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Messages - Saligta

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16
Boss task changes is a great improvement. Barrows minigame, while being great and all, could still be improved. For example, the doors that can't be opened at barrows should have a different, darker colour or some feature that can be used to easily distinguish them from the doors that work. The rune rewards seem to be too inconsistant. With 100% reward rate I got 200 blood runes from one chest and 2 blood runes from another. Just seemed like it could use a little change. Other than that, it's a great overhaul!

17
Suggestions & Ideas / Re: Boss slayer tasks
« on: March 29, 2018, 05:30:02 am »
Slayer is pretty much dead content apart from boss tasks because of the absolutely retarded amount of XP that boss monsters give per kill. Make boss tasks once per day thing for 50-200k xp or remove them completely, and buff the xp from regular slayer monsters overall.

Normal slayer tasks make me feel suicidal, so only the bossing tasks keep it rather interesting. Just nerf the exp from bosses and increase their assigned amounts.

18
Suggestions & Ideas / Boss slayer tasks
« on: March 27, 2018, 10:18:40 pm »
Locking the topic, the tasks got extended just now.

19
Suggestions & Ideas / Re: Noted allotment
« on: March 27, 2018, 09:59:20 pm »
Support, because why not?

20
Suggestions & Ideas / Re: Tweaked version of double exp weekends
« on: March 22, 2018, 02:48:11 pm »
As far as my understanding goes the only benefit of the whole double exp weekends idea is to get as many players as possible to log in at once and through that to portray our server in a better shape than it actually is. Stretching it across 5 days is going to lose this effect and eventually just make it even easier to obtain double exp than it currently is set to be.

Pros:

- An alternative to double experience weekends
- Puts ironmen who don't have the main for double exp scrolls into less of a disadvantage
- Will make some supplies in demand again
- More flexible if compared to double exp weekends
- i personally would rather see no double exp weekends at all(maybe on very special occasions like emps' birthday).
- Ironmen are not in any sort of disadvantage as double exp scrolls can be donated for and also traded... + ironman mode is suppose to be the "more hardcore" version..
- i doubt there will be any more demand simply because double exp was already easy enough to obtain
- more flexible is not necessarily a good thing

From my understanding the double exp weekends were removed just because it made players only play at weekends, so that's what my suggestion is all about. But thanks for the feedback.

21
Suggestions & Ideas / Tweaked version of double exp weekends
« on: March 22, 2018, 01:48:05 pm »
How about instead of previous "double exp only on the weekends", we could have 5-10 hours of free double experience that we could use anytime we want? They way it'd be obtained:

During the weekend, Matt (the task-man) will offer you a random level 50-tier task for the entire server (which means that the entire server gets the same task) from one of these skills:

- Fletching
- Herblore
- Prayer
- Smithing
- Cooking
- Firemaking
- Crafting

Basically all the skills that require some supplies to train (Buyables). They'd be twice as long as the regular tasks and will always reward you 2 ep (will give you x+2 points on consecutive tasks). Also, Matt will give you a voucher to claim your double exp. Use it on Thomy NPC found at barbarian village and you'll get 5-10 hours of double experience. To avoid people stacking the double experience, after using a ticket on Thomy there'd be a 5 day cooldown period before you could use another. After the weekend, the task disappears until the next weekend arrives with a new task.

Pros:

- An alternative to double experience weekends
- Puts ironmen who don't have the main for double exp scrolls into less of a disadvantage
- Will make some supplies in demand again
- More flexible if compared to double exp weekends

Cons:

- Might devalue double exp scroll only ironmen
- Could potentially upset maxed players

Some things can be tweaked like the double experience you get or the way it's received.

Opinions?

22
Debates / Re: The latest DMM tournament in OSRS
« on: March 18, 2018, 03:07:19 pm »
Then in 1v1s people disconnect too, and one guy who had the pleasure of benefiting from enemy dc'ing in 1v1 went to win 10k. More or less using ranged tank and winning versus a hybrid that did everything correct whilst lagging his tits off, just came down to both having 1hp and who hits 1 first.

Not really into osrs or dmm but found the clan aspect be completely pointless, was mainly about 1v1s that verac/range tanks completely dominated over any hybrids. I don't know whats more annoying seeing 150 people disconnect at once, or people dc'ing in 1v1 and essentially giving free wins to others.

the guy fighting this brid in the video, has three enemies disconnect and this guy has 60% packet loss. Free 10k btw

same and his opponents magically "disconnecting" hmm
https://i.imgur.com/GddCn84.png
https://i.imgur.com/uvYziDx.png

I think that the last tournament people got "disconnected" aswell - The ones who got to 1v1's to be exact. This tourny, Ryhnia, who has won the second place, was a member of ROT, a clan notorious for DDOSing others. The worst thing about this? Jagex knows that DDOSing is happening but does completely nothing, except a few tips about how can you protect your IP address. It's not like Jagex can't fight the DDOSers and the clans themselves.

23
Debates / The latest DMM tournament in OSRS
« on: March 17, 2018, 10:21:57 pm »
I know that this is not really relevant to this server, but the latest OSRS DMM tournament was, again, bad. If you're keeping up with DMM tournys, this time
almost half of the people got booted out almost immediately after the final hour started, that includes famous streamers. Those streamers include Faux, Sick Nerd and a lot more. The reason why people are upset about it is because Jagex ignored this problem on purpose and waited to respond to it until they got into 1v1's, which happens nearly at the end of the tournament, and their response basically was "It's too late, we can't restart this, and even if we do everyone has lost their items and we cannot roll back". Even later they tweeted https://twitter.com/OldSchoolRS/status/975091257251958786. Because of this "Windows Update" (I refuse to believe this), people had lost hundreds of hours for nothing.

Now, I'd like to hear your opinion on this. Was this intentional by Jagex to make the tourny rigged? Should Jagex at least compensate the players who have DC'd?

Oh and here some twitch clips:

https://clips.twitch.tv/FairPlumpAnteaterRaccAttack - Jagex talking about the issues

https://clips.twitch.tv/PowerfulCautiousCucumberOhMyDog - Abdullah getting kickedd

https://clips.twitch.tv/PleasantSquareChickenPanicBasket - 150 getting wiped out mid-fight

https://clips.twitch.tv/SpotlessSmoggyChoughStrawBeary - Ditto

24
Suggestions & Ideas / Re: Suggestions list
« on: March 17, 2018, 09:28:11 pm »
hey guys i got an amazing ideas
maybe can you add Inferno cape and waves
add elder maul and blowpipe bow dragon hunter cross bow and Eternal boots Pegasian boots Primordial boots and  Cerberus boss and Ancestral stuff and dragon herpon archer ring i and seers and bersker and staff of dead

You know that putting stuff into the game does take more than 5 minutes?

25
Suggestions & Ideas / New clout skill suggestion
« on: March 16, 2018, 02:00:17 pm »
The  C L O U T  skill

Training:

You start the skill at level 1, just like almost every other skill. The way you train it is by getting a task from a gnome child npc that has a custom name of "Gary" that would be located outside of gnome stronghold. Since it's quite far, there's an option to instantly teleport there for 100k gold (Moneysink!!!) using the new amulet called "Camulet". It can be purchased from Gary for 50k. Gary would give you tasks to kill npc's wearing fake supreme and you get exp for every kill (similiar to slayer).

Loot and rewards:

A new herb should be added to the game calleld "grimy chronic" that is dropped by those npc's that make a new potion called "Lean".

Lean gives better stat boosts (up to 126) than overload (that is up to 123), works similarly to overload, but when you drink it you instantly take 42 damage. It would be tradeable, meaning it'll add more moneymaking opportunities. It'd require level 97 herblore, 1 clean chronic, vial of water and when holding chronic potion (unf), you'd have to operate a rainbow afro and kill an unicorn to automatically make one potion (might be tweaked because of unicorn brutality).

At level 90 clout you'll be able to fight a new boss (probably a new huge demon because that's what we were getting). He has a 1/100 chance to drop new best in slot melee boots called "yeezys" that would give +5 more in every stat than steads. He also has a chance to drop fake yeezys that have the same stats as rune boots and is just a troll drop.



SKILLCAPE:



At level 99 clout you'll be able to buy the skillcape. The skillcape emote should be something related to "dabbing on the haters", which in my opinion would be very nice.





Pros/cons:

Pros:

- A moneysink
- New BIS boots and new best potion
- Not very difficult to comprehend
- A supreme skillcape


Cons:

- Literally none
- Except everyone will lose their maxcape





Opinions?

26
Feedback / Re: Slayer Partner Feature
« on: March 15, 2018, 03:40:54 am »
It'd be nice if when both partners have the same slayer task, their remaining kills would be added to eachother.
ummm that's the whole point of a partner, both players contribute to the kills for the task. For example, if we were partners and got assigned 50 black demons, if i were to kill one and you kill one... it will deduct 2 kills for the assigned task making it only 48 demons left to kill for the both of us.

No, I meant like two people getting a black demon task seperately, then partnering up. For example, one has 50 black demons and another one has 47 black demons. They should be added up to eachother, which means they both have to do 97 kills. Partner slayer just seems a little bit underwhelming when you get tasks like Ancient Gladiators, which almost always gives you to kill only 15 of them.

27
Feedback / Re: Slayer Partner Feature
« on: March 14, 2018, 06:58:07 pm »
It'd be nice if when both partners have the same slayer task, their remaining kills would be added to eachother.

28
General Discussion / Re: Comparing melee chaotic weapons.
« on: March 14, 2018, 01:02:34 pm »
You underestimate how big of a factor attack speed is. Dragon darts were the top DPS weapon by a mile even though the offensive stats were pure garbage, before they were nerfed.

I also do not understand why you're talking about DPS when the only thing you're actually comparing is str bonus/second (not even actual damage). Accuracy and attack speed are huge factors. There's an inbuilt DPS calculator in game so I have no idea why you're comparing these numbers instead of the exact DPS values given by the calculator.

If you're talking about the calculator in the combat style tab, that's because I don't have all of the chaotics. Melee strength bonus is converted into your maxhit, together with your strength stat, so it makes sense to divide the way I have. I might be retarded though and miss something important.

Dragon darts is a way different matter. Most of the damage comes from the ranged skill, I only compared weapons here.

29
General Discussion / Comparing melee chaotic weapons.
« on: March 14, 2018, 11:10:18 am »
Currently there's chaotic maul, chaotic rapier and chaotic longsword. For my calculations, I'll assume that you're wearing a dragon defender with the 1h weapons, and I'll use the info from the wiki, so there's a chance it'll be incorrect, but oh well.

Dragon defender stats (so I won't have to mention them again and just add them up):

+20 melee accuracy
+10 melee strength

Chaotic maul:

Attacks every 3s, is 2h therefore you can't wear a dragon defender.

The stats:

+139 melee accuracy
+123 melee strength bonus

123 / 3 = 41 strength bonus/1s (the higher the number, the better.)

Chaotic longsword:

Attacks every 3s, is 1h meaning you can take a dragon defender with it.

The stats:

+116 melee accuracy
+102 melee strength

112 / 3 = 37,3 strength bonus/1s

Chaotic rapier:

Attacks every 2.5s, is also 1h.

The stats:

+92 melee accuracy
+82 melee strength

92 / 2,5 = 36,8 melee strength bonus/1s

If comparing the DPS, Chaotic maul wins by quite a lot. Chaotic longsword comes second place, closely followed by chaotic rapier. But keep in mind that the chaotic maul is two handed, therefore you can't have a shield when wearing it. Therefore, if you want a shield, chaotic longsword would be the best option since it offers better accuracy and DPS. The only reason why you should buy a rapier is if you want the bonus attack speed.

Edit: The weapons also give 10% damage and accuracy against your slayer task, so the more strength bonus and accuracy you have, the more effective it is.

Edit #2: Chaotic weapons are also degradeable, so the faster it attacks, the faster it loses it's charges. Chaotic rapier attacks 0.5 seconds faster than the other two options, so it loses charges around 15% faster.

30
Events / Re: Secret Santa 2017.
« on: December 24, 2017, 04:34:34 pm »
"we won't be accepting troll gifts/gifts under the given value"


well clearly that's negotiable.

I feel you

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