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Messages - Thomy

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166
Off-Topic / Re: Lummy swamp
« on: August 22, 2017, 07:53:30 pm »
There has been a client update that changes clicking areas. You could check the game settings and change Pick Mode to see if it changes something.
The following users liked this post: Drugs

167
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 21, 2017, 07:08:56 am »
@Sit Kid
I've deleted 2 of your previous replies and edited them into one. No need to make multiple accounts and post the same thing over and over again.
well so me and my bro cant have the same opinion?

Not if you and your brother share the same physical body. Now please stop this idiocy or we are forced to ban you and your 'brothers' from the forum for the greater good...

there's old school client yet?

Nope. I will post an update topic soon with all the details regarding oldschool Emps-World. Please bear in mind that this is a multi-month project and won't be finished too soon!


Let's try to get back on the topic's original aim: How to make Emps-World more popular and improve the game. I've already prepared a few vital changes to the game for the next update:
  • Improved drops for a group of monsters. If you find some droptables odd or out of place, please let me know and we can improve them!
  • New NPC configuration system: Defence and accuracy bonuses edited to give monsters the same weaknesses as armours for players have. Also allows me to create more fun bosses in future updates. You'll see what I mean when I release nex. ;)
  • Abyssal whip economy. I'll be adding dyes to the donator shop in order to give the abyssal whip a stable demand.

I'll be continuing oldschool as a side project and will post screenshots when I have them available. Currently I've finished the complete client and am now working on mapping the current Emps-World to the oldschool graphics. More in the upcoming updates! I expect it to be there in the coming days, depending on how fast I can finish Nex.
The following users liked this post: Jp, Someone12116, Charr, Jhonson

168
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 19, 2017, 07:29:54 pm »
Is it possible to have a client looks like this

Sorry but i've never seen a client being this ugly. Thomt i beg you not to do this kind of client

Not in a 100 years would I do that. ;) The engine / client won't be changed. This has proven to work on many computers. It's performant, lag-free and loads faster than others. It's been developed over 3 years and 'nostalgia' can go too far.
The following users liked this post: Il Skill L, Iron Corne

169
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 19, 2017, 01:31:00 pm »
It is no secret that OSRS has more players than RS3 by now even though OSRS was launched a couple years later.

Just straight up no. With only 2 clicks you can confirm this by yourself.


I have the same feeling with Emps-World. It reminds me too much of RS3 than Emps-Scape and all the graphical updates, new (HD looking) dungeons, auras, etc. turned me (and probably many others) away from this game.

The point of graphical improvements is to compete against other games. Make everything look better and also make it run faster. The resonance we've received on graphical improvements so far is good. However a part of the community seems to enjoy an oldschool game, which I've started to develop now.
The following users liked this post: Iron Corne

170
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 18, 2017, 02:33:31 pm »
Can you make a list of the changes you have in mind ?

Keeping / Removing some items from the game, I think a poll might help a bit on this.

Waaaay too early for that still. :) We'll start discussing content when the early alpha is playable.
The following users liked this post: Jp, Ameer, Iron Corne

171
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 18, 2017, 12:32:16 pm »
Quick update on oldschool Emps-World: I've succeeded in loading the complete oldschool data and am rendering it in the emps engine now:
The following users liked this post: Jp, Il Skill L, Freestuffyay, Ameer, Jandar, Iron Corne

172
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 18, 2017, 08:24:56 am »
One small suggestion for OSES would be that XP is capped at 200m instead of 250m. Not sure if I'm the only one who is triggered that xp goes to 250m.
Also make sure that after you reach 200m XP somewhere the XP drops wont be scuffed like they are on Emps-world

That sounds more like a bug rather than something to change. I'll have a look at it.
The following users liked this post: Iron Corne

173
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 16, 2017, 09:17:35 am »
I've only posted oldschool emps progress so far and thought you might also be interested in what updates I'm working on! I'm currently reworking npc combat system in order to make it easier in the future to add new monsters and to balance them. I'll also be giving every monster weaker defensive bonuses to special combat styles (weakness system from last update applied to npcs). There'll also be buffs to some droptables. I'll have a full list of changes available at our next patch. :)

Nex is also coming along nicely already (yes, I am op with 10k HP):


I'm able to almost fully configure npc combat through config files already. This will make it very easy to edit and change things on the fly if they turn out to be too strong or too weak. Oh yeah... my inventory also contains new teletabs. ;)
The following users liked this post: Jp, Charr, Hi Im Ethan, Jhonson, Helpmeplease, Ameer, Jandar, Leon Back, Namnori, K Naut

174
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 15, 2017, 03:30:29 pm »
Thanks for all the input so far! I'm trying to get as many improvements implemented as possible for the next update. :)

I think it'll be worth to work on Emps-World oldschool as side project a few days a week. I had a good idea today on how to map all monster ids with the current monsters and it worked out nicely. I think I'll be able to have an oldschool Emps-World clone sooner as expected. I'll try to get one up as soon as possible and see if people actually enjoy playing that way. If we get good feedback and an increasing population, I'll continue the oldschool project and work on more features.

Anyway, here's a progress screenschot:


I will be using the emps engine, because it's faster (better performance), looks better (no screen shaking) and has lots of optional eye candy (shadows, fog, ground, water, etc.).
The following users liked this post: Jp, Il Skill L, Drugs, Jhonson, Jandar, Iron Corne

175
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 14, 2017, 10:12:37 am »
Advertisements: I know that ads help growing our population. Though... there's no budget for ads everywhere and I also can't get spots on toplists.

An idea how you could advertise the game - Basically there are runescape facebook fanpages made by fans with thousands of followers, for example you could DM one of these and ask for a promotion for small fee.

Here is list of some facebook pages i found with a big amount of followers who you could DM and ask if they could advertise your server:

https://www.facebook.com/RSMemesG/
https://www.facebook.com/OfficialRunescapeMemes/
https://www.facebook.com/RunescapeMemers/

Advertising a private server on official RuneScape fan sites isn't going to work out. However, I do get the concept of it, thanks. :)

These aren't officall runescape fan sites, thats the thing.

Mind my wording with official. RuneScape fansites won't advertise private servers, because it's going to backfire on them and anger their userbase.
The following users liked this post: Mohamedkh, Merlin

176
Off-Topic / Re: white box
« on: August 14, 2017, 06:02:26 am »
I've just applied a client patch. Can you restart the game and check if it's fixed now? Thanks.
The following users liked this post: Jandar, Chrisw34

177
Off-Topic / Re: white boxes in client
« on: August 14, 2017, 06:02:22 am »
I've just applied a client patch. Can you restart the game and check if it's fixed now? Thanks.
The following users liked this post: K Naut

178
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 12, 2017, 09:21:28 pm »
I've digged a little deeper into the oldschool stuff. It could work out and as already previously mentioned in this topic... the project will be gigantic. I'll drop more screenshots when I know more about the project. To begin with, I'll copy all weapons, its bonuses, special attacks and accuracy values from osrs.

Just as a reminder, this won't impact the state of current Emps-World. Nothing is going to be closed and nothing would be shared between the current version and its oldschool clone other than friends lists and clan chats.

I for myself enjoy working on an oldschool Emps-World too... it really does feel nostalgic to walk around on the old map with old character models. I'll see where the project goes and post more details when they are available.

Also regarding all the 'what thomy should do' replies... quit it without any proper arguments. It leads nowhere and only gets yourself into a fight with others... including me. Thanks for all the decent feedback so far!


EDIT: Oh yeah... A lot of content in Emps-World could be done with our scripting language. I've also already implemented a mechanism where custom scripts can be uploaded to the game and be executed. This has been tested over the last months in world 3. I'll definitely get more details regarding the script, so that custom content can become a thing.
The following users liked this post: Jp, Skill0wzer, Drugs, Iownu5xbetr, Ranger 0wns, Gaufer, Iron Corne, S Clegane

179
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 12, 2017, 01:37:27 pm »
Thanks for the feedback so far! I've read through all of your replies and found quite some contrary opinions.

I do realize that a global account / economy reset could work out, but I'm pretty sure that this is just going to make the game even less popular. We're not just going to reset the game, because something isn't working out. Some people have put years of work into their accounts. I won't just wipe out the account database (we have backups :kappa:).

I've also identified many suggestions that would make the game more appealing, simplify things or just make certain processes easier. However, I don't feel like changing tiny bits of the game will change the fact that we're still lacking players.

Alright then... I've thought quite a while about this and also hesitated posting a screenshot like this, but I'll give it a go anyway: Oldschool Emps-World. This would replace world 2 and be a new realm with new stats, items and spawns. The only thing that you'd share would be the friends list and account name. I've tried to load osrs data into the emps client to see what it would look like and it didn't turn out too bad:


If I continue this project, it'd mean that I have to COMPLETELY rework the game. Meaning all items, animations, interactions, etc. have to be completely rewritten. It'd be by far the largest project I've ever worked on. If I give this project a go, it would happen in small and incremental patches.

Sooo.... thoughts on this? It'd double the work for me, because I have to maintain 2 realms.
The following users liked this post: Il Pk I, Jp, Skill0wzer, Il Skill L, Drugs, Iownu5xbetr, Zudikas95187, Tomtim1, Junkz, S Clegane

180
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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