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Emps-World => News & Announcements => Update Notes => Topic started by: Thomy on March 03, 2019, 08:48:23 am

Title: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Thomy on March 03, 2019, 08:48:23 am
Hey guys,

In this update I am cleaning up some balancing issues with PvP, improved overall rendering performance and introduce you to new potions. I've reviewed eating speeds, prayer drain rates, enchanted bolt effects, the Revenants cave and our Music Manager. Some special attacks have also been reworked or buffed to be more useful and less frustrating.

Revenants Cave & PvP Protection Prayers
(https://emps-world.net/img/updates/pvp_patch_2.21746.jpg)
We've identified that the drop rates of statuettes combined with third-age are a little bit problematic. The Revenants Cave offers really good cash drops that make other monsters look bad in comparison. I don't want to nerf any value of statuettes, but would like to adjust the way of obtaining that gold a little bit. The following have been changed: I've also changed the way PvP protection prayers work. Rather than applying the protection effect when the hit lands on you, it'll now be calculated when the enemy attack animation starts. This change isn't final, but we are trying out if this works better for PvP. This is also how protection prayers work in OSRS. Damage soaking effects are now also applied when the attack animation starts. This also counts for NPCs with protection prayers: KQ, Corporeal beast and Tormented demons. This change should ensure that your experience drops always reflect your damage. Let me know if you still find scenarios where this does not work.

Eating speeds
I've reviewed our current eating / healing code and compared it to OSRS. I don't think there is a problem with the amount you can heal in a certain amount of time. It enables reactionary gameplay without being out-damaged by some unlucky numbers that leave you no counter play. However I do think that consecutive healing should have a little punishment. That's what I could also find in how OSRS handles healing - they simply delay your attacks. This was already done in emps, but the punishing attack delay only applied when you were about to hit. So if you just hit your opponent and healed up your outgoing damage would not be affected at all. I am now always applying this punishing attack delay. Eating any kind of food puts a 3 tick (=1.5 seconds) delay on your next attack no matter what your current attack timer may be. This does NOT AFFECT the amount of food you can consume or the speed at which you do. This is a change to your dps while healing and not your healing power! The delay for brews is only 1 tick (=0.5 seconds). If you combine a brew with any other type of food it will still be 3 ticks though. Purple sweets have an eating delay of 1 tick.

Rendering Engine Overhaul
Large rendering distances required enormous CPU power, because every single tile (a position where your character can stand on) was marked to be drawn for the GPU. I'm now grouping 8x8 tiles together and decide if they all need to be rendered or not. The GPU buffers already had this mechanism, but the rendering loop was still checking tiles individually. With this update the stress on your CPU is much much lower, especially on higher rendering distances. I had no problems getting steady 50-60fps on my laptop on the integrated graphics chip with 80-100 RD. This gives the game also more time to focus on loading and keeping a more stable fps rate. You will no longer see it change that much by changing your camera's angle. Why am I doing this? I felt like the game wasn't running too well on weaker laptops and wanted to improve the situation. Please let me know if this change improves overall performance for you!

Surge Spells & Teleport to House
(https://emps-world.net/img/updates_no_preview/surge_spells.jpg)
I've added 4 new magic spells and a teleport to your house to the normal spell book: For comparison: The base damage of the Ice barrage spell is 30. The damage of wave spells has also been nerfed to better fit their level requirement.

Potion Cleanup
This change focuses mainly on prayer points restoration and addresses prayer and restore potions:Prayer Adjustments
I've reviewed and reworked the way the prayer drain rate (prayer point you lose per second) is calculated. I've taken following page as inspiration and implemented identical drain rates: https://oldschool.runescape.wiki/w/Prayer
This change slightly increase the overall prayer drain rates, but also makes equipment with prayer bonuses more useful. With the addition of new prayer potions this won't affect PvMing too much but is rather targeted at PvP where running out of prayer is now a more likely possibility. I've also updated the level requirements for Magic & Ranged Chivalry & Piety prayers. Combining all offensive prayers is also no longer possible

Music Managing System
I've found and fixed a bug that would not highlight found songs correctly. I've also updated several areas with songs that were previously missing: I was also able to find a list of pretty much all missing song ids and was able to patch a few areas where the song id was missing. So in theory it should be possible to configure all 352 songs at some point. I now also have the ability to add custom song names to the music list - Blood altar being the first example.

Enchanted bolt effects
I've reviewed and reworked the effects of enchanted bolts a little bit to make sure they are useful in PvM and PvP scenarios. They will not out damage ancient bolts, but can be useful in various situations. I also identified and fixed a bug where bolt effects would not correctly show their application animation on players. While Crossbows give you great damage they are over performing when compared to other weapons or combat styles. I don't think crossbows themselves are the problem, but enchanted bolt effects. I didn't want to nerf the attack speed of crossbows, but I am changing the proc chances of enchanted bolts. By default the proc chance is now 15% instead of 20%. Onyx & Dragonstone bolts (e) were reduced down to 10% and emerald bolts (e) increased to 30%. The reason behind this change is that onyx bolts (e) were even stronger than ancient bolts while also providing a free heal every few hits. Dragon bolts (e) have the potential to deal 24 additional damage (assuming active Overload potion) allowing you to hit 80+ quite frequently. They have a natural counter with antifire potions, but I don't think it should be necessary to require PvPers to have them with you all the time. A small reduction in their max hit and proc chance should solve the issue and bring more variety to Ranged PKing.

Game fixes / changes:Engine fixes / changes:There will probably be a few adjustments in the coming days to fix bugs or other balancing issues. I'll then start development on the next big update and got a few things in mind: I've listed a few things that I've thought of recently and have been planned in the past. What are your thoughts on this? What would you like to see in the game this year? Not all things mentioned above require an equal amount of development time. I'm just interested in the rough direction updates should be going. :)

All the best,
Thomy




Fixes March 7th:
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Martin on March 03, 2019, 09:10:04 am
Where do we start trying all this stuff out :p so much to do
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Di Dot on March 03, 2019, 09:13:47 am
4 new spells in normal spellbook, telegrab still aint work... Gj thomy, nice update!
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Est Range2 on March 03, 2019, 09:17:29 am
The big issue is that there is no people in edge wild.
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Drugs on March 03, 2019, 09:17:44 am
Glad I didn't get cleaned yet
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Helpmeplease on March 03, 2019, 11:36:23 am
Gj Thomy, keep the good work up!
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Cahit on March 03, 2019, 11:47:22 am
Very interesting update, Well done!
Can't wait for the upcoming big updates, so excited! Keep it up  :D
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Ashootsh on March 03, 2019, 12:38:14 pm
Interesting
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Jp on March 03, 2019, 01:19:11 pm
  • Invention skill: deconstruction of items to obtain materials that allow you to craft powerful utilities. These could aid you in combat, improve skilling, improve xp rates, etc.
  • Construcion batch #2: dungeons & menagerie
  • 3D sound engine
  • Quick prayers
  • Fully accessible Karamja: A quest that introduces Karamja including the jungle and Marim (Ape atoll). The map would be configured with new skilling activities and a fully accessible Karamja area.
  • OSRS players & nps: This would update the visuals of your player and npcs (where possible!!) to look similar to OSRS characters. Having the same map is an impossible task, because of all the differences in positions. I'd basically have to rewrite the entire game to achieve that and I doubt that'll ever be worth the effort and time. What could be done is to introduce OSRS maps as new and separate areas. We'd have 2 versions of the GE, barbarian village, etc. However I feel like this would be really confusing and also unnecessary. I've already started this project a while ago, but stopped due to the amount of issues and bugs that occurred graphically and logically. Would this still be a thing?
  • Fight kiln - a new single player minigame with 3 new capes as reward.
I've listed a few things that I've thought of recently and have been planned in the past. What are your thoughts on this? What would you like to see in the game this year? Not all things mentioned above require an equal amount of development time. I'm just interested in the rough direction updates should be going. :)
Out of these options I think Fight Kiln would be the one what I'd like to see the most.
Full Karamaja would be the second option what I'd like to see but imho Karamaja is too far away from anything and thus not really an ideal direction to expand to.

Something that's not here and could potentially be interesting is hard mode variants for some bosses such as godwars, kbd and nex.
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Namnori on March 03, 2019, 03:03:44 pm
Amazing updates, Thomy. Really looking forward to Fight Kiln! And a bit curious about Karamja's expanding. Thanks for your hard work.
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Earl on March 03, 2019, 07:53:31 pm
Neat, lets test.
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Drugs on March 04, 2019, 07:10:14 am
  • Invention skill: deconstruction of items to obtain materials that allow you to craft powerful utilities. These could aid you in combat, improve skilling, improve xp rates, etc.
  • Construcion batch #2: dungeons & menagerie
  • 3D sound engine
  • Quick prayers
  • Fully accessible Karamja: A quest that introduces Karamja including the jungle and Marim (Ape atoll). The map would be configured with new skilling activities and a fully accessible Karamja area.
  • OSRS players & nps: This would update the visuals of your player and npcs (where possible!!) to look similar to OSRS characters. Having the same map is an impossible task, because of all the differences in positions. I'd basically have to rewrite the entire game to achieve that and I doubt that'll ever be worth the effort and time. What could be done is to introduce OSRS maps as new and separate areas. We'd have 2 versions of the GE, barbarian village, etc. However I feel like this would be really confusing and also unnecessary. I've already started this project a while ago, but stopped due to the amount of issues and bugs that occurred graphically and logically. Would this still be a thing?
  • Fight kiln - a new single player minigame with 3 new capes as reward.
I've listed a few things that I've thought of recently and have been planned in the past. What are your thoughts on this? What would you like to see in the game this year? Not all things mentioned above require an equal amount of development time. I'm just interested in the rough direction updates should be going. :)
Out of these options I think Fight Kiln would be the one what I'd like to see the most.
Full Karamaja would be the second option what I'd like to see but imho Karamaja is too far away from anything and thus not really an ideal direction to expand to.

Something that's not here and could potentially be interesting is hard mode variants for some bosses such as godwars, kbd and nex.
Yh fight kiln was dope af to do in rs3
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Rotanas on March 04, 2019, 03:50:39 pm
invention skill ? but how i will get energy without divination skill ?
or upgraded items with invention will not requare energy ?
btw where is my potato cactus seeds :D ?
Title: Re: Updates March 3rd 2019 - PvP Balancing, Surge Spells and Prayer Improvements!
Post by: Thomy on March 07, 2019, 09:08:53 am
Patch notes updated with fixes of today. :)