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Messages - Crusher123

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106
Screenshots / Re: Emps-World Meme Center
« on: August 30, 2017, 01:10:06 pm »
me when people think killing bosses is a fucking national competition


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107
Suggestions & Ideas / In-game highest killcount scoreboard
« on: August 25, 2017, 11:07:47 pm »
Basically it would just show the highest killcount for each NPC. Instead of it being in hiscores on Emps website it would be an in-game board which you can click and it'll then pop up an interface you can scroll through.
I'm sure a lot of people are interested and curious what's the highest killcount for each boss :P Might think they have the highest but someone else might have more.

Format would be something like this: (Name - NPC - KC)

Jp - Black Dragon - 500
Drugs - Ugthanki - 6000
Iron Corne - Abyssal Demon - 1000

etc...
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108
Suggestions & Ideas / Re: Oldschool Emps-Scape
« on: August 15, 2017, 10:55:40 pm »
Im only going to comment on your skills section as I've been a skiller for many many years and this is something I'd care the most about 'OSES'

Pretty much everything you wrote is plain stupid.

1) Thieving, Hunter and Construction. Your argumentation about why they are unnecessary or hurt the game in any way is basically nonexistent. Thieving is vital for farming to exist because you get seeds from farmers by pickpocketing them.
Pkers wouldn't train construction you said. They also wouldn't train firemaking nor fletching by that logic. So fock off m8, construction stays. And so will Hunter, how else you think people should get chins? Because even you 'like the value' of em.

How can you even say that planting trees is useless.. Not having the ability to plant trees would mean we only have access to half of the skill.. In no way does that make any sense.

And why should agility level benefit you while mining/woodcutting/runecrafting/fishing? I don't see the logic behind that idea so Im going to strongly but politely disagree with that stupidity.
Right now having 99 agility right now grants you never ending run energy which should be changed imo.

Also there are changes to be made to other skills. There have been plenty of topics about bonfires for example and also i'd like to see nests instead of crushed nests from woodcutting.

Smithing and cooking ideas you presented were decent.

I understand this is just a suggestions thread but maybe you shouldn't take the whole 'OSES' on your own shoulders. As of now we hardly know whats it going to be like and what changes is Thomy willing to make.
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109
Hello everybody!

I've got quite a few and big changes ready today. I think this is the largest patch notes I've ever written! Please take your time and read through them. With this update I aim to improve PvM by a lot! Please let me know what you think about the changes. :)

World 2
Since there's hardly ever more than 5-10 people playing on world 2, I'll be closing it. If the need arises for another world or if our population becomes a lot larger again, I will re-open it. In the future world 2 will be an oldschool world. More details below in the topic!

Combat Rebalancing
I'm trying to balance the damage output of Melee, Range and Magic. I want to make sure that every combat style is able to do about the same damage output and won't be superior to any other. My aim is to let the combat situation decide which combat style is optimal. I've identified quite a few issues with the damage output and am trying to fix them with this update.

1) Magic
The overall performance of magic was just better than anything else. Every staff is a 1h weapon, spell-casting is with the speed of a whip/scimitar and ancient spells have overall really good additional perks (poison, reduce attack, lifesteal and freeze). On top of these spells, there's other staves that hit much harder and have their own spell (ivandis + zuriel). I'm fine with that situation, but we have to re-balance some of these spells in order to make every form of magic viable and not overperform compared to melee or range. I'm not changing any accuracy, attack speed or spell effects, but I'm reducing the overall max hit and base damage in order to balance things out with other combat styles:
  • All: The amount of strength bonus each spell gives has been nerfed.
  • Zuriel base damage: 35 --> 30 (equal to fire wave and ice barrage
  • Ivandis base damage: 35 --> 30 (equal to fire wave and ice barrage)
Zuriel and Ivandis especially were able to hit 60+ with the right potion and new armour setup. That outperformed every other combat style and was simply said just overpowered. These staves also didn't require any runes, so they were just the best weapons you could get in almost every situation. I've continued my tests with lower level armour and found the same difference. Magic was just hitting higher overall than other combat styles and needed to be adjusted.

2) Range
I've identified a similar issue with Range, it was a lot weaker than Magic or Melee and needed to be a little bit stronger in order to compete with Magic and Melee. Following bonuses have been buffed:
  • Arrow strength bonus: Increased by 12.5% (1-2 maxhits). No worries, most of your additional damage still comes from equipment.
  • Bolt strength bonus: Increased by 5% (1 maxhit).
Bows were in general too weak and needed some adjustments in order to be as strong as whips or staves.

New Boss - Nex
Has it been a while since you've been beaten up in emps? Well, here's Nex! And she's absolutely ready to destroy teams attempting to kill her. It's a new and unique combat challenge with great rewards. I won't be explaining Nex's mechanics, because I want you to develop your own tactic to kill her. Some information about Nex:
  • 6 Phases: Water, Smoke, Shadow, Blood, Ice and Zaros.
  • Multi attacks: every group member is hit by her spells.
  • Unique special attacks that are deadly if not dodged.
  • Drops for every participant! (Up to a maximum of 4)
  • New power armour: Torva (melee), Pernix (range) and Virtus (mage). The drop chance is 0.3% to get one random piece of the armour. This is PER participant, so up to a maximum of 1.2% for a group.
  • Guaranteed elite clue scroll drop.


Boss Instancing
There's now the option to fight every GWD boss as instance. You can create an instance by right-clicking on the Big door before each boss room. The instance name is a unique identifier, which allows other players to join your instance. If you don't want any others to join, enter something random and keep it a secret for the duration of your fight. Each instance automatically deletes itself if no player is no longer in it.

Abyssal whip (bow and staff) Economy
The market has been overflown with abyssal whips. Their staff and bow equal variant will have the same destiny if these items cannot be consumed in some way. With this update I'm introducing abyssal dyes; special thanks to Junkz (https://emps-world.net/forum/index.php?topic=19916.0). These dyes can be used on an abyssal whip, bow or staff to change its color. With this change we're limiting the amount of abyssal weapons that are brought into the game and create a continuous demand for them to be consumed when coloring. It'll also create a market for dyes and make it easier for people to sell donator items. In my opinion this is a win-win situation and thus has been implemented. Colored abyssal items can still be found in mystery boxes!

NPC Configuration System
I've completely reworked the way monsters are configured. Most of their combat actions are now read from a single file and can be changed at any time. We could in theory modify a monster completely without even having to restart the game. With this system, I'm also introducing a bonus system for npcs. This system has always existed, but was invisible and based on the monster's level entirely. I've also updated monster bonuses the same way I've updated equipment bonuses with last patch. Reducing bonuses up to 70% if a weak combat style is used (see https://emps-world.net/forum/index.php?topic=19760.0). This is an overall nerf to the defence and accuracy system of monsters!

In case somebody's interested in it, here's the config of Commander Zilyana (don't worry, these configs were automatically generated, I didn't write down every single npc ;)):
Code: [Select]
"6247": {
    "size": 2,
    "name": "commander zilyana",
    "health": 380,
    "combat": {
        "attackType": 0,
        "attackAnim": [
            6967,
            6964
        ],
        "combatClass": 1,
        "blockAnim": 6966,
        "aggression": 1,
        "deathAnim": 6965,
        "bonuses": [
            350,
            350,
            350,
            182,
            182,
            182
        ],
        "levels": [
            350,
            160,
            240,
            0,
            0
        ],
        "attackTimer": [
            14,
            6
        ]
    },
    "combatLevel": 596,
    "walkAnim": 6962,
    "standAnim": 6963
}
She has level 350 attack, 160 defence, 240 strength, 0 range and 0 magic. She also has 350 melee, range and magic accuracy bonus, 182 melee, range and magic defence bonus. Since she is a boss, she has neutral defensive bonuses. Starlight has a weakness to magical attacks, because it's a melee npc.

Engine Updates:
  • Texture filtering for intel chips has been improved. Mipmapping has been adjusted and textures are now smoother.
  • Brightness of textures adjusted to give them a more natural look compared to other objects in the game.
  • Updater improved. New players will now have less loading interruptions. The assumption here is a decent internet connection, else it's just going to take a while. A bug has been fixed that could crash the updater and leave people without the ability to download new files (invisible objects).
  • Pick Mode option added: By default the internal pick mode is selected. This performs mouse hover actions on the CPU rather than on the GPU. It's proven to me that this yields better performance, because certain GPUs have really bad and slow implementations of reading specific pixel values. If you experience bugs with it,  you may disable it to get back the old mode. However, I recommend to keep it enabled for better performance! Everyone also has it enabled by default.

Drop table updates:
I've adjusted the droptables of certain monsters. Special thanks to Wg (https://emps-world.net/forum/index.php?topic=19900.0) and Charr (https://emps-world.net/forum/index.php?topic=19891.0) for the feedback topics!
  • Skeletal wyvern
  • Hellhound
  • Gargoyle
  • Bloodveld
  • Chaos druid
  • Chaos dwarf
  • Jelly
  • Troll
  • Poison & Red spider
  • Obsidian dragon
  • Chaos elemental
  • Kolodion
  • King black dragon (onyx drop removed)
  • Kalphite queen (onyx drop removed)
  • Chronozon (onyx drop removed)

In-game changes:
  • Guthans lifesteal bonus has been increased to 20% from 15%.
  • Barrow set descriptions updated.
  • Healing bug fixed.
  • Saradomin katana lifesteal bonus buffed from 3% to 5%.
  • Regen bracelet lifesteal bonus buffed from 2% to 4%.
  • You no longer face south-west when super heating.
  • Ring update scrolls no longer delete their entire stack when used.
  • Degraded crystal shields are no longer tradeable.
  • Gertrude is selling pets again.
  • Colored ranger boots names fixed.
  • All spears and halberds now correctly have an attack range of 2 tiles.
  • Smelting jewellry will no longer bug other actions (teleporting to Ancient Caves).
  • Clicking items now flushes the current action trigger. You could use certain items during dialogues to trigger other dialogues.
  • Onyx tokkul value has been doubled.
  • Regen bracelet can now be repaired with onyxes.
  • Iban staff now auto-casts the Iban spell.
  • New teletabs can be crafted in your house: Trollheim, Rimmington, Taverly, Pollnivneach, Rellekka, Karamja and Yanille.
  • I've found the correct dart throwing animation and changed the current one.
  • Small adjustments have been made to the dharok animations. The axe position sometimes was a little bit off.
  • Emps-Wars boss HP fixes. I can't really verify what caused the bug, but I couldn't reproduce it on my local test world anymore. I've also reduced the amount of tickets you gain by killing the boss from 10 to 7. Compared to other ways of gaining tickets (killing players and capturing flags) it just wasn't worth it to even bother doing that.
  • People can now talk at tutorial island.
  • Saradomin sword can now be used to repair 10,000 charges of the Saradomin katana.
  • Deaths in the GWD are now less punishing. Your items spawn outside the boss room, right at the place before you enter it. A bug with a height problem on death has also been fixed, which wouldn't let you pick up your lost items.
  • Experience drops for 250m stats fixed.


Oldschool Emps-World
Some of you may have already seen this on the forum, but I'm now officially announcing the project. I'll be creating an oldschool version of Emps-World. This game will co-exist with Emps-World and your account name will be shared. However, no items and levels can be transferred between the 2 realms. You will start from 0 in oldschool Emps-World! You will be able to talk to friends and join clan chats though. I cannot talk too much about this project yet, because a lot of things are yet unknown or yet to be decided! I've set myself following milestones in the next months (weeks, days?):
  • Load oldschool data and create an updater for it
  • Map current game to oldschool: I aim to get an alpha up as soon as possible, where you can walk around and enjoy the oldschool feeling. This version will contain bugs and will be reset once it's fully released. I just want to know how people react to it before spending months on finishing the full project.
  • Discuss combat system: This counts for Emps-World and oldschool Emps-World. Imho the current weakness changes have done their bits to improve the situation, but we can also copy osrs' system completely with all bonuses and worry about their balancing issues instead of ours.
  • Oldschool items: Serpentine helm, toxic blowpipe, tentacle whip, abyssal dagger, abyssal bludgeon, etc.
  • Oldschool monsters: Zulrah, Abyssal sire, Kraken, Cerberus, etc.
  • Zeah: I would have the maps
  • Get a million players. ::)

All the best,
Thomy



Fixes of 25th:
  • Nex improvements. No longer bugs when not killing her minions.
  • Torva, Pernix and Virtus now have level requirements are are in the level tables.
  • Your HP / Prayer is no longer randomly restored / reset.
  • Void knight has received his defence level back.
  • Certain objects that were unclickable can be clicked again (Slayer dungeon, GWD)
  • Slayer tasks for bosses no longer give 10+ to kill.
  • You can no longer only hit 0 on level 1 Magic, Range or Strength.
  • Rod of ivandis can now be repaired again.
Thanks for all the bug reports! :)
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110
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 04:05:28 pm »
Just a thought for referral system rewards, give the referrer 6 days of membership every time the referred person uses a member ticket. That way it requires the referred person to play and encourages the referrer to actually help the referred get started in the game. Another benefit of it is that if someone figures out a way to abuse the system then they're not going to get anything out of it, while people who actually refer other people to play the game and get themselves free membership that way would gain something. For that reason I think that there shouldn't even be any checks for abuse, as a simple IP check might exclude someone, who showed their friends or family members the game on their own account before having them sign up on the same computer (that's unlikely, but is it really necessary to have people complain about it?), while people who refer their dogs, blind grandmas and little sisters, who can't speak English, would be getting less out of abusing the system than they would've if they had simply used the member ticket on their main account.

I would also like to see the assistance clan chat removed. As far as I understand Charr was the only reason it was brought back and Charr is never there and neither is anyone else who's capable of helping people, whereas there are plenty of helpful people in the Emps-World clan chat almost at all times. As such splitting the community to two based on how long someone has played is not a very good idea in my opinion. Something else I noticed today is that when players do host events then they announce them in the emps-world cc, I was checking both the assistance cc and emps-world cc and when one of those events was announced in emps-world, I repeated the message in assistance (along with instructions on how people can get to wedding, where the event was hosted) just to see if people in there would be interested in it and plenty of the people, who did show up, were indeed still in assistance clan chat. So those people not being included in events, that people host, is another downside of having a separate clan chat for beginners.

As for the server reset, I would rather have all items made degradable and unrepairable if we're going to go that far. It's not the ideal solution even when we're that desperate but it creates a demand for all the useful items, because all the useful items would constantly be sinked as people use them and no one would bitch about losing anything, because they wouldn't. Ideally that would bring PVM back to life as there would then be an actual point in trying to get items, because there would actually be players who want those items, because they would not have them anymore. The problem with server reset is that it doesn't actually fix any issues, it just temporarily removes them, so even if it did work then eventually we would need to consider other solutions anyway.
Giving every item 10,000 charges for example would probably work, a charge would be used up every time the player attacks something (which is true for both weapons and armor). For something like a dragon scimitar that would mean that players would be able to use it for 7 hours of combat before it's used up, which is plenty of time to kill enough things to get a profit from PVM. Or to put it more simply, after 81 minutes of attacking the dummy in Lumbridge with a dragon scimitar while wearing santa costume, I had a DPS of 5.2, with one hit every 2.5 seconds that's an average of 13 per hit, which means that with 10k charges I could deal as much as 130k damage with a dragon scimitar without using armor, potions or prayer to boost my hits.
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111
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 09:41:12 am »
As for referral system maybe there could be refer-a-friend bonus xp? This could work both ways. (Also would probably be an option for voting rewards)
Once the referred player reaches 500 total level both parties gets a certain amount of bonus XP. For example that would be 500k XP so for 500k xp the experience is doubled.
For further rewards if someone manages to actually refer a lot of players you could just spawn any one item the player desires.


Quote
Oldschool: That'd be equal to developing a completely new game. However... I could try to load oldschool maps in the current Emps-World client I don't think graphics will change anything though.
If this ever comes world 2 could be used for this perhaps? Developing a whole new game that heavily focuses to PKing; a lot faster XP rates, make Edgeville the mainhub, move all shops to Edgeville, add medium level items to shops, make Barrows equipment more easily obtainable, removing PvP items completely and perhaps add them to a donator store, pk shop with strong armor (3rd age and GWD) and special attack weapons. Adding all medium level skilling supplies to a shop but high level food, pots etc... would still have to be obtained through skilling.

That is a very radical idea and would basically be developing a completely whole new game though^
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112
Screenshots / Re: Emps-World Meme Center
« on: August 08, 2017, 12:23:45 pm »
http://i.imgur.com/r992QEy.png
This meme has been used on me before and honestly I can't say this is inaccurate.

But for gods sake that's not a big bank at all. If you make the effort to rotate my avatar at least make the effort to get a realistic bank pic. Pls fix.

FTFY

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113
Feedback / Re: pvp and pking and player killing and player vs player
« on: August 06, 2017, 11:07:00 am »
Did like 40+ dharok fights in wild today looking at my edge tabs (won 3 lost 2)

out of 40+ fights i saw me or my enemy hit 60 twice, twice
below 10hp risks which there were plenty were mostly 0s or a mediocre hit that doesn't kill anyone when your enemy is 80 hp
i risked 1hp twice hitting 0 both times

This picture shows that when you risk axe at 1-10 hp your enemy is usually 60+ when you hit him and I only saw 60 being hit twice


At first I lost 2 sets because I wanted to try low hp risks, not worth it so I started pking more conservative and won 2 back.
Pked 7m profit in these few hours because my enemy got unskulled, aka pked nothing because I spent more on supplies.

At this state I really don't see why people dharok pk, you waste so many supplies waiting for rng ags spec because most of the time dh axe is harmless.

edit in the end me and nice19 did like 20 dharok fights without anyone dying so I just left, that's what dharok pking is like most of the time imo
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114
Suggestions & Ideas / Decant noted potions
« on: August 04, 2017, 02:52:29 pm »
Make it so we can actually decant noted potions


And btw 37 gp per potion fee translates to ♿all on a rsps with cheap economy, I don't want to hear ♿about how it would make a fee too small or some bull♿
I would pay 1000gp per potion to be able to decant noted potions, and it still wouldnt impact ♿all.
  soz 4 ♿ :-\
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115
Off-Topic / Re: What song are you listening to now?
« on: August 02, 2017, 07:15:58 pm »
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116
Off-Topic / Re: What song are you listening to now?
« on: August 01, 2017, 08:20:11 am »
:pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm:
:kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp: :kreygasm: :pogchamp:
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117
Screenshots / Re: Emps-World Meme Center
« on: July 31, 2017, 08:59:01 am »
gf
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118
Feedback / Re: pvp and pking and player killing and player vs player
« on: July 28, 2017, 10:53:08 am »
you shouldn't pay attention to what charr has to say about pking, his point of autism view is not like the regular pker

Eventho I have nothing against Charr, however this could be somehow true ( not the way you wanted to deliver it tho )

Yes pkers and stakers are the same when it come of being offensive towards other people, however you'll never see duel arena dead.

whats making it a bit harder for Pking community is the fact that everytime one of them try to give his feedback on something as a pker he thinks is a bit unfair, a  person that never pk starts to show him how wrong he is.

Yes coding is something and the live game is something completely different,


You might have wasted your time tho trying to give a feedback on pking for 2 possible reasons,
1 - I doubt it will be read by the group that you want them to hear you
2 - if they did read it, it won't be taken into account because when Thomy sees 3 players ( Pkers ) are trying to change something with over 25 non pkers players trying to prove them wrong, then he will listen to the majority.
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119
Screenshots / Re: Emps-World Meme Center
« on: July 27, 2017, 06:52:56 pm »

Nice meme
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120
Screenshots / Re: Emps-World Meme Center
« on: July 27, 2017, 04:15:20 pm »
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