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Messages - Junkz

Pages: 1 2 3 4 5 6 ... 9
1
General Discussion / Re: it's time to make a change!
« on: August 17, 2018, 05:36:09 pm »
I am sorry to say this, but there will be no change - atleast not the one you expect.

Let me try to ilustrate you the situation of this server from my point of view. No roasting intended.



We have a smooth running server with tons of (wrong) features, which took alot time to implement.

On the one hand, we have the community that was represented by the same 15-20 players over the last years.
On the other hand, we have all the other players.

Let's turn the time back where Emps-World had 600 online players.
People start leaving after they realize this is not emps-scape.

500 players:

"RSPS are dying out in general. People get old, family, etc. Nothing we can do about it."

350 players:
Emps-World is turning into RS3 with auras, HD graphics, dyes, etc.

300 players:
Thomy: "Let's make a poll which updates the community wants next? I have made a list to choose from.
We want construction (money sink).
One random player: Improve PvP please.
Thomy: "Construction, it is!"

200 players:
F this game. Emps is dead. Empty wildy. No fun.
Bye.

150 players:
Emps is dying. Please bring back old emps-scape. Revive wilderness, etc.
RSPS are dying out in general. Also make specific suggestions to change something or gtfo.
Quick prayers.

100 players:
Thomy: "It's time for our yearly community poll."
Oldschool!
Thomy: "Oldschool sounds interesting. I could do this and this.
No oldschool. Community gets divided!
Thomy: Sorry, community has decided. No oldschool.
Group bosses!
Thomy: We have a winner!
PvP improvements. Quick prayers please.

50 players:

Thomy: "I did everything the community wanted. Why can't we get more players?
How about voting (after it failed in the past)?
Thomy: Sure, let's spend more time and money on emps-world.
Voting does not work.
Improve PvP!
Thomy: Community?
Meh, we don't care. just do it.
After X years, emps-world gets its first pvp update with shitty rewards as always.
Now it's our turn again. Skilling outfits, titles and more pets!
Thomy: Yes, yes, yes!
This is what you call a PvP update? WTF!?!?
You got what you wanted. No more pvp updates, no oldschool, no nothing!

...

Quick prayers?
The following users liked this post: Thomy




I hope this makes you understand the sitatuion of emps-world from my point of view.
Thomy listened to the same players over the last years. The same players still enjoy this game and Thomy does not like big changes in opposite directions.
That's why he keeps moving forward to make the current players happy instead of looking into other directions (e.g. Oldschool). Additionally, he is the only coder this server has. The time he spends on this server is limited as well.

I remember when emps-wars got changed into the flag thing. Even though the whole community disliked the update, Thomy did not revert it, because he spent too much time on it. His time can not be wasted.

Working on oldschool would mean world was a time waste in itself. Try to explain this to someone like Thomy. Additionally, the community could dislike oldschool and quit entirely (which I don't mind tbh considering hundreds of players quit because of the changes that were pushed by the same community.)
And then, there is the biggest risk left. What if oldschool does not live up to its hype? Emps will be dead completely.
Even if Thomy decided to work on oldschool, I can guarantee you that he would approach the same players for ideas that pushed world into its ruin and the other players would get the blame by suggesting oldschool.



2
Suggestions & Ideas / Re: PvP
« on: August 06, 2018, 06:21:56 pm »
I am not a pker my self, however
I don't mind having xp lock ing as its been asked by a lot of players ( and it won't hurt whoever don't want to use it ) however at the same time it might kill or reduce the use of lamps.

Yes, XP locking opens up so many possibilities to create new type of accounts.
As for lamps, you could make lamps a requirement to lock a combat skill e.g. 50 lamps for 1 skill. The amount of lamps required could be doubled everytime you want to lock an additional skill.


no idea about pvp mode / settings as it might give advantage to people who has their account made this way over people who already playing
unless its a settings you can turn it off/on then its a no from.

Let me explain you the pvp mode abit differently.

At the moment, the only way to switch your tabs (inventory, prayers, etc.) is using F keys. They are fixed and can not be changed.
Since not everyone likes to use the fixed F keys, the next better thing would be to customize your F keys e.g. F1 should be your inventory.
The PvP mode however would allow you to bind your tabs to any key you want e.g. inventory to the key "A".
This way you can set the tabs you need to any key you like or/and are used to from playing other games e.g. league of legends where you use the keys QWER alot.
The only problem is that the letter keys are used to chat.
The PvP mode will turn off your chatting abilities temporary, so you can use the keys to perform actions instead. You can toggle pvp mode on/off by setting it to a key of your choice as well e.g. F1.
Since you got way more keys to use now (pvp mode on), you can add additional features that this game does not have yet.

Some examples are:
- setting arrow keys to WASD
- quick cast any spell e.g. vengeance could be cast with the key "V". You would not need to open your magic spellbook anymore.
- toggle special attack on/off
- toggle quick prayers on/off
- setting specific prayers to a key of your choice
- and much more.

This way, you allow every player to customize their pvp settings individually. Of course, there will be players who benefit more from it than others. But you give every player the same options to choose from. Whether they do it or not is up to them and using the pvp mode better than others is just another reflection of skill.

You could also call this feature "action mode" because now that I think of it, every player can benefit from it.


I DO BELIEVE that something should be done about Economy, I've said it before around a million times and I'll keep saying it.
a lot of people left because their hours spent pvming worth NOTHING to them.
that's how their brain is working and we are talking here about number of people who left because of this that is around 5 times bigger than the current online players.
Something should be done about this.

This is also one of my biggest reasons why world has no chance to grow anymore. OSES was one way out of it. I do not think there is another way.
Adding more item sinks or items with charges would make the game only harder for newcomers.

3
Suggestions & Ideas / PvP
« on: August 04, 2018, 05:05:30 am »
After reading the latest update notes, I decided to stop playing this game entirely, because there will not be an oldschool version of emps (and I do not mean graphics by that).

However, I still do want this server to be succesful again, even though the chances are quite low, because of player/items ratio and some other huge imbalances that cannot be fixed without a reset and big changes beforehand.

Anyways, here is a list of things I had in mind to make PvP more interesting. The things I suggested below focus on the pvp mechanics only and not on items.

1. New PvP settings/mode:
- People could choose between normal or pvp mode.
- The pvp mode does not allow you to chat (compare rs3 chat vs abilities).
- You can toogle pvp mode on/off with "enter" (compare rs3 system) or with a key binding.
- You can set your pvp related options (special attack on/off, prayers, spellbook, etc.) to any key you want.
- You can toogle "always attack" on/off, which allows you to either attack your target with a left click or allows you to loot items with a left click.
- You will see what hit you are about to hit on the top right of the screen (this is similar to the xp drops you see when you skill or deal damage. Instead of using your brain to calculate what xp drop equals to what hit, the system does it automatically).

This allows players to customize their pvp keys individually and remove all unnecessary options that are not related to pvp at the same time.



2. Advantage for skillful Pkers:
The best option to reward skillful pkers is one ticking. In my eyes, having this mechanic is even more important than having pvp settings. The current attack speed in seconds would need to get changed into game ticks to make this option work.



3. Combo eating and more different food:
This allows you to stack different type of food/potions to heal the maximum amount of health in one game tick (0.6 seconds). To make this work, food needs to be categorized in different types:
- main food
- support food 1
- support food 2

Main food should be anything above sharks. The better the food, the longer will its consumption take e.g. sharks take 4 game ticks to eat and manta rays take 6 game ticks. Main food cannot be stacked.
Every player needs to find out how many game ticks they can afford to sacrify in order to attack sooner.

Support food 1 can be stacked with main food during the main food eating animation once. This type of food can be consumed instantly with no animation cancelling or delay when eating only.

Support food 2 can be stacked with main food during the main food eating animation once. This type of food can be consumed instantly with no animation cancelling or delay when doing anything e.g. you can drink brews between your attacks without cancelling your attacks.

the food for each category can be discussed later.

Benefits:
- You can heal for 50+ health in one game tick. Good against big hits (PvP, PvM).
- More food diversity (PvP, PvM)
- Less max health in inventory -> Makes fights shorter/more explosive (PvP) and shortens trips at bosses (PvM).



4. Quick Prayers:
Simple mechanic that won't have a big impact for skillful pkers, but comes in handy for others, especially for prayer flickers.



5. Old combat system with positive and negative stats:

It is important to have positive as well as negative item stats to add more strategic gameplay. This can be applied to the wilderness to bring back the old combat triangle as well as bossing to add more diversity (weaknesses and strengths).



6. Lock XP:
I think this is absolutely needed to allow people to create any type of pking account they want. You will be able to train to any combat level you want without worrying about levelling up after. This comes in handy especially for pures who do not wish to level up to quickly or people who care about power spikes.

Using xp locks should be a member feature only.



7. Item/skill strenght bonuses:
Couple years ago, there was an update in scape that nerfed (max risk) low level pking to the ground by adding level requirements to increase your max hit.
Before that update, your max hit at strength level 1 one was a 7-9 with max gear. After that update your max hit was 1.
Since max hit was influenced more by levels and accuracy more by items, pures had no reason to risk anything at all, because they have no defense bonuses in the first place. Wilderness was flooded with 1 itemers and pure pking died out.



This are all suggestions for the moment.
Feel free to discuss or ask questions.
Remove my moderation.
Kthxbye.




4
I do believe PvP is the key to success.

It is nice that some veterans still care about this server, but this server has no chance to be a pvp server ever again. I do not want to repeat myself why and why not. Just read my last replies and you will see what I mean.

5
Suggestions & Ideas / Re: PVP Game Mode
« on: June 24, 2018, 09:01:29 am »
Apart from customizing F keys (good idea), this is one of the worst PvP ideas I have read so far.


Basically, people will need to create new accounts and play for themselves as soft ironmen just to fight in wilderness for nothing in return.

1. Since people play for themselves as ironmen, nothing gets contributed to the economy.

2. Same as PvM, PvP is meant to be a money making method. No, it is not because people just want to have fun. You wouldn't kill bosses and waste your time and supplies either, if you knew they dropped nothing but bones, would you?

3. Normal accounts would not benefit from killing the new accounts. They would even be at disadvantage because they would be risking their actual bank while soft ironman would risk nothing because of their items being 'spawned'.

4. Your NPC suggestion does not make alot sense. Why would I try to 'risk' my armour and get nothing in return when I can sell it to an NPC instead? The only way it would make sense for me is when you could use the money to buy supplies from the other spawned NPCs.


Just add a seperate spawn pk server, if you want people to only have 'fun' fighting each other without risking anything or spending alot time on skills, items and supplies. It would be easier to add with the same obvious outcome. Dead content.

Emps-World is too messed up to implement any PvP/PK activities. Thomy should either focus on a new pvp based server with feedback from experienced pkers that competes with Emps-World (risky project) or run Emps-World as a hardcore grinding server with no PK activity at all. Anything in between is pointless.

6
Events / Re: Emps-World Trailer Contest
« on: May 24, 2018, 07:31:26 pm »
feature=youtu.be

I hope this is only the preview of your actual trailer.

Well done, sir.

7
Suggestions & Ideas / Re: Reset the servers?
« on: May 16, 2018, 06:06:16 pm »
Resetting this server is pointless because it has nothing to keep players in the first place. I'm also sure that the majority of the current players only play the game because they still have their items or rank. Once their status is gone (e.g. from a server reset), they would quit as well. Stakers are an exception because even if they have nothing, they still think that they will get rich someday.

The same goes for voting or advertising in general. Why bother when you cannot make people stay? Yes, the playercount might go up in the next few weeks/months just because of the curiosity of the newcomers. But they will leave just as fast as they have joined.

Adding new mid game content such as demon bones is just another waste of time, especially when the majority (~90%) of the online players are level 120+.

Just out of curiosity, how would you describe or advertise world to your friends?
- Challenging RSPS?
- Unique custom items?
- HD water?
- Auras?

Does anything of that (except HD water :kappa:) sound interesting to you?
Why join a RSPS for a challenge when you can play RS? All the other features World is known for are just a cheap version of RS3.

If you check out the succesful servers you will see they all have many similarities.
- OSRS or 474 source
- easy xp rates
- gambling (RNG)
- "pay2win"
- all types of ranks
- many pkers

I am not a fan of all of their features, but world does not have any of them. Also, simply copying some of their features would be the end for world as well, because of the state this server is currently at.

Thomy, you should have worked on an OSRS based version last year already and used your money to promote the launch of OSES instead of asking Mary for new custom designs or the new guy to advertise a dead game. But we all know that you cannot live with the fact, that these ideas are coming from me, one of the few members who cared for the server the most.

Isn't it funny that the guy who was against opening OSES the most does not play world either anymore. Also funny how the majority of the players who suggested things to be changed in the previous "Future of Emps" discussions do not play the game as well anymore and guess what, it will be the same in a half year.

It is not to late to work on OSES. But I am also certain that you will mess it up by making a server that you or the current community will like (Emps-World LUL) and asking me or some other players for their ideas is a no-go because of your ego.


Have a nice day


p.s. banning me from shoutbox for saying that world is dead indirectly was the best thing you have done. Now the leftover shoutbox users who do not play the game either can freely chat about whatever they want except for emps. :pogchamp:

8
Suggestions & Ideas / Re: slayer
« on: September 20, 2017, 05:16:57 pm »
pretty much osrs slaying system which I like.

My suggestion:

The more popular tasks, which give good xp/hour or/and have a very good drop table need to get unlocked first (nerf to slayer as it is now).

With the ability to block tasks you do not like permanently, slayer becomes more enjoyable than it is now (buff to slayer).

You can also unlock the ability to extend tasks. However, after recieving a slayer task, you will be asked, if you want to extend that task for some SP. Bosses will cost more SP to extend than other monsters and the extension varies depending on your slayer level as well as a little bit of RNG (SP sink).


This will turn SP into indirect slayer xp (better than adding xp lamps) and makes the skill more enjoyable.

9
How will the alpha server look like?

Will it just be an empty map from osrs where we can suggest things to get added/fixed afterwards?
If yes, I feel like the whole OSES project should be cancelled immediately, because according to you, it will take months just for the alpha to get released and working on suggestions afterwards will take even more time.

I do not know what you have planned for OSES, but I feel like there is a miscommunication already. The replies I have read so far, where people told what kind of server they want, were tending to a game that is closer to Emps-Scape than OSRS (your approach).

Is it possible to load the server (with all its NPCs, items, etc.) from Emps-Scape before shutdown and add items from OSRS? If yes, this would save alot time, because Emps-Scape was in a good state already.


10
The only problem i see is afk training. solution?

11
Suggestions & Ideas / Re: In-game highest killcount scoreboard
« on: August 25, 2017, 11:39:52 pm »
For me it would make more sense, if you had the option to sort by KC (highest to lowest) or by NPC (alphabetical order). 

KC - NPC - Player
NPC - KC - Player

A seperate list for bosses seems reasonable as well.

12
I have a question regarding OSES.

Does it mean OSES has the access to all OSRS and Emps-World items, dungeons, bosses, etc. or is OSES limited to the things that only OSRS has?

13
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 21, 2017, 05:21:49 pm »
It's pretty nice of you that you've shown me the referral test page. However, the problem currently is, that I don't have an effective anti-cheat mechanism. And I can promise you that people will try to get these rewards by cheating. So we need a proper mechanism for automated rewards.

My suggestion would be that if the new player reaches a special total level (500?), the referrer will be rewarded with member days. Thoughts on that? Or we go the hard way and confirm all referrals manually to ensure nobody is cheating.

That's why I suggested that we start off with a reward that would only be useful if the person is not cheating. You can consider it an initial version that can't be abused and then we can think of ways to add other rewards without people abusing the system to get those. I figured that instead of trying to stop cheating, we make it more costly than using it correctly.

Because if the referrer receives 6 member days when the referred uses a member ticket then the memberships would be active on both accounts at the same time, which means that the person would technically be getting 36 days of membership, but after 6 days there would only be 24 days of membership left on one account, because in those 6 days the membership was running out on 2 accounts at the same time.
If the person creates 2 accounts both referred by the same account and uses a member ticket on each of the alt-accounts, then after 12 days there would be 2 accounts with 18 days of membership left (only the ones that used the member tickets) and after 30 days all accounts would've run out of membership.
If someone creates 3 alt-accounts and uses 3 member tickets, then after 18 days there would be 3 accounts with 12 member days left and after 30 days all would have run out of membership. The cheating just gets more and more costly as more and more member tickets need to be used and requires the person to play with more and more accounts at the same time.
Even if someone creates 10 alt-accounts and uses 10 member tickets, then after 30 days the person would've used 10 member tickets to only have 1 account with 30 days of membership left. Can someone play with a main account and 10 alt-accounts at the same time? I highly doubt it, so that person would be wasting a lot of money on member tickets, without being able to play as a member on all of those accounts.

Whereas let's imagine that someone invites a friend and that friend buys a member ticket, the person who invited someone would receive 6 free member days every 30 days that can be enjoyed, without having to worry about membership running out on multiple accounts.
Someone invites 2 friends, who remain members? 12 free member days every 30 days that can be enjoyed without having to worry.
Someone invites 5 friends, who remain members? 30 free member days every 30 days, free membership for as long as the 5 new people continue to play and remain members. If any of them quit, then the person has a reason to invite more people and even if none of them do then having 6 friends playing the game and getting 36 free member days as that person's friends use 6 member tickets every 30 days would allow to save up member days in case someone does quit.

My approach is pretty much this: Let them cheat but make it useless as they use more money to buy more member tickets and still run out of membership at the same time that they would've if they hadn't cheated.

What if you combined your idea of getting free member as a passive income and the stages i suggested?

Stage 1: 1 member day
Stage 2: 3 member days
Stage 3: 5 member days

But is there even room for other rewards when you already get free member?



Another suggestion would be making a point system with a reward shop. Players could buy the items they want from the shop instead of something they are forced to take.

Stage 1: 1 point (total level 200 or total experience 1,000,000)
Stage 2: 10 points (total level 500 or total experience 10,000,000)
Stage 3: 20 points (total level 1,000 or total experience 50,000,000)

You would also get points, if these players used a member ticket (stage dependant).

Stage 1: 1 point
Stage 2: 5 points
Stage 3: 10 points

To keep track of it, there could be a hidden hiscore list for staff members based on the total points you collected. This way cheaters will stand out and "everyone" can see it once they do.

As for rewards, I have cosmetics, skilling brawlers, pets and membership in mind. Everything would be untradable.


14
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 21, 2017, 01:54:45 pm »
I like the referral idea.

To prevent cheating I thought about adding different levels or stages of referrals.

Stage 1:
Refer a friend x1
Refer a friend x2
Refer a friend x5
Refer a friend x10

Stage 2:
Referred friend reaches a total experience of 10,000,000 or a total level of 500 x1
Referred friend reaches a total experience of 10,000,000 or a total level of 500 x2
Referred friend reaches a total experience of 10,000,000 or a total level of 500 x5
Referred friend reaches a total experience of 10,000,000 or a total level of 500 x10

Stage 3:
Referred friend reaches a total experience of 50,000,000 or a total level of 1,000 x1
Referred friend reaches a total experience of 50,000,000 or a total level of 1,000 x2
Referred friend reaches a total experience of 50,000,000 or a total level of 1,000 x5
Referred friend reaches a total experience of 50,000,000 or a total level of 1,000 x10


At first I thought about total levels as well. But then I rememberd that Emps-Scape used to have alot of pures and pkers in general. If OSES is as promising as Emps-Scape was, then there should be many pkers as well. With this suggestion it does not matter whether you train a pure or a main. You will reach your goal, either by hitting the required total level or the required total experience.

The rewards will be based on stages as well. Stage 1 rewards will be low because of how easy it is to cheat your way through. Stage 2 rewards will be better and stage 3 will be the best obviously.



15
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 19, 2017, 10:58:06 am »
Quick update on oldschool Emps-World: I've succeeded in loading the complete oldschool data and am rendering it in the emps engine now:

Is this pretty much how it woud look? I understand that for example the shadows are going to be removed and everything though I expected to have a 317 source server... I'm a bit disappointed.
Personal preference though.
Good to see you getting at it right away, still as dedicated!

This confuses me quite a lot. Just for clarification purposes. The old and original 317/377 servers are revisions maintained by the modern RuneScape since its beginning. It's probably at something like 800 or 900 now. When oldschool started, they also started their revision number from 0. The screenshot you see above is osrs revision 149 inside the emps engine.

I really don't understand why you'd disable graphical improvements. However you can cripple the game and put the settings on minimum:


It is just a speculation, but I do think it has alot to do with the memories we have from Emps-Scape and the way it looked like.

I mean, you even said it yourself, Thomy...
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.

It is no secret that OSRS has more players than RS3 by now even though OSRS was launched a couple years later.

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.








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