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Messages - Back At It

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151
Goals & Achievements / Re: Congratulations 'Back_At_It' !!!
« on: March 01, 2015, 10:55:29 pm »
Grats on mod, welcome to the team.

Haha I think you missed something...

152
Resolved Bug Reports / Obby Maul bug
« on: March 01, 2015, 06:44:02 am »
If you switch weapons mid-swing of the obby maul, you will finish the attack but not deal any damage.


153
Resolved Bug Reports / Store in obsidian caves
« on: March 01, 2015, 05:28:35 am »
The store in the obsidian cave gives the appearance of being able to sell obsidian items to it, and then doesn't allow you to.


154
Resolved Bug Reports / Magic bug
« on: February 26, 2015, 11:39:50 pm »
If you're wearing a staff (or auto-cast weapon) you can choose the spell attack type and before selecting a spell, you are able to change your spellbook, and then select the spell from the previous book. I am able to autocast ancients spells while on the normal spellbook. This was a little hard to explain so let me know if you need a video.

Thanks,
Cody

155
Suggestions & Ideas / Re: Castle wars
« on: February 24, 2015, 09:59:38 pm »
All double exp weekends are double tokens, no matter what minigame.
You could also log in with like 12 accs if your computer can take it, and do the entire minigame by yourself
This isn't against the rules.

I personally would not suggest this. Maybe not against the rules, but definitely frowned upon. :-\

156
Resolved Bug Reports / Re: Smokedevil in a wall
« on: February 24, 2015, 12:44:16 am »
Here's a video of the smokedevil in the wall, despawning, respawning, then walking back into the wall within seconds.


157
Resolved Bug Reports / Re: Smokedevil in a wall
« on: February 24, 2015, 12:20:22 am »
I'm still not sure how this happened. Within minutes of walking in (before I could get the recording started), this smokedevil walked into the wall. I was not in combat with this particular smoke devil. ::reloadmap didn't change anything. After a few minutes, the smokedevil disappeared and respawned a little while later.

*Real time update*
As I was typing this post (without video going and not looking at my client) another smoke devil walked into the wall.  >:(


158
Resolved Bug Reports / Re: Noclip Cave
« on: February 23, 2015, 11:46:59 pm »
Here's a video. This time I was able to noclip all the way through the cave and into the small area inside the walls.


159
Suggestions & Ideas / Re: Bonfires.
« on: February 23, 2015, 11:01:10 pm »
How about requiring fire arrows to be able to damage glacors (and maybe icewyrms but those are already released) and you'd need like 90 firemaking to make fire arrows (untradable?)

One more thing on this note, i'm not sure that you'd want to require fire arrows for monsters. In this case you would either be forced to kill them with range only, or possibly introduce new models for flaming weaponry and the ability to distinguish when a player is using a "fire" spell.

160
Suggestions & Ideas / Re: Bonfires.
« on: February 23, 2015, 10:50:39 pm »
How about requiring fire arrows to be able to damage glacors (and maybe icewyrms but those are already released) and you'd need like 90 firemaking to make fire arrows (untradable?)

That would definitely make firemaking actually worth leveling up. The only reason I think a small damage boost would be good is for when players make a pure account. They would want to increase their firemaking level to get the damage output, which would require them to buy (or cut) logs, and ultimately encourage the money flow in the economy.

161
Suggestions & Ideas / Re: Message Time Stamps - Suggestion
« on: February 23, 2015, 10:43:58 pm »
I disagree. Nothing personal, but it would most likely be used predominantly by those players who leave an account logged in with an auto talker going when they go afk. To be honest those people annoy the crap out of me and this would just be making their life easier.

162
Suggestions & Ideas / Re: Bonfires.
« on: February 23, 2015, 10:14:54 pm »
I would love to see another use for the firemaking skill. Currently you pretty much get to spend time/money on logs and your reward is the ability to wear a skillcape. I think it would be neat if there was a monster that required a certain firemaking level to access. Or better yet, if you could light arrows on fire for a slight damage boost and you needed a specific level to be able to contain the flame, otherwise they would damage you as well. I think it would push the popularity of firemaking up in pvp and pvm areas alike.

163
Suggestions & Ideas / Re: Ghosts
« on: February 23, 2015, 09:59:05 pm »
I have noticed this as well, however it only seems to occur with monsters that I would assume are rarely killed (ghosts, camels, etc). I agree that it's annoying and should be changed, but at the same time I don't think it's unreasonable to right click a few for a slayer task.

164
Resolved Bug Reports / Re: Smokedevil in a wall
« on: February 23, 2015, 05:00:22 pm »
I'll try to find out tonight.

165
Resolved Bug Reports / Re: Noclip Cave
« on: February 23, 2015, 04:59:00 pm »
I was able to do this without auto retaliate (since I can't attack the strykewyrms). I'll try again tonight and see what I can do.

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