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Messages - Game Wiki

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1
Hey guys,

Today's update a bit of a larger one with a lot of new features and improvements! Collection Logs have found their way into the game offering you a way to check which unique items you've already collected. The clan chat system has received a major (database) overhaul and now supports display names in the online list. We have a new map viewer interface that also works on the software renderer. I've also rewritten the code that determines how objects are aligned to the floor resulting in much cleaner ground alignments of rocks, trees, cave entrances, fences, etc. I have reviewed and reworked multi areas in the wilderness to make solo content fairer and certain areas less risky. There have also been some engine tweaks over the previous weeks improving and fixing some fps issues in various render parts. You can read the shadow part later in the patch notes if you are interested in the technical details.

Collection Log
Some of you may already have spotted the Treasure chest icon within the Quest tab. It's a new feature called Collection Log. This interface shows you a list of activities that give unique items. The Collection Log tells you how many unique items you collected. I couldn't pre-fill it with all items you've received in the past because some of them can be traded with other players and it is impossible to track an item back to its roots. So only unique and untradeable drops have been added to your Collection Log. Let me know if you think some items are wrongly placed or missing! This is automatically generated from npc drop tables, shopping configurations and minigame drop tables. Here's what it looks like:

Please let me know what other activities or monsters could be added. Also good luck on trying to fill your Collection Log!

Clan Chat Display Names
It has taken a while but I have finally taken the time to rewrite the internal clan chat system to support display names. It was impossible to get different names for user accounts into the old system because it was heavily relying on the user's name for pretty much all operations. The new system will now update a user's display name in the online list as well as clan owners. Clan chat lists are now also alphabetically sorted prioritizing higher ranks first. This counts for the online user list in clan chat tab and the configuration menu with member and ban lists. I had to write a converter to move database data from the old to new system. It worked fine in my tests but let me know if something is missing in your clan chat!

Map Viewer Interface
The map viewer has always been a little bit of a buggy and unfinished project. I've taken the time to rewrite some parts of it and to create an interface where the map background is rendered. You also have a few options to add additional layers or change what is displayed. The worldmap viewer now also works with the software renderer. It might be a bit laggy but it will open and be usable. Here's an example:


Ground Alignment Code
I've reworked the code that aligns models to the floor. That includes items, objects and npcs. I've found and identified several issues on bridges where it wouldn't work properly with determining the correct height. So before the update you'd have items floating on top or beneath of bridges. I've also improved the code that aligns objects to the floor. A good example for this algorithm can be seen on the picture below:

The oak tree is the same model internally but depending on where it is placed it will align differently to the ground. This code was in the game before but it just didn't work well for large objects or on uneven terrain. This change will improve the visual quality of many areas throughout the game.

Wilderness Multi Combat Areas
I've updated multi combat areas in the wilderness because they were quite outdated. The default multi combat area code for eastern and northern parts was removed. There is now multi zones for following areas:
  • Bandit Camp and Dark Knight Fortress
  • North of GE up to Chaos Temple including lava spots
  • Bone Yard and Graveyard of Shadows
  • Western part of mage arena
  • Frozen Waste plateau (lunar teleport area)
  • Revenants cave (except for entrance areas)
I will be having a look how these new multi areas perform but I feel like this is a fairer approach for the wilderness. The spawn locations of Kolodion have also been updated ensuring he spawns in multi-only zones. There are a few new spawn locations but they shouldn't be difficult to find with the hints given.

Shadow Quality and Performance
There have been several improvements to the shadow rendering code. The shadow frustum now moves with your player in order to give your currently rendered scene more shadow pixels. This isn't perfect but quite an improvement to how it was before. The (imaginary) sun position for casting shadows has been moved up to give the scenery a more natural look. For those interested, I have added a calculation for the shadow frustum to be around the current player coordinates instead of the entire loaded map. This gives the shadow render code more pixels for geometry, especially on lower quality settings. I have also removed the very large shadow maps of 8192x8192. Shadow resolutions are now always 1024, 2048, 3072 and 4096 for low, medium, high and very high settings. With this update I can change the light direction easier and theoretically support a day and night cycle at some point. ;)

Game fixes / changes:
  • The climb animation for entering Nex lair has been improved.
  • The timer for sharing potions when using stat share spells from the Lunar spell book have been increased from 1.5 to 4 seconds. That means that you cast the spell and have 4 seconds to drink a potion that will be shared with players around you.
  • K'ril Tsutsaroth's double slashes no longer hit everyone in the boss room.
  • A bug where Rod of Ivandis, Crystal shield and Crystal bow wouldn't degrade correctly was fixed.
  • Salamanders can now be noted.
  • Abyssal cannon now works with the Abyssal master aura.
  • The game no longer applies a hit delay for the granite maul special attack when activating its special attack before attacking an entity.
  • The cost function for repairing items in your house has been adjusted and fixed. Smithing levels can no longer have a negative impact on repair costs. Moreover, the repair function has been changed which will make repair prices overall more expensive than they were before. The previous -35% cost reduction was just way too much. You now get up to -6% cost reduction from the repair stand (higher level = better) and up to 8% cost reduction from your Smithing level.
  • The rune requirements of several Lunar teleports have been fixed.
  • The gates leading outside of the Barbarian agility course can now be opened.
  • Walking through double doors that automatically close has been optimized.
  • Spamclicking Firemaking no longer cancels your current lighting fire animation. Ironmen will now also get their ashes from their burnt out fires.
  • The Lunar spell NPC Contact has been fixed. You can now correctly use all dialogue options without them mixing or bugging out.
  • Animation and spawn code of Mutant tarns has been optimized. The transformation happens faster and they (hopefully) should no longer get stuck. I have also added 2 additional Mutant tarns to the spawn area.
  • The fly animation of Kal'Ger has been reworked to better reflect his current position.
  • Armour case in POH can now be used to store shields and defenders.
  • Yk'Lagor has received a few adjustments to its drop table and combat mechanics. There is now a delay of 2 seconds for spawns before they start attacking. Their health and attack range has also been reduced. The heal of Necrolord is now 5-25 instead of flat 25. These changes won't necessarily make the fight easier but make it more convenient and easier to play the actual boss mechanics.
  • There are now 2 Agility shortcuts for the upper Kalphite queen lair.
  • Chalkos, Sidero, Atsali and Chrysos bars can now be used to repair their corresponding smithable equipment. One bar counts for 125% of their bar requirement when smithing the original item. That means that a Chrysos platebody (5 bars to smith and 20,000 charges) can be repaired with 1 Chrysos bar for 5,000 (20,000 / 5 * 1.25) charges. Broken equipment cannot be repaired with bars. They will require a full repair.
  • A bug was fixed where it was possible to train skills while being in combat.
  • You can no longer get yourself stuck when planting while standing on a Farming patch.

Engine fixes / changes:
  • The floor rendering code has received some performance improvements. There was no check to not render areas that cannot be seen. The roof removal code was also improved to only remove roofs that are close to your camera.
  • Farming patches are now shown on the worldmap viewer including their location and vegetation details.
  • Further performance improvements determining what to render and what not have been made to large rendering distances. This improves fps rates and performance for large rendering distances.
  • Dragged items are now always shown on top and only appear in the interface where they can be dragged. If you dragged an item out of the bank interface it won't be shown telling you that this action isn't possible.
  • Improvements and fixes have been made to the ::flushmodels command. In rare instances it could crash the game if used in quick succession.
  • The scaling mechanism for images has been improved. It was moved from the CPU to the GPU which now draws the image in full quality and resizes it afterwards. This results in sharper overall images, especially for smaller ones found in spell books, potion timers or name icons.
  • Several models in the Dagannoth cave have been properly aligned to the floor.
  • I've rewritten some core rendering code which allows the game to not pause when the window is resized or moved. Sometimes these events would have been detected as false crashes.
  • The WatchDog popup has been reworked. It now has a "send crash report" button which automatically sends the crash report to me so that I can investigate and fix the problem. If the game cannot restore itself to a working state closing the WatchDog popup will also close the game.
  • Chatbox has an opacity slider now. Some sliders now also show their percentages when hovering over them.
  • The right-click menu can now show up to 128 items instead of 25. With this change the right-click menu now also supports scrolling when too many options are available. You can scroll through it by hovering the top or bottom of the interface.

I've received quite some feedback lately that new bosses our PvM content would be welcomed. I'll try to focus on new PvM content on the next update. This one has been a lot of utility changes, internal cleanup and improvements.

All the best,
Thomy





Patch notes for June 16th / 17th:
  • Fires can now be seen by everyone again.
  • A few issues with Collection Log interface have been fixed. Several new items and npcs were also added. Thanks for the instant feedback!
  • Vyrewatch can now also drop third-age armour.
  • K'ril Tsutsaroth multi attacks have been fixed. They should no longer hit the entire boss room.
  • Dropped items now show amounts up to 2,147M.
  • Construction song has been added to the music list.
  • Several adjustments have been made to the clue completion code. It should no longer create steps that cannot be completed because multiple clues steps are trying to trigger and block each other out.
  • The ropeswing Agility obstacle is no longer a 100% failure.
  • Completionist cape no longer requires 100 Kolodion kills. Since Kolodion was marked as a boss the Completionist cape thought you also need 100 and not 25 kills.
  • Astral runes can be smithed again. In fact using any ore or item on furnaces is once again possible.
  • The music player has been fixed. Sometimes songs would not play or the game didn't know the current sound / music setting
  • Team balancing in Emps-Wars has been improved. This also affects the HP calculation of bosses. The impact of high/low combat level has been reduced meaning that lower combat levels count more towards the team's total strength. An issue with the lobby interface has also been fixed.
  • A bug which would not trigger the lap completion of wilderness and barbarian agility arena has been fixed.
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2
Events / Re: Emps-Competitive: Season 2
« on: June 09, 2020, 06:40:39 am »
https://imgur.com/T64C8Pg


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3
Feedback / Everything wrong with invention
« on: September 05, 2019, 03:00:40 pm »
Hey guys!

Recently the invention skill was added to the game to act as an item sink. I like the idea, but i think the invention skill will sink the wrong items.
Here is why.

Apart from Demon weapons and nex armours, prices for combat armour and weaponry are very low.
i'm talking about the following items in particular:                                                                                     Deconstructing xp           Energies recieved

- 3rd age melee, mage, range armour (2-5M per piece)                                                                          3.5k - 5k per piece                 1U & 2-4C
- Bandos Chestplate & Bandos Tassy (8-10M per piece), Bandos Boots, Gloves Helm (1M ea?)                    1.7k - 2.1k per piece              1U & 1-3C
- Battle Robe Top, Bottom, Hood (2-4M per piece), Gloves, Boots (1M ea?)                                               1.7k - 2.2k per piece              1U & 2-4C
- Armadyl Chestplate (2-4M), Chainskirt (2-4M), Helmet (1-2M), Gloves (1M), Boots (1M)                         1.7k - 2.2k per piece              1U & 1-3C
- Bandos (3M), Zamorak (3M), Saradomin (15M), Armadyl (10M) Godswords                                              5k per godsword                  1U & 3-4C
- Zamorakian spear (3M)                                                                                                                          3.3k per spear                   1U & 2-3C                                                                                                         
- Saradomin Sword (1M), Staff of Light (1-2M)                                                                                        1.9k per sword/staff              1U & 1-3C
- Saradomin and Zamorak Bow (1-2M)                                                                                                       2.3k per bow                     1U & 1-3C
- Divine, Elysian, Arcane, Spectral Spirit Shields (10-20M)                                                                           4.7k per shield                   2U & 2-4C
- Ragefire (3-5M), Glaiven (5-10M), Steadfast (20-25M)                                                                         2.5k per pair of boots              1U & 1-3C
- Rod of Ivandis (10M)                                                                                                                                 5k per rod                      1U & 2-4C
- Corrupt Zuriel's Staff (5M)                                                                                                                       2.3k per staff                    0U & 1-3C*
* i did not count the spectral energy in since  it cannot be used to create aura's or upgrade armour equipment

Now compare this to what you get from deconstructing - a Rune Platebody (125k): 431 xp, 0U & 1-4C
                                                                                - a Rune Sword (25k):    241 xp, 0U & 1-3C

If you were wondering what U and C stands for: Unique (U) and Common (C) energy.
Common energy being: Blacksmith energy, Woodwork energy, Tailor energy, Dragon energy. Named 'common' because you get them from deconstructing common items.
Unique energy being: All the others (except from spectral energy). Named 'unique' because you get them from deconstructing unique items.


Back to low prices now. I believe the items listed above are so cheap because there are a ton of them ingame. Now, the invention skill was created to sink all those items and get their prices up. Sound like a pretty good idea, but i think the xp rates and energy rewards are way out of proportion. Which leads to the wrong items being sinked.
Allow me to explain this with the following example:

I'm a maxed player and i want my max/comp cape back so i train invention. i don't want to deconstruct all of my armours and weaponry because then i won't be able to pvm anymore. Here are my options:
Option 1: Buy, for example, a Bandos Chestplate for 10M and grant 2.1k invention xp and 1U & 1-3C
Option 2: Buy 400 runebars (25k ea), so i spend the same amount of money, and smith 400 Rune swords which will grant me 96.4k invention xp and 400-1200C
No matter which of the two options i pick, deconstructing is only part 1 of my attempt to train invention. Part 2 is creating auras and upgrading armour.
If i choose to deconstruct Bandos Chestplate, i'm almost obligated to upgrade a Bandos armour part or godsword, since i got a Unique energy. This will grant me 25-30k invention xp but i don't have enough Common energy since i only got 1-3C from deconstructing the bcp.
With the energy received from deconstructing 400 Rune Sword, i'm able to make multiple aura's. These will grant me around 3.5k xp per aura*
*I only get one kind of Common Energy from the swords (Blacksmith). You need different kinds of Common Energy to create aura's. Lets say i have the required Energy from deconstructing D'hides and wooden bows.
It is clear that option 2 is the better option since it grants way more invention xp.

Conclusion: It is much more beneficial to deconstruct common items than it is to deconstruct unique items.

To solve this problem, i think either xp rates or energy rewards for deconstructing unique items should be buffed. I'm aware that training invention will be easier this way, but also more unique items will be sinked this way. And sinking unique items is still the main purpose of this new skill in my opinion.

I'd like to stress this: i do not have a problem with invention being a hard skill, i do have a problem with invention sinking Rune Swords instead of Godswords.

Make sure to share your thoughts and opinions!
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4
General Discussion / Re: All or nothing @Thomy
« on: July 03, 2019, 03:32:29 pm »
When you get a generation that started playing this game at a certain age, and they grow up and find new interest and hobbies. That's when you get a real problem. Most of the players that came to World, used to play in Scape. One thing is recruiting new players. Another thing is to maintain the playerbase and keep them saticfied so they will keep on playing.

For me, it appears like the reason the playerbase is shrinking day by day is because the players that have always been here, quit playing without Emps being able to recruit new players. Is there a market to recruit new players? Can emps-world compare to games kids start playing now?

When i started playing Emps back in 2008, there were 3 big games that kids on my age played.

1. Runescape
2. Habbo Hotel
3. Counter-Strike

These were the 3 games that people i interacted with irl at school, sports and etcetera was interested in.

Runescape took big actions to maintain the playerbase they have by releasing EOC and probably some other stupid stuff.
Habbo in the Nordic countries was all cut out, but they kept their UK server.
CS got a huge boost in releasing the competetive scene in CS;GO.

What innovative have Emps-World done? What can one man innovate a private server to be? How on earth, will Thomy get a random 8 year old kid to start play Emps-World over Fortnite? Runescape was big when i grew up, and thats why the transaction to Emps was fun and easy.

But if i go to ask a younger kid today about what games he likes to play. He will most likely say Fortnite. If i ask him what Runescape is, he wont know.

All credit to Thomy, for what he have done and accomplished over the years. All the knowledge he have learned by programming this game will be a good asset for his future jobs, and i am sure he will do well anywhere he decide to go. I just dont see any hope to grow this server with the current video-game market available for the new generation.

Either he needs to hire some innovative executives from Netflix or Apple and get a bigger development team and reinvent runescape private servers. Or just lay it dead, and realise that now its's time to put Emps to rest. Cash out while you can.


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5
General Discussion / Re: All or nothing @Thomy
« on: June 28, 2019, 10:44:27 am »
Well according to what I've understood above, thats a big PLUS we give to Thomy, he managed to keep the game running, with ~50 players online with a lot of other personal stuff that I can't mention here.
I don't see any harm on having a larg staff team, it would be perfect to cover the whole day, We are not 10's anymore We can't be online the whole day compared to younger players around so having a full team could actually be a good thing.


The only thing we both might agree on is Eco, Imo it should be a priority to fix any problems related to it.
According to Thomy we have a stable Eco, which is true, prices aren't dropping crazily in a short period of time, therefore Yes eco is stable.
however Imo, we already have a lot of items ing that some of it should find a way to leave the game, I see everyday ~40 items enters the game without any leaving which is causing a serious problem for the majority.

The problem is, they're complaining about it ing which we as a staff team or Thomy can't see it.
More posts about a problem with an explanation of why and how to get it solved = the higher the chance it does gets changed.
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6
Suggestions & Ideas / Re: A simple related forum suggestion
« on: June 17, 2019, 08:52:22 pm »
Was discussed years back in scape. It would look too messy. Having a color and a rank is supposed to be exclusive. And by all means, thank you for your veteran service. But i believe, like last time. It shouldnt be added.
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7
Showcase / Re: IRL pictures thread
« on: June 12, 2019, 11:05:59 am »
My beard is superior than yours.

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8
Feedback / Herb sacks and gem bags
« on: June 10, 2019, 01:46:40 am »
The addition of these two were spot on, but they lack a one-click 'fill' feature instead of opening them up and putting items in manually like a bank. Thoughts?
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9
Screenshots / A Year Into The Ironman
« on: March 29, 2019, 04:25:34 pm »
OVERALL XP


BANK

TAB 1

TAB 2

TAB 3

TAB 4

TAB 5

TAB 6

TAB 7

TAB 8

TAB 9

TAB 10

TAB 11
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10
General Discussion / Re: All or nothing @Thomy
« on: March 25, 2019, 05:50:51 pm »
Despite that, i remember everything associated with this server.

I saw you trying to play Emps-Wars raging those portals while you're wearing a cape, you remember nothin mate.

Well... you comment is absolutely irrelevant and pointless.
Firstly never judge someone or something by its cover, we all make mistakes. Our brain is developed to make mistakes.
Secondly if you are trying to rise your total posts, then this is not the time nor the place. I think I proved my point enough.

Side server is an idea, but we do not have enough active players for that.
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11
Suggestions & Ideas / Re: Ironman Groups
« on: March 25, 2019, 03:32:53 pm »
pfffff group iron thats absolutely shit, if this mode ever will come out you will understand why.
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12
General Discussion / Re: All or nothing @Thomy
« on: March 24, 2019, 03:26:32 pm »
I get where you're coming from, all nostalgia has been sucked out from this game, there's no going back to the 2010/2011 era with the current game. If anything a side server could be tried out, Emps-world old-school where everyone has to make a new account from scratch. The source is from 2010/2011 era where we had old graphics, ags was enhanced by arma set, Zammy godsword dropped by kolodion, bandos dropped by banshees and all the things that made emps as we knew it back then.
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13
General Discussion / All or nothing @Thomy
« on: March 24, 2019, 09:44:01 am »
Hello!
I have been playing this server almost since it came out. Due to lack of player I did quit. Despite that, i remember everything associated with this server. There were a lot of players who did not want to grind as hard as in runescape and there were players who just joined in order to enjoy the uinque content.

The unique content made this server one of the best in kind. I really do not know the version of the game (bc it was a really long time ago). But the times when AGS was the best weapon in game. There werent any statius or vesta e.t.c. Young people came by because the contet of this server was really good. You could play just minigames in order to gear up. Pretty much all the skills worked perfectly.

My suggestion is that we should go a bit back in time with this server. Reset items, lets do some advertisement and there will be new players for sure.(sounds easy but if you guys put your heads together, you could do amazing things, you just need enthusiasm.) There are so many server like this ( emps world right now) but there isnt any old one, which is perfectly working.

I think that staff team should really look into a mirror and ask themselves: "how long it can carry on?" I see that Thomy dont have that much time like in past. Yes, staff team got good experiences  (no judgement), but lack of enthusiasm is the key to failure. There must be someone who could just relook everything. Make some polls.on topics what players really want.

Thats all for now, if i missed something or i am wrong let me know. In my opinion the server should be relooked.

Thanks.
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14
Hey guys,

Ready for the next Double Experience Weekend? From April 5th through 8th all experience gains as well as minigame rewards and blood coin drops will be doubled. The update also contains a few bug fixes and addresses drops of random event npcs. Many thanks for the detailed reports!


Game fixes / changes:
  • Crossbow stocks and their unfinished versions now have shop values.
  • Magic and Range version of the dragonfire shield now require level 75 Magic and 75 Range to be worn.
  • Eating will no longer block instant shield effects.
  • The rune requirements for Fire surge have been fixed.
  • The code for removing objects in POHs has been improved. The map is now less likely to reload when removing objects. There are still some objects that require the map to reload, but you will find them less often. Building rugs is now also easier and no longer gives you 10+ right-click options.
  • Random event npcs now have proper noted drops. Their combat levels and powers have also been adjusted for higher levels. Evil chicken no longer drops resources but feathers and has a rare chance to drop an untradeable piece of the chicken outfit.
Engine fixes / changes:
  • An issue with looping animations has been fixed. This bug was most present in the Falador party room.

I'll now be starting the next larger project which will probably be a new skill. It'll be similar to RS3's Invention that deconstructs existing items for materials allowing you to create new items. I could imagine the creation of double experience potions and similar boosts through the skill. I've also started basic code to support a name change feature which will allow you to set a display name for your player in the future.

All the best,
Thomy
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15
Suggestions & Ideas / Re: The new defender tier - Demon Defender
« on: March 12, 2019, 06:49:13 pm »
"Giving it a special effect would be similar to what we have to spirit shields. However, to give the special effect a unique twist"

No thanks, why give spirit shield effect to something that's suppose to have more str bonus than the shield?

It doesn't need to have a special effect but could have a passive effect when used in Pvming. For example a small damage reduction or vice versa, a slightly increased damage when used against demon bosses. That's just one example, I am sure there are other unique twists you can give it.
Defenders sacrifice defense bonuses for pure offensive bonuses, they shouldn’t really give any sort of defense IMO as that’s the point of using one over something like an Arcane.

You could base a special ability for it off of the orb perhaps. Something that boosts your strength bonus but maybe decreases your accuracy for a short time, or along those lines if you feel it really needs an ability.
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