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Topics - Jp

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46
Games / [RS3] Compped
« on: January 04, 2018, 11:36:18 pm »
After a long grind got all the requirements done.





Stats:

47
Off-Topic / New year resolutions?
« on: December 29, 2017, 04:41:56 pm »
This time of the year once again. What's your new year resolution for 2018? What was it for 2017? Did you succeed or fail miserably?
For me it was to quit nicotine products after ~4,5 years which I succeeded in. Now that I think of it afterwards I've actually saved ~1,5k euros. (used to go through a can of snus/day)

For 2018 I got nothing cos lol new year new me is getting old :LUL:

48
Goals & Achievements / A Streak of three
« on: December 19, 2017, 06:46:46 pm »
Congratulations to Namnori


49
Suggestions & Ideas / Virtual levels
« on: December 12, 2017, 06:16:20 pm »
Virtual levels would show your "virtual" progress beyond level 99 meaning your mining skill can go up to level 126 for example.

This is only visual though and only you can see it. There could even be a toggle on/off button in settings for people that don't like it.
I think this would "visually" reward people who decide to train their skills beyond level 99 and can track their progress much more better via level ups and xp till next level. Make it more enjoyable and little bit rewarding to actually gain virtual levels instead of just staring the xp counter go up. Once you reach 250m xp in a skill you could even get a gold trim around that skill in skills tab or some small star icon or something.

Levels, xp till next level etc... can be found in Runescape 3 wiki http://runescape.wikia.com/wiki/Experience/Table As for levels between 200m - 250m I have no idea how it goes but it can probably be calculated.

50
Goals & Achievements / Guess what's back...
« on: December 03, 2017, 03:13:19 pm »
...drama staff promo threads!!!
Skillz Purez was promoted to admin and For Freedom to mod

Congratulate or give them a hard time

51
Screenshots / Teaser
« on: November 13, 2017, 05:41:20 pm »
For those who missed it. This was posted on our Discord a few days ago. :)


52
Suggestions & Ideas / Important add-on
« on: November 07, 2017, 10:23:06 am »
For the duration of December can we make Kappa wear a santa hat
:kappa: to

53
Suggestions & Ideas / Triskelion Fragments
« on: November 04, 2017, 09:43:26 pm »
To put it shortly; triskelion key is a key that requires 3 triskelion key pieces to assemble. (http://runescape.wikia.com/wiki/Crystal_triskelion)
These pieces would be dropped in order to prevent you from getting multiple duplicate key pieces in a row. Chest where to use these could be located deep in the wilderness. Inside Rogue's Castle is my suggestion.

These key pieces would be dropped by every monster that drops either hard or elite clue scrolls so it would be a tertiary drop like them.
Drop rate would be 1 in 50 from NPC that drop elite clues and 1/100 from a monster that drop hard clues.

Possible rewards would contain coins, high level uncuts (diamond, dragonstone), dye shards, soft clay, high level hides (red, black), high level bars (mith, addy, rune), fury sharks.
Having 1 or 2 cosmetic items as a rare reward from them could be a possibility. Suggestions what this item(s) could be? Flippers pls

54
Suggestions & Ideas / Small idea for Emps-Wars
« on: October 28, 2017, 12:30:10 pm »
Maybe there could be a supply for all catalytic and elemental runes in Emps-Wars? (http://runescape.wikia.com/wiki/Catalytic_rune & http://runescape.wikia.com/wiki/Elemental_rune)
Same thing for arrows (have some arrows and bolts that scale from level 1 to 99?) or let the capes you equip inside Emps-Wars have Ava's arrow saving effect. We could disable all XP gains inside Emps-Wars if these were added to balance it out.

This way players wouldn't have to use their own supplies.

55
A few months ago and occasionally throughout the year people have discussed how thieving, agility, runecrafting and farming could be improved. Farming recently received an update where you can now note your farmed herbs by using them on Leprechaun. That's a good one and very useful.
Here's my view and insights how the mentioned skills could be made more enjoyable, more practical and offer an alternative way of training them.

Runecrafting

Problem with runecrafting seems to be its slow xp rates and how training through abyss was made "useless" or not worth doing with the introduction of prismatic altars and talismans.
Here's my proposed fix/changes:

  • Remove abyss teleport completely. It's been an iconic thing in Emps for its whole existence but for this to work it must be removed else this would be far too overpowered.
  • Making runes through abyss will now grant 250% more xp. It comes with a risk and wilderness being more lively recently you'll risk a death for greater xp/h rates and the way from edgeville to abyss is much longer than running from Barbarian Village to the nearest prismatic altar in front of Edgeville Monastery.

Thieving

Thieving suffers from the same thing as runecrafting; slow xp rates and it's very boring to click on same NPC all over again. I realize that it's like that in Runescape as well and Pyramid Plunder offers somewhat an alternative way of training it but I don't think it's worth developing that in Emps-World.

  • Increase XP received from stalls a little bit but add guards that can interrupt you to places where they're not available currently if there's any.
  • Instead make it so that you will auto pickpocket your target a random times up to 10. You will stop pickpocketing if you get caught however. This change would make thieving slightly AFK but it would make it far more enjoyable than it is currently. Stun duration could be extended a little bit if this was added.

Agility

I don't necessarily think that agility suffers from low xp rates but it suffers from its poor level scaling during mid levels (40 - 80). Your only option is to do Brimhaven course and in there you will find yourself from doing the "falling rocks" obstacle all the way to 65 and it doesn't get better at that level becaue you'll then find yourself from doing the "spinning blade" obstacle. It's incredibly boring and probably slower than leveling from 80 to 99 at wilderness course. Introducing a new agility course(s) and changing the level scalings is my proposed change here. Infinite run is very good and rewarding perk that you unlock doing agility so that should be left untouched.

  • Completing Barbarian Assistance will now grant you 1000 agility xp which will get you to level 9. This change should make the player think "Hmm, I have now access to agility maybe I should check the place out". Very small but a great reward for a starting player or anyone who made an new account. This is the place where you will stay until level 40.
  • At level 40 you should now have two options: Go to Brimhaven Agility Course or go to a new agility course that is located at Gnome Stronghold (Invisible barriers or any other objects could be added there so the player cannot leave the agility area).
  • Brimhaven's Agility Course reward shop has Agile top and legs which could be made to grant you 5% bonus xp while training agility so 10% in total. You would have a reason to buy them now instead of them being purely cosmetic.
  • Buyable xp rewards from Brmhaven's Agility Course reward shop could also be a thing. You can save up your tickets to get a lot of xp in an instant but gathering them will take a while.
  • Second option at level 40 is the Gnome Stronghold course which will grant more xp than Brimhaven but you have no rewards. You can stay here at level 65 or come here whenever you want or have unlocked the rewards from Brimhaven you desire.
  • Wilderness course will stay the same; Level 65 requirement but it will now scale to level 80. Fail chances needs to be lowered here though, you fail far to often at levels 65 - 75. Could be made it so that you will stop failing completely at around level 73.
  • With the introduction of Gnome Stronghold course, the advanced course could and should be available for this to work. You would be able to do this at level 80 and you'd stop failing at around level 86. You would stay here until level 90.
  • At level 90 you will unlock the advanced Barbarian Course making you to return to the place where you started off your journey to level 99. You will stop failing here at around level 93. This course will now grant the best and the fastest xp/h rates.
  • Bonus: buyable pet monkey from Brimhaven with 1k reward tickets. I mean, it's a monkey... who would not want a monkey following them around...

Farming

Farming doesn't really suffer from anything in my eyes. Change where you can now note your herbs was great and a lot asked change. Glad that it was finally added.
Making it so that you can now pay money to a farmer to protect and take care of your trees could be a thing. Paying the farmer will make it so that you won't have to come back to your trees to rake or water them once you've planted them. Changes i'm proposing will make farming more of a passive skill instead of making you run after your trees constantly. While your trees are growing you can do other things in the meanwhile.

  • Payment depends on what trees you have planted. (Spirit tree could be even up to 100k per tree) -> great money sink.
  • Once you've paid the farmer you wont have to rake or water it yourself. You will only need to plant the tree and then pay the farmer.
  • You will get a message to your chatbox once it's fully grown and all you need to do is to go check its health to get the xp.

56
Suggestions & Ideas / Idea for new weapons + defender upgrade
« on: October 06, 2017, 05:11:44 pm »
So, on the latest patch notes thread it was revealed that there will be new weapons that are obtained from a new boss.
I've been quite busy in the past weeks with exams, so I wasn't able to get another update done in September! I can already spoil you with things that are planned for late October though. We'll be getting a Nex pet and a brand new boss with new weapons! ;)

Whole idea is taken from http://runescape.wikia.com/wiki/Scrap_of_scripture but you can still keep on reading and see what I have to say.

My suggestion is to add some kind of boxes to that boss' drop table and they wouldn't be too rare, rather a common drop. They would contain 5 - 25 (example amounts) of something that you would use to assemble those weapons. And once you have a certain amount, let's say 300 you'd be able to assemble any of the new weapons. (Assuming there will be one for each style so 3 new in total.)
What this would do is to add RNG behind RNG to get the weapons but overall it's less RNG than obtaining a rod of ivandis for example because you're constantly making progress towards it.
One downside I guess would be that it would feel less rewarding killing the actual boss but once you assemble the weapon it would be like "finally I got it feeling" rather than :pogchamp: when you get the whole weapon as a drop.
That depends a lot on the person though, whether it feels more rewarding making constant progress or getting lucky.



Second idea would be to add some kind of upgrade to dragon defender slightly boosting its stats and giving it a chance to poison your enemy perhaps? You'd be able to get an upgrade kit from Nex or possibly from the new boss once it's out.
Or even "hard mode" variants off our current bosses could drop it. For example if there was to be hard mode from KBD in the future, its model could be made bigger and some mechanics be added to it.

57
Suggestions & Ideas / 3 New sb emotes
« on: October 02, 2017, 08:16:09 pm »
Can we have three new emotes to use?

-> :swiftrage:
-> :thomy:
-> :thinking:

58
Suggestions & Ideas / Additions to daily challenges
« on: September 23, 2017, 04:54:21 pm »
Firstly, combat dailies do not grant any XP rewards currently. I'd suggest adding XP lamp as a reward for completing one which you can use and choose any combat skill you wish to get xp on.
Experience is granted based on level of course.

Second suggestion is to add ancient effigies. (http://runescape.wikia.com/wiki/Ancient_effigies). You would get these every 5th daily you complete.
There are 4 stages of effigies and each stage has two random choices which you can choose to what skill you want to get xp on (No combat). There are no level requirements to open them like RS3 has.
Effigy will advance one stage each time you choose a skill. 5th stage you'll get a dragonkin lamp which can be used freely to any skill.
Experience you get depends on your level so more xp at higher levels.

Some dailies are hard and can take a lot of effort and time to complete so I think ancient effigies are a nice bonus for doing your daily challenges.

Thirdly, how about thieving and hunter dailies? Construction dailies sound kinda of meh so I think it should be left out. Hunter kind of falls to the same category unless the dailies are simple like some birds and swamp lizards at lower levels, different salamanders and grenwalls at medium/high levels.
Thieving there are bunch of great NPCs you can pickpocket and stalls to steal from so that could definitely be added.

59
New potions were one of the options for an update a while back for this year but people seemed to really dislike overloads due to its reputation. Here's my version and suggestion of what they could be like in Emps-World. Along with overloads extreme potions should be introduced as well. Both extremes and overload would be untradeable but the new ingredients could be tradeable. They are very strong potions and training your herblore all the way up to 99 should feel rewarding. My suggestion/version of them also takes into account for overloads not to "ruin" saradomin and zamorak brews while still providing their own advantages.

Prayer renewal potion restores your prayer overtime (For 3 minutes maybe?) but it does not restore any prayer potions when drank. So basically it just slows down your prayer drain rate when you're using prayers. This potion should be tradeable.

Overload and extreme potions:

First up the recipes and their effects:

+ = (super attack 3-dose + clean avantoe)
+ = (super strength 3-dose + clean dwarf weed)
+ = (super defense 3-dose + clean lantadyme)
+ = (super magic 3-dose + ground mud rune)
+ = (super ranging 3-dose + grenwall spikes x5)
+ + + + + = (clean torstol + extreme attack + -, strength + -, defense + -, magic + -, ranging 3-dose = overload

As you can see there are two completely new items which are ground mud rune and grenwall spikes. Ground mud runes could be obtained by using pestle and mortar to mud rune. (No level requirements)
Grenwall spikes could be obtained from grenwals, a new hunter creature with high level requirement.
Required level would be 88 and grants around 1850 experience perhaps? Would be less XP than black salamanders which are in wildy and you'll risk a death being there. Caught with box traps. Location could be somewhere in Karamja?

Currently super potions boosts your level to 118 from 99. Extremes should boost your levels to 120 and work the same way as super potions. (Decreases overtime, can be drained etc...)

Overload on the other hand should boost all your combat stats to 122 which is again 2 higher from extremes. This is where they also differ from them; you'll have a timer for that (3 - 5 minutes?), your boosted stats wont decrease overtime. They can be drained by drinking a saradomin brew for example but they would go back to their boosted state in 15 seconds. (Drinking super restore would do this instantly)
Reason behind your stats still being able to be drained is that they should not replace regular food (sharks, manta ray etc...) with just brews because if they're not drained you'd be able to drink just brews to heal yourself. And you would still have some penalty for using brews.

Herblore level requirement to make these potions would be: 89 - 91 - 93 - 95 -  97 - 99 (order being - extreme attack - strength - defense - magic - ranging - overload)

Prayer renewal potion:

Recipe:

+ = (clean fellstalk + vial of water = fellstalk potion (unf))
+ = (fellstalk (unf) + morchella mushroom = prayer renewal (3)

As previously; you see three new things in there which are the fellstalk herb (and the unfinished potion made out of it) and morchella mushroom.

Morchella mushroom could be a new high level herblore secondary that can be farmed by planting morchella mushroom spores. (Same way as limpwurt root seeds)
Could require quite high farming level to plant; 90 maybe? Both mushrooms and the spore are tradeable though. Spores could be dropped by high level monsters such as dark beasts, mutated tarns, goraks etc...

Fellstalk seeds would require rather high farming level to plant as well; 92 maybe? These seeds and herbs are both tradeable and they could be dropped by some bosses like smoke demon champion and chaos elemental and by some high level monsters such as goraks, dark beasts, ice strykewyrms and mutated tarns. (Remove willow and maple seeds from tarns and replace with fellstalk seeds and herbs plus morchella mushroom spore)

To make the potion you would require a herblore level of 92 which is a high level but then again you should be rewarded for having a high herblore skill level.

Thoughts? Suggestions on their recipes? Boosts they would give? Anything?

60
Screenshots / Getting better
« on: August 31, 2017, 09:31:33 pm »
Done quite a few solos at Nex and can say she's pretty tough to kill alone.
Did a few mistakes this kill and last 400 HP was quite with me having 1 manta ray and 2 sips of brew left lol but took her down just barely


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