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Messages - Charr

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76
Screenshots / Re: Old Emps-Scape days.. Ultra Bank
« on: September 20, 2017, 06:35:59 pm »
Nostalgia is one hell of a drug and y'all should go to rehab.
The following users liked this post: Themarfish, S Clegane

77
Hunter experience rates have been reduced by roughly 30%. This should've already been in the patch yesterday, but I forgot to update it. Hunter was being trained a little too fast.
What the actual fuck?

I spent the entire day hunting yesterday, from about midday to 2am. I used dxp for two hours. I gained about 16.8m exp. Let's disregard that I used double dxp for simplicity's sake. I spent 14 hours hunting grenwalls and you mean to tell me that gaining under 2m exp/h is too fast? The vast majority of skills offer exp rates way higher than that. The early levels for hunter were already not the greatest, I think most people will agree that hunter kind of sucks until you get to swamp lizards. Why would you go and make that 30% slower?

The only content that hunter has are salamanders, chins and grenwalls. You don't exactly see people do hunter for anything other than just going straight for 99, with this nerf it comes closer to being like thieving and agility. That's something I would not want. Usually when you nerf a skill's exp rate into the earth's core there's a manner of compensation (runecrafting) but this is completely absent as well.
The following users liked this post: Iownu5xbetr, Earl

78
Feedback / The brew nerf
« on: September 19, 2017, 05:10:32 pm »
Both zamorak brew and saradomin brew received a considerable nerf in the latest update. This topic is about that nerf.

Healing: from 16 to 13 per dose
Stat boost: from 24 to 5
This applies to both brews.

The reason for their nerf is as follows:
I am aware that this is a nerf to super potions, but it was impossible to add new potions with super potion's combat power. Extreme potions and overloads are untradeable. Also brews have received a nerf in their healing power and stat boosts. On the other side though, their stat reduction effect is no longer that strong. Some level requirements for potions have also been reduced.
I don't really care for the nerf to super potions myself. Extremes and overloads are going to replace them no matter how good you make them. This topic isn't about super potions. Drugs made a topic about those already.

I feel as if brews really wouldn't have made overloads useless. If anything they'd be used alongside them, and quite a lot at that. I think it's a shame that they won't now. The healing reduction is a whopping 12 hp per inventory slot, that's over half of a manta ray it got reduced by. If anything using more than just manta rays should be encouraged. They'll still be usable with them, it's just that you're giving people less of a reason to use them for no reason. If you want them to be food rather than stat boosting you had already pretty much achieved that, people don't use sbrews for the defense boost but for the heal and boost.

Nerfing brews when their usage is not affected at all by overloads really hurts them. You've already nerfed their exp, which hurts the ingredients for them as well. Unlike super potions they don't get a huge sink out of overloads, it would mean you're essentially making some moneymaking methods less viable and decreasing the value of brews.

The stat lowering properties of brews are mostly ignored. The vast majority of people know to bring restores or repot after drinking brews. Making them decrease stats less didn't give them any extra benefit whatsoever. That was a really lackluster way of compensating for the nerf. You should not do something like that ever again.

Zbrews as a healing potion are going to be inferior to sbrews, I honestly wouldn't mind if the healing aspect got removed from it completely. It can offer a higher dps bonus than overloads but reduce your total hp, that might actually be interesting. I wouldn't mind it being turned into a potion that works for ranged and magic too, since brews do that as well.

The following users liked this post: Drugs, Hi Im Ethan

79
Off-Topic / Re: Karel appreciation thread
« on: September 19, 2017, 02:46:38 pm »

Drugs [19|Sep 02:42 pm]: https://gyazo.com/30928e0df8b9997a0f1b1de8e376db43
The following users liked this post: Drugs

80
Screenshots / Re: Emps-World Meme Center
« on: September 19, 2017, 02:32:34 pm »
Me for the next day or two.

The following users liked this post: Drugs, Pk Range99, Fund Kakare, Hi Im Ethan, Triangle Dot, S Clegane

81
Loving the ctrl+click dropping option! Keep it up.
You even know whos idea it was?
Yeah, someone from the osrs community.
The following users liked this post: Di Dot

82
Suggestions & Ideas / Re: Highscores
« on: September 19, 2017, 11:59:06 am »
Killlog highscores are pretty much a confirmed thing. Have been for a while.
The following users liked this post: S Clegane

83
Suggestions & Ideas / Re: slayer
« on: September 19, 2017, 11:58:44 am »
There is legitimately nothing to spend points on if you have all the items, permanent blocks or prefers wouldn't help with that. You'd still end up with thousands of points you don't use. For that reason I'm against it. I'd be fine if it cost points every time you get a task.

Extending is fine.

Being able to choose high amounts would make for some pretty overpowered exp/h. Don't see the need for that.

Seperating boss tasks is something I would like but the way you've presented it in your suggestion is awful.
The following users liked this post: Themarfish

84
Off-Topic / Re: Karel appreciation thread
« on: September 19, 2017, 11:54:23 am »
The following users liked this post: Drugs, Pk Range99, Fund Kakare

85
Overloads are nice, brew nerfs seem quite harsh. Will need to see how it impacts combat though. Glory t was seen as a straight upgrade to fury, that's been it's identity forever. I think it should be better, this def bonus nerf comes out of nowhere really. Third ammy health buff is huge. Wish you'd just add ivy instead of buffing nest chance.

Good update overall.

Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..
Super potions used to go to 118, overloads go to 120 so overloads aren't weaker than super potions pre-update. Overloads stay at 120 while super potions drain over time, it's a significant increase in dps if you aren't constantly sipping your super potions.

Supers are definitely weaker, but I don't really mind personally.
The following users liked this post: S Clegane

86
Screenshots / Re: Emps-World Meme Center
« on: September 17, 2017, 07:32:15 pm »
The following users liked this post: Drugs, Pk Range99, Earl, Hi Im Ethan

87
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: September 15, 2017, 06:36:13 pm »
As an advocate for old school I feel like bringing it back would end the constant debating of "nostalgia". With that being said, newer players would have a choice of trying old school or sticking with Emps-World.
It really wouldn't. From the screenshots that have been released thus far people have already expressed that it "isn't old emps" and thus wouldn't satisfy them.

That way we can see old school as a project and track how many people play it and whether to keep it or not. I feel like it should have the proper maintenance but priority should be with Emps-World.
I don't think launching an entirely new server is something appropriate for a "trial" type thing. It takes far too much time and resources to just try out.

I know Thomy is working his hardest but I feel as if Old School should be prioritized over any other updates at the moment.
Have you not had a look at what the lastest updates have done for the server? If anything it's shown that not working on oldschool should be prioritized. Why should something that is essentially a risk be prioritized over something that'll guarantee growth?

The following users liked this post: Hi Im Ethan, Themarfish

88
Suggestions & Ideas / Re: Small idea
« on: September 15, 2017, 05:49:16 pm »
Fair enough. More items that could get a higher alch value?
For as many things as you've added them to, inf sets and robin sets.
Dfs, dhasta, bgloves, dboots and rune boots might be interesting as well.
The following users liked this post: Thomy, Themarfish, S Clegane

89
Suggestions & Ideas / Re: Trimmed sets
« on: September 14, 2017, 06:14:26 pm »
Not worth the time. Current clue rewards don't really have a market already.

Then in magic chest or burnt chest?
Why would that make a difference at all? ???
Speaks Hoarder himself. :D


What on earth does me collecting items have to do with anything at all? How is that even relevant to this?

Is it really that difficult for you to grasp that I don't think making custom models for sets that are going to have the same market as anything from the crystal chest is worth development time? Do I really need to explain that that has nothing to do with what I do in the game but rather with the dev time going into something that would do fuck all for anyone?

Dear lord.
The following users liked this post: Hi Im Ethan

90
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: September 14, 2017, 10:25:35 am »
Char, I'm glad you're investing in every comment here, but you have to learn and/or know it's what everyone think about the future of emps
It's not what everyone thinks. There is definitely a large group of people that want oldschool, but that doesn't guarrantee anything. Graphics don't get a playerbase to stay, gameplay and content does that. A lot of the people that want oldschool are players that haven't played the game in ages, what guarantee do you have they'll be active?

It's spelled with two r's, btw.

like I said above about emps old school ( It's my opinion ) I had a server and I know what I'm saying.. Anyway, "THOMY: Try the old school graphic, and you'll see ur players back " Make an BETA World, just test it.
Owning a server doesn't necessarily mean you know what you're saying. Anyone with the ability to google a few things can start a server. Plenty of private servers are really bad. You will definitely see players on release, nostalgia sure as hell will get them to try it out. But given that it'd be a game with ultimately less content than world, how would you go about preventing people from quitting out of sheer boredom? That's already a problem in world, it would be one in an oldschool version of the game. It would happen a lot quicker as literally all the content is stuff everyone has done before.

A beta world would not give you an example of long term results, it would show you what happens on release.

Let's take the most successful private server in recorded history as an example. Oldschool runescape. It got huge amounts of attention on release in febuary 2013, but recieved no udpates until october that year when the god wars dungeon was released. Let's take a look at a graph for the playercount then.


You see the playercount going down pretty much until the release of god wars. You can see this happening again late march and april when wilderness rejuvenation and slayer bosses were released. Content is what gets your playerbase to keep playing the game, not the graphics.

Sources:
Graph - http://www.misplaceditems.com/rs_tools/graph/?display=avg&interval=qtr_yr&total=0
Osrs updates - https://www.reddit.com/r/2007scape/wiki/updates
The following users liked this post: Hi Im Ethan

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