a day if we are already fully kitted out. Maybe instead of doing garrison solo every hour, invite a few newcomers to come along, and share the loot and strategies with them. These are already things I see happening all the time, and would love to see more of. It is what makes the community so great: the ability to adapt, share, and help each other out, while having fun in the process. I know the above issues can be especially frustrating, but a few kind words, re-explaining of rules, and not escalating to anger or retaliation, can go a long way. Thanks for reading and if you see a flying fish in the air, be sure to give me a wave!
  20. I'd love to try this and see if it helps! Restarts with notice, even if frequent, aren't remotely as frustrating as random crashes and rollbacks. I'd also love to know if there's anything that we as a community can do to help, be it temporarily limiting building size, or turning off electricity etc. when not needed.
  21. If you have a group of friends that wants to do a purge/raid/loot day, one workaround is: last day of wipe, you can have each other authorize on the tool cupboards, then "raid" each other that way. A lot of people have specific rituals and things they like to do the last day of wipe, and a purge or full server PVP event would just completely ruin that. I'm fairly certain this idea has been brought up many times and vetoed because of this. It might however be potentially possible for admins to run a PVP event close to the end of wipe where you can bring your own gear. Like a PVP/deathmatch arena, or one where you could bring and use your own gear. I know US Scourge has had Deathmatch arena events before. Approach one of your server admins and see what they say about it. Hope this helps!
  22. Just a note: cost is 50,000 credit cost for non-subscribers (no discount). Thanks!
  23. F1 to open console, then type: bind b backpack Hope this helps!
  24. Happy New Year to everyone! I couldn’t decide on a single screenshot, so here’s a compilation of some of my favourites from the past year on RustEZ servers! I know 2020 was rough for most of us. I am an optimist and try to see the best in things and people, and some of the best and most positive moments of the year for me happened on RustEZ servers. Personally, I was able to play the game and escape from some of the harsher realities of the world. Logging on, you can always be certain to see a friendly face, and be greeted by helpful people and volunteers whenever you need assistance. In a year where a key theme was distance and physical space between individuals, RustEZ brought us together and allowed us to keep those real human connections going, albeit in a virtual way. We are all in this together. Never hesitate to reach out if you are feeling alone or need support, in-game or out. Here’s to a whole new year of hilarious moments, crazy events, ridiculously funny bugs, rockin’ pool parties and concerts, and much more! Cheers to 2021! -Alexanightfire (aka Meowy Christmas)
  25. To add to this, if you try to unwrap a stack of wrapped gifts, only one will unwrap and the rest will simply disappear.
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