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- Jan 18, 2025
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Anyone played Silkroad?
I used to play before the European expansion,
It had a tremendous gatcha like economy (and after european even more).
At the same time if offered a unique (still to this day I believe), 3-class systems, where you could be
1) A merchant
2) A hunter
3) A thief
In brief, the merchant buys goods.
The merchant needs to go from town A to town G because the economy varies from town to town, and they could do 3x earnings from selling in the new town.
The merchant needs a Hunter because Thieves can attack and kill the merchants easily.
So the cool thing is that Merchant often hired hunters on the go, and people would collaborate for such quests.
At the same time, Thieves remained under the hood because they'd appear as Thief only when wearing a certain cap.
The thief would intercept the Merchant and then could Kill & Steal part or all of Merchant's goods.
It was quite a hype playing those freeform quests (because nobody obliged you to, it was part of growing your in-game economy and position).
It had many flaws, but nothing really mattered, it all seemed complete magic to me and staying there was like living a dream.
First MMORPG for me too.
Below: in-game.
Below: the login screen
Why posting it here? well sometimes it took 1 hour to log into the servers, again I believe these are timeless events that nowadays would kill a game, but back then felt different.
Below:
- The first and original Chinese town for Silkroad Online.
- A person is wearing the Thief dress, with it, people can attack the thief and viceversa.
Interesting point:
Thieves could have a level of "theft". If they killed people only during hunter-merchant quests, they probably would be able to recover.
But Thieves who had fun killing people (PVP) in the map, would be restrained to remove the cap.
The most obsessive thieves would even remain as thief nearly for days/weeks/months.
In the status of being a thief, everyone could attack you, even in town.
All these dynamics really felt different to me, and still do.
I used to play before the European expansion,
It had a tremendous gatcha like economy (and after european even more).
At the same time if offered a unique (still to this day I believe), 3-class systems, where you could be
1) A merchant
2) A hunter
3) A thief
In brief, the merchant buys goods.
The merchant needs to go from town A to town G because the economy varies from town to town, and they could do 3x earnings from selling in the new town.
The merchant needs a Hunter because Thieves can attack and kill the merchants easily.
So the cool thing is that Merchant often hired hunters on the go, and people would collaborate for such quests.
At the same time, Thieves remained under the hood because they'd appear as Thief only when wearing a certain cap.
The thief would intercept the Merchant and then could Kill & Steal part or all of Merchant's goods.
It was quite a hype playing those freeform quests (because nobody obliged you to, it was part of growing your in-game economy and position).
It had many flaws, but nothing really mattered, it all seemed complete magic to me and staying there was like living a dream.
First MMORPG for me too.
Below: in-game.
Below: the login screen
Why posting it here? well sometimes it took 1 hour to log into the servers, again I believe these are timeless events that nowadays would kill a game, but back then felt different.
Below:
- The first and original Chinese town for Silkroad Online.
- A person is wearing the Thief dress, with it, people can attack the thief and viceversa.
Interesting point:
Thieves could have a level of "theft". If they killed people only during hunter-merchant quests, they probably would be able to recover.
But Thieves who had fun killing people (PVP) in the map, would be restrained to remove the cap.
The most obsessive thieves would even remain as thief nearly for days/weeks/months.
In the status of being a thief, everyone could attack you, even in town.
All these dynamics really felt different to me, and still do.