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Messages - Drugs

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136
Showcase / Re: IRL pictures thread
« on: October 10, 2018, 09:19:31 am »

It was taken on snapchat so it's not that obvious, anyways, Oii :)
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137
Showcase / Re: IRL pictures thread
« on: October 09, 2018, 08:30:51 pm »


Throwback to summer 1 day before Weekend Festival Baltic 2018
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138
Showcase / Re: Spooky
« on: October 08, 2018, 06:14:09 pm »
Amazing
What program and how long?
Photoshop, took about prolly 7-8 ish hours over two days because I’m picky with linework and wasn’t sure how I wanted to shade it
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139
Clans / Re: Bigdicks - Ironman clan
« on: October 07, 2018, 09:11:52 pm »
Was great Bigdicks event guise, thanks for coming! Sorry the pics got lost in the process but the memories we created will last forever!

Stay hard boisJustToBump!
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140
Screenshots / Re: Emps-World Meme Center
« on: October 07, 2018, 11:41:21 am »
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141
Showcase / Spooky
« on: October 06, 2018, 08:27:50 pm »
Do people even still post in this
Been trying to get back into digital art
This looks better on the darker forum themes im sorry

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142
Screenshots / Re: Emps-World Meme Center
« on: October 06, 2018, 02:55:39 pm »

143
Screenshots / Re: Emps-World Meme Center
« on: October 05, 2018, 03:57:29 am »
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144
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.


Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses:
  • Fire: Ice wyrm, Glacor, Vyrewatch
  • Water: WildyWyrm
Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat:
  • Commander Zilyana: Attacks faster and harder with melee attacks.
  • Kree'arra: Ranged attack is now a Mage attack. It can hit a maximum of 30 unprotected.
  • K'ril Tsutsaroth: Melee damage of 2 fast hits increased. All melee attacks are now multi attacks hitting an area of 3x3.
  • General Graardor: Melee attacks are now multi attacks hitting an area of 3x3.
The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
  • Ice shield freeze reduction timer fixed - it was 2.5s instead of 5s.
  • A bug with spell casting has been fixed that sometimes caused you to attack with your staff. It also makes casting spells manually smoother and less delayed in PvP situations.
  • It's no longer possible to click objects when frozen. That means that using stairs or dungeon entrances is now impossible when frozen. The logic behind this change is that being frozen means being unable to move and using objects is actually moving your character.
  • The wilderness teleport lever in Edgeville is now working.
  • Horvik can now make Dragonfire shields and Godsword blades for 1,000k each. You don't require level 90 Smithing when doing so.
  • Killing opponents in the wilderness now gives more ELO. The rules for farming kills and killing the same opponent(s) have been made stricter as well.
  • The combat power of Spectrals in the wilderness has been reduced. They now have 242 HP and their defensive bonuses have been reduced by 20. They are already in a dangerous area and thus don't need to be that strong.
  • Teleporting now clear freeze timers.
  • Projectiles now properly hit flying monsters in the air: Armadyl GWD monsters, flying vampires and KQ 2nd form.
  • Weapon poison (p++) can now be noted.
  • The equipment screen now shows damage types.
  • Autocast button now shows the spell you will be casting.
  • An issue with beards on the slayer helm has been fixed.
  • A bug with the 2 set piece bonus not activating on Vanguard, Templar and Trickster has been fixed.
  • The Demon halberd special attack no longer deals 25% additional damage. You still have 2 hits on larger enemies though. This nerf is necessary, because the halberd just hits way too much in PvP.
  • Special attack with dark bow using a quiver has been fixed. The special attack damage wouldn't increase.
  • Magic shortbow and Seercull special attack buffed. The first hit now also deals 100% of the damage.
  • The Karil set effect has been changed. Your attack speed is now decreased by 0.5 when successfully inflicting damage. It's also no longer possible to fire bolt racks with other crossbows.
  • Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!
  • Gilded chaotics can now be bought from the Slayer reward shop. They cost 200,000 Slayer points each.
  • A rounding issue for weapon repairs has been fixed. Chaotics should no longer cost an additional 10k to be repaired.
  • The barrow rewards chest now has a 1 in 1000 chance to give you one of the 6 new Barrow pets. They are miniature versions of the actual Barrow npc models.
  • Monsters that cannot be reached by melee attacks can now be attacked with spears or halberds. In general weapons that increase your attack distance.
  • Some Grenwall spawns have been added to the wilderness. The green area south-west of Red Dragon Isle.

Engine fixes / changes:
  • The internal way of how animations are pre-loaded and cached was updated. You should find newly loaded animations flicker less in crowded areas.
  • The kill logs interface has been overhauled. It should cause less performance issues and no longer flicker. You now also have a button at the equipment tab to open the interface. The ::killlogs command was removed as well.
  • Spell icons now appear when viewing spell names in menus.
  • On-demand fetcher has been updated. The timeouts of requesting model files have been increased. Every download is now also initially enforced through the custom protocol before trying a http request. Overall this will reduce initial loading and downloading times.
  • Searching for items in the bank or for npcs in the kill logs now resets scroll position.
  • Worldmap viewer has been optimized. It's now loading the map faster on multi-core systems.
  • Destroy option can now be navigated by clicking keys 1 or 2.

Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


All the best,
Thomy
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145
Feedback / Capes
« on: October 02, 2018, 10:00:46 am »
  • Buff fire cape to be equivalent to abyssal cape. It would then be bis melee cape offensively. Max cape would still be better overall as it's hybrid.
    • Melee attack bonus 5 -> 15. All defense bonus and prayer bonus -> 0. Stats comparison is below the text.
  • Remove requirements to wear abyssal cape. Currently it requires 80 range and magic to wear it.
    • Add ava's accumulator effect to it as well.
If these changes were made I think we could make the abyssal cape ranged only in the future and introduce a new cape for magic that's on same level as fire cape for melee and abyssal cape would be for ranged.
This magic cape would have similar effect to ava's but instead of saving arrows it would have a chance to save runes as you cast spells. It could be obtainable from Zilyana perhaps?

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146
Suggestions & Ideas / Master clue scrolls - new tier of clues
« on: September 29, 2018, 08:28:49 am »
How to get a master clue?

Master clues would be obtainable as a drop like every other clue. They would only be obtainable from hard group bosses. That means Nex, Har'Lakk, Yk'Lagor and Kal'Ger (currently) would drop them.
Their drop rate would be 4% or 1/25 just like every other clue.

All these new things I propose are master clue only specific meaning you cannot get them in any other clue tier.
You'd still be able to get puzzle boxes from lower tier clues as well. Master clues would be 6 - 8 steps long.


New harder scans

These areas are very big but the scanning range is also fairly large. 30 - 35 paces seems ok?
Keep in mind that since difficulty is basically measured in how much time X thing took the areas are fairly large and it can take you a moment before you find the spot.
With the current system where you get direction aid it shouldn't be that hard.
  • Scan whole Wilderness
  • Scan whole Kharidian Desert (Safe wilderness)
  • Scan Kandarin (Ardougne - Yanille - Camelot area)
  • Scan Asgarnia (Taverley - Falador - Rimmington - Edgeville - Barbarian Village)
  • Scan Misthalin (Lumbridge - Draynor Village - Varrock)

New emote and talk-to clues with new items

These items should be fairly uncommon and something you don't always come across.
Air guitar emote could definitely be used here. Can't remember how many songs you had to unlock to unlock the emote though.
As for the other emote clues the emotes don't matter but the items do what you need to wear. We could use the following items:
  • Spiked dragon armor
  • God rune armor (Ancient, armadyl, bandos, saradomin etc...)
  • Animal and dragon masks
  • Top hat, pith and spiked helmets
  • Heraldic armor
  • God robes (Ancient, armadyl, bandos, saradomin etc...)
  • Canes
  • Godwars armor and weapons
  • God dragonhide (Ancient, armadyl, bandos, saradomin etc...)
  • Gold and trimmed dragonhide (Green and blue)
  • Gladiator maul and helm
  • Ancient ceremonial
  • Abyssal cannon and cape
  • Ice crown and shield
  • Abyssal weapons with crystals
  • Elite void
  • Barrows armour
  • Amulet of fury with kit
Few examples:
Perform headbang emote while wearing full dharoks at Barrows.
Perform raspberry emote while wearing full ancient ceremonial at Nex lobby.
Perform air guitar emote at grand exchange.
Talk to <npc> while wearing top hat and black cane.
Talk to <npc> while wearing at least 3 pieces of adamant H3 armor.
Talk to <npc> while wearing amulet of fury (t), dragon platebody (sp) and dragon platelegs (sp).
Talk to <npc> while wearing zamorak godsword.


Rewards:

Master clues would have 7/8 reward rolls from which 2/3 are dye shards.
  • Double or even triple roll on dye shards - This means you'd be able to get 2x/3x different shards or 2x/3x of same dye shard if all rolls were 3rd age for example.
  • Coins - 500k - 1m
  • Overloads - 4 - 8 overloads
  • Dragon armor - alchables, drop table fillers
  • Large amounts of skilling supplies - Rune bars, uncut dragonstones, black dragon leather
  • Blood/death/soul runes - Should be fairly high amounts, 600 - 800
  • Heraldic armor, god dragonhides, god robes - Because clue scrolls, also fillers pretty much
  • 3rd age druidic - Probably slightly more common than from elites given how rare master clues potentially are
That's for the 'basic' drop table pretty much. Master clues would definitely need their own unique item(s).
Pet with 1%/2% drop chance? Golden barrows armor? Golden 3rd age armor? Golden chaotics? These are really up for discussion what the possible rare item(s) could be. Could only be a nice cosmetic item as well instead of something that would have a use.
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147
Showcase / Re: IRL pictures thread
« on: September 28, 2018, 04:43:13 pm »
Marry me please
Thought you were a man
You don't get publicly beaten for being gay in most other countries of the world, just saying
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148
Showcase / Re: IRL pictures thread
« on: September 27, 2018, 01:54:33 pm »
Let's go for a ride

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149
Off-Topic / Re: What song are you listening to now?
« on: September 23, 2018, 02:34:15 pm »
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150
Events / Mass PVM - choose your boss
« on: September 23, 2018, 01:00:18 pm »
IF you want to participate in todays mass PvM event, please submit your vote here, which boss you'd like to kill, thanks!  Dont forget to join clan-chat " event " during event, good luck to all of you!

Participants get rewarded with 1 EP Ticket(10 EP).
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