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Messages - Fund Kakare

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91
Screenshots / lul
« on: February 08, 2018, 03:03:48 pm »
got the best magic weapon on 2 kc :LUL:


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92
DXP WEEKENDS
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93
Goals & Achievements / Staff updates
« on: January 30, 2018, 03:37:30 pm »
Congrats to Jhonson101
Skillz Purez and Ravioli were promoted to game administrator rank yesterday as well
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94
Goals & Achievements / Re: Ironman goals
« on: January 28, 2018, 11:26:11 pm »
Bank looking good bro
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95
Goals & Achievements / Fresh Ironman
« on: January 28, 2018, 09:07:10 pm »
Hello, Started my ironman today, haven't gained a lot in a day but caught some fishes while afking.
Stats:(as of 2018/01/31)

Bank Value: 6.7M

P.S. I will be posting Bank Pictures once I get my hands on some Slayer/Bossing/Other PvM content.
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96
Screenshots / Re: Emps-World Meme Center
« on: January 28, 2018, 12:56:14 pm »

He never did wrote farewell or said goodbye every1 I'm not coming back ???
It's safe to assume he will comeback someday eventually.
dude it's just a meme,  plus we all know that if someone made a farewell that means he is coming back...
Charr isn't returning.
I wouldn't celebrate yet
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97
Screenshots / Double torva drop
« on: January 26, 2018, 11:21:28 pm »
kek




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98
Goals & Achievements / Maxed
« on: January 23, 2018, 11:30:39 am »
That's it! Maxed.


Nothing left to say.....
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99
Screenshots / Re: Emps-World Meme Center
« on: January 22, 2018, 08:05:39 pm »
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100
Feedback / Re: Pouches
« on: January 22, 2018, 07:14:36 pm »
No
Pretty constructive feedback coming from Spectral Guide maker.

>suggests x thing because rs has it
>expects constructive feedback

RC in emps doesn't take 400 hours to train to 99. We don't need this in emps.
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101
Hey guys,

I've got a few interesting game changes ready and am proud to present our 3rd group boss to you: Yk'Lagor. Who is dropping brand new level 85 Magic weapons.

Shield Specials
I've added a new button to the attack interface, the Shield Special ability. Different shields will now have different abilities that aid you in combat. Some shields already had abilities (spirit shield, dragonfire shield), which can now be used by clicking that button. By default every shield has the Taunt ability. I will now explain all shield abilities currently available:
  • Taunt: Forces an npc to attack you for a certain amount of time. I recommend reading the next section for more details about NPC aggression.
  • Protect: Protects you from all damage by a given amount of time. Spirit shields have this effect and its duration is 2.5 seconds.
  • Dragonfire: Fires a dragon breath at your enemy.
  • Freedom: Breaks all freezes and gives you freezing immunity for 2.5 seconds. Chaotic kiteshield (newly added) currently has this ability.
  • Elemental boost: Gives every elemental spell from the normal spellbook a +2 base damage boost.
The duration of a shield special can be seen at the number, which is in the brackets near the effect name. So for example Taunt [20] means that you can taunt an enemy for 20 seconds. Taunting has no cooldown, but it comes at the cost of having to skip your next attack.


NPC Combat Target
With the ability to taunt npcs, I've also changed the way they behave during combat. Especially the target switching code, because I have to make sure that taunting npcs cannot heavily be abused and doesn't create any strange scenarios. I'm summarizing the way npcs behave during combat in the list below:
  • New targets are selected every 4 seconds. That is about 1-2 attacks before trying to find a new target.
  • New targets are always selected if the current target cannot be attacked. That happens if you try to run away from an npc, died or teleported away.
  • Taunting gives 2 seconds complete immunity to target switching. Also if you teleport away, die or are too far away!
  • Taunting gives complete immunity to random target switching. The npc won't start looking for new targets as long as it can attack you.
  • Taunting an enemy gives them taunt immunity for 10 seconds.

Yk'Lagor
Deep down the depths of the Asgarnian dungeon a new dangerous foe has appeared, Yk'Lagor. A thunderous demon that's supposed to be fought in a group of 4 people. Every participant (up to a maximum of 4) gets a drop from the boss and could be lucky to get the new level 85 Magic Demon wand or Demon orb.



Engine changes:
  • Projectile angles smoothened across travel time. They'll no longer flicker and change their rotation angle quickly. An animation downscaling bug was also fixed. Projectiles animations will now also have smoother animations.
  • Defensive autocast button added.
  • The way objects are adjusted to the ground has been improved. It's a visual upgrade for rocks, tree stumps, etc. on the floor.
  • Certain buggy triangles flying in the air have been removed. They existed in Camelot, Ardougne and Edgeville.
  • I've improved the way objects are loaded when a new map is loading. I wasn't really satisfied with the results of trees shortly flickering and then switching to their stump state. The same thing was happening to rocks. I've updated the game to try to avoid such scenarios and it's been working really good so far. You should see less objects flicker when their state is changed. The ::reloadmap command was also overhauled and is now handled by the server instead of the client.
  • The smithing interface now has a 'Smith All' option.
  • Experience gains are now properly added up. If you're fighting lots of enemies with a multi target spell you'll now only see 1 experience drop per game tick instead of one per hit.
  • The animations of floating rocks in water have been fixed.
  • The minimap icons of trees and rocks have been updated. Some were missing and the information also wasn't shown on the map viewer.

Game changes:
  • Spam-clicking stairs in POHs can no longer bug your character and place you on top of roofs.
  • Spectrals now pause their attack when you're starting to attack another player in the wilderness. This fixes an issue where the attacked player couldn't fight back.
  • Spectral equipment lost on death, that hasn't yet been degraded, will no longer turn into coins, but Spectral energy. This was a bug before the update.
  • A bug was fixed where teleporting enemies would leave unclippable spots behind. An example of this happening are Abyssal demons, which would stop walking around after a certain amount of time.
  • Shenven can now assign all monsters available in her dungeon.
  • Most of Shenven's cave are now a multi combat zone. Gladiators, Dark beasts and half of Abyssal demons are still single combat.
  • The experience gains for multi target spells / effects (ancients & chin chompas) have been reduced to 20%. I do realize this is a really harsh nerf, but the amount of experience you can get without having to use any additional resources is just way too big. Especially with recent changes introducing new multi combat areas.
  • The hits of multi target spells / effects are now instantly shown instead of 1 game tick later.
  • Abyssal demons have slightly been buffed (2 maxhits and ~10% accuracy). They were too weak for a level 124 opponent. Still hitting nothing on me when using protection prayer and decent gear. This is a change aimed at long trips without any sustain.
  • The usability of melee weapons with larger hit distances has been improved. You'll now stop before your opponent whenever they can be reached and eating also no longer moves you towards your enemy.
  • Chaotic kiteshield can now be bought with Slayer Points.
  • Broken Torva, Virtus and Pernix can no longer be equipped. The broken parts could still be equipped but gave no bonuses. To resolve the confusion of the items still being usable, they now simply can no longer be equipped.
  • Archers around Barbarian village can now drop studded (g/t) bodies and chaps.
  • The heraldic drop table of clue scrolls now contains green and blue dragonhide (g/t).
  • Autocast spells no longer reset when relogging.
  • God capes now require level 60 Magic to be worn.

Please let me know what you think of these changes! Especially how it feels to be able to taunt and tank monsters. Is it useful? Do we need more items or more techniques for it to become more useful? Let me know! :)

All the best,
Thomy



Changes and Fixes of the 9th:
  • Hundig slayer tasks have been fixed.
  • Yk'Lagor can now be assigned by Shenven.
  • Yk'Lagor no longer has a lifesteal bonus except for the last stage. The chance for spawning a random minion has been adjusted. Randomly spawning minions during the fight has been reduced by 2.5% and the chance of spawning a Ranger is now 2/3. This change doesn't affect the spawns of phase changes (jumping into the middle).
  • Items dropped on death are no longer inside the boss area of Yk'Lagor, but outside in the lobby.
  • A bug in the code of following NPCs was fixed. This also fixes a problem where you would still move towards your enemy when attacking with a spear.
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102
Suggestions & Ideas / Re: Shield rework and changes
« on: January 18, 2018, 01:04:46 pm »
Didn't really read it 100% but I like the idea of taunting a npc and then tanking it.
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103
Suggestions & Ideas / Shield rework and changes
« on: January 18, 2018, 12:59:39 pm »
Shield rework and changes

Taunting/voking and new active effects

Honestly saying most people prefer damage over defenses just because they want to do the most damage as possible. Defense as a combat style doesn't have any mechanics to it either.
Second reason for the suggestion is the recently released team bosses (Nex and Har'Lakk) and there's more planned. My suggestion would introduce 'tank role' to team bossing. It also creates more fun to team bossing I guess.

Almost every shield (all +70 tier?) would get a new button to attack style interface that you can press to "taunt" your target to attack you. This would have a cooldown to it and it's shared with all shields so you can't switch other shield to do it again. For the taunts and cooldown duration I don't really have any balanced idea.

New shield effects would have their own cooldown from the taunt special so it can be used together with the shield effects for a nice combo. There are actived by pressing the 'operate' option when right clicking shields in the equipment interface.
Currently there's the invulnerability effect in spirit shields and dragonfire shield has its dragon breath special attack. They can and should definitely stay the way they are currently.
  • Ice shields special effect could be reflective damage. Next attack you receive will do x% damage back as damage over time in x amount of seconds to your target.
  • 3rd age shields special effect would be some kind of heal effect. Next attack you receive will heal instead of damage you.
  • For crystal shield I was thinking some kind of reduced damage. Reduces damage taken by x% for x amount of seconds.
  • Eva's shield (explained below) could have the same special as ice shield.
  • Dragon defender doesn't need any special effects.

Here's all the popular and high level shields and their stats:



Notes and suggestions:
  • Spirit shields lack a lot of defensive bonuses compared to other shields which needs a buff in my opinion. They're tier 75 shields which offer the highest offensive bonus from shields as well though. (Excluding dragon defender)
  • Ice shield is relatively easy shield to get and offers some very nice defensive bonus. I suggest turning it to DPS shield however, magic will have its defensive shield (ely) if all spirit shields get their defenses increased.
  • Spectral especially needs quite a buff to its defensive stats in my opinion. Health buff seems very meh to me personally. Crystal shield has over double its defenses.
  • 3Rd age shield works nicely as a defensive shield while offering a small offensive bonus in both categories as well so it's in fine state I guess. Same goes for the rest of the shields as well.
  • Crystal shield has negative offensive bonus so that kind of pays off the very high defensive bonuses it provides.
  • Dragonfire shield is in good state in my opinion as well, easy to get, medium level defenses and some offensive stats.

Eva's shield



This new shield would work as a DPS range shield since range does not have its own DPS off-hand variant. Range has defensive shield which is divine and two hybrid shields which are crystal and spectral. This shield would fill in the gap nicely in my opinion.
It would be a drop from Commander Zilyana and it would be tier 75 shield. For specific stats I don't have anything to suggest but since it's a dps shield; lower defensive bonus -> higher offensive wise.

Not sure if any of these should work in wilderness.

Thought, ideas, something to change? Yay or nay?
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104
Videos / Back in the days
« on: January 17, 2018, 11:58:52 pm »
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105
General Discussion / Re: About dh
« on: January 17, 2018, 11:16:21 am »
People eat same as before relative to hits, now you're less dependant on ags as ko weapon and fights don't take 15-30minutes each.
The one fight in your video where you did dharok vs dharok, you both hit like 5x0 on low hp with axe, and ended up killing your opponent with zspear.

Out of 4 dharok fights in your video, none of the deaths were because of dharoks axe. Dharok pking is not suppose to be wearing dharok and KOing someone with zspear 9/10 times.
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