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Messages - Antebellum

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1
Events / Re: Emps-Competitive: Season 2
« on: April 25, 2020, 02:13:16 pm »
Hosting this in world 1 has so many problems like boosting, dxp and so on.

Should be hosted in world 2 with Bolkoy removed from game.
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2
General Discussion / Re: All or nothing @Thomy
« on: June 30, 2019, 11:52:00 pm »
I'll fix it later np
The only thing you fixing is type you take donations at G.E. whenever you're online nowadays. Which is surprisingly good grammar example for those who beg money in G.E. Other than that, I still yet to see you provide innovative ideas for economy fixing since you are talking non-sense and most likely people support you do the same way.
I said I'll fix it calm down
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3
General Discussion / Re: All or nothing @Thomy
« on: June 28, 2019, 09:16:11 pm »
I'll fix it later np
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4
Hey guys,

This update contains Tank armours & Smithing Adjustments, Minigame Improvements and a Name Change Feature! There are also new in-game ranks and Event Managers are now able to enable double minigame rewards. There have also been several adjustments and fixes to improve overall game balancing. Many thanks for your reports and feedback.

Tank Armours & Smithing Adjustments
Tank armours don't really exist in the game. There's equipment that gives you high defensive bonuses but nothing really that decreases your damage taken or increases your hitpoints. I'd like to introduce 4 new armour sets with their corresponding Defence level requirements:
  • Chalkos - level 55
  • Sidero - level 65
  • Atsali - level 75
  • Chrysos - level 85

Each of the sets above cannot be obtained as a drop but has to be smithed, which leads us to Smithing Adjustments. The overall level requirements for smithing items has been reduced by roughly 20%. That means that a rune platebody that required level 99 Smithing prior to the update now requires level 80 Smithing. Experience rates have been left untouched! Training Smithing hasn't become faster but you are able to smith items on earlier levels now. All changes are reflected in the skilling interface as well.

The new tank armours don't give any offensive bonuses but instead give you a hitpoints and soaking bonus. Each set comes with a unique sword that also focuses more on the defense rather than offense. You can obtain the appropriate bars to smith those items from monsters in the game:
  • Chalkos bar: Pest Control minigame
  • Sidero bar: monsters that also drop dragon items
  • Atsali bar: Slayer: Mutant tarn, Gulega, Skeletal wyvern, Abyssal demon, Ice strykewyrm, Vyrewatch, Kalphite Queen and rare chance from PvP crates.
  • Chrysos bar: Nex, Demon bosses (increased rates for Har'lakk and Yk'lagor) and rare chance from PvP crates.
Idle Kick Timer
I've increased the idle kick timer from 10 to 15 minutes. Your character will now also start resting after being away for 3 minutes and start sleeping after being away for 6 minutes. The game will log you out after 15 minutes of being completely idle. Clicking anything in the game resets this timer.

Minigame Improvements
I'd like to introduce new and consumable rewards to minigames. I want to make the minigames overall more rewarding for increasing amounts of participation as well as winning:
  • Emps-Wars: killing players now grants 0.5 tickets instead of 0.2. Capturing a flag grants the entire team 2 additional tickets as well as +8 for the player who scored. Killing bosses now also grants +8 tickets.
  • Pest Control: the maximum amount of tickets you can get has been increased from 200 to 1000. This value is doubled when any double experience bonus or minigame ticket bonus is active. Member grants an additional 10% to your ticket gain ignoring the limit. The maximum duration for a Pest Control minigame now is 6 minutes instead of 10. Portals lose their shields in intervals of 30 seconds instead of 40. You can now also start Pest Control as single player.
You can also buy new rewards now:
  • Bonecrusher: Automatically buries bone drops.
  • Demon horn necklace: Restores 5-15 prayer points for burying bones. Larger bones restore more points.
  • Magic notepaper: Turns an inventory item into its noted form.
Name change
We are now testing the name change feature in the live game before releasing it publicly. Once everything works you'll be able to buy name change tokens from Bolkoy for 1,000EC. I expect this to be soon after this update! When changing your name the following applies:
  • Your login details stay the same. We call this your user name.
  • Changing your name registers a display name, which is shown in-game and on friends/ignore lists.
  • You can change your display name without having to relog.
  • User and display names are both unique. Nobody will ever be able to pick your user name as display name.
  • Once a display name is no longer used it can be re-picked by anyone.
  • Friends list now shows last login and your actual user name in case you are using a display name.
Friend and Ignore List Rework
With the release of name changes I've also completely rewritten your friend and ignore list. You are no longer able to add non-existing accounts to either of the lists. The internal database system for friend and ignore lists also is no longer text-based. This change was needed in order to be able to support the name change feature. There have also been several client-sided performance improvements for rendering friends and ignore list.

Event Managers & Commands
Event Managers now have a dedicated icon next to their name and also received new commands to make it easier to host events. We have great trust in our Event Managers but in case of abuses we have the ability to track the use of every command used at every location. Following commands are now available to Event Managers:
  • ::doubleminigame - Enables double rewards for all minigames.
  • ::yell - Send a message to everyone.
  • ::xteleto player - Teleports to a player
  • ::xteletome player - Teleports a player to you AFTER accepting a confirmation box.
  • ::tele x y - Teleport to locations across the map to explore areas for events.
The teleport commands cannot be used during combat and will ask the player for permission if teleported. All commands are logged and randomly checked for integrity and valid uses.

Burthorpe Dialogues
The city has received some dialogues to make it feel more alive. Special thanks to JP for coming up with the dialogues and putting them into emps script.

Runecrafting Adjustments
The current state of the Runecrafting skill is a little bit questionable, because crafting runes doesn't feel very good. I've started by sorting out the mess of the skill interface by dividing the level requirements into 2 categories: Runes & All Runes. The first part shows at which level you can start crafting runes and the second shows at which levels you gain what amount of runes. I have also reduced the level requirements for crafting Death, Blood and Soul runes. The level requirements for crafting multiple runes have been reduced. This means you will get more low level runes at earlier Runecrafting levels. There is now also a cap for the maximum amount of runes you can craft. All changes can be viewed in the "All Runes" section of the Runecrafting skilling interface. The aim of this change is to give you more runes for actually training the skill instead of having to rely on good drops or buying from shops.

Game fixes / changes:
  • Teleport spells and teletabs can now be used during the eating animation.
  • Lunar dream spell now restores special attack energy when used.
  • Teleblock timers have been overhauled. A bug was fixed where magic protection prayer wouldn't halve the duration.
  • The alch values for abyssal whip, bow and staff have been increased to 713k. Abyssal bow and staff can now also be noted and the item picture for the abyssal staff models has slightly been reduced to properly fight into inventory squares.
  • The synchronization of door states in houses with multiple attendees has been fixed.
  • K'ril Tsutsaroth drop table has been updated. Chaos rune drop was removed and the additional drop chances (5%) were add to Wines of Zamorak. They now drop with a 9% chance instead of 4%. Zamorak brews are now also dropped as 4 doses.
  • Emerald bolts (e) now correctly inflict increasing poison onto your enemy.
  • Admins and event managers can now use some commands to assist them in navigating through the game during events.
  • Adamant crossbows can now be bought in several Range shops.
  • Icons you can no longer use are now automatically removed.
  • New icons were added: event manager, wiki contributor, wiki admin and youtuber.
  • Daily tasks can now be skipped by right-clicking it in the Daily tasks interface. Skipping a task costs 1 EP.
  • Dragon claw special attack has been updated. Some of its code has been reworked to better represent its 4 hit special attack. The maximum special attack damage was also reduced by 5%. The max hit is now slightly lower than the Armadyl Godsword. I've also reduced the special attack accuracy from 200% to 150%. This sounds like a lot but dragon claws special attack is designed to get you extra hits if one of the 4 hit rolls is 0. I want to put the weapon more in line with other special attack weapons and not have one very overpowered one.
  • Dark kebbits can no longer be assigned as Hunter daily task.
  • The Varrock palace garden has had its plants grown and the Master Gardener is also no longer able to noclip through them.
  • A clipping issue with Dusk devils was fixed. There was a general error within the npc walking code that caused the issue. It occurred when npc combat reset with them being outside their walking zone. This allowed them to noclip back to their original position and sometimes got them stuck in other objects.
  • Items affecting your maximum hitpoints bonus now increase / decrease your hitpoint stat immediately. This effect is only applied while being out of combat.
  • A gem bag can now be bought for 100k from the Tokkul shop in the Obsidian caves. It can hold up to 50 gems total and 8 different types.
  • A herb sack can now be bought for 10k from the Slayer Point Exchange. It can hold up to 50 herbs total and 8 different types.
  • The prayer bonuses from the Initiate set (Emps-Wars reward) have been drastically increased.
  • The Constructor outfit now increases Construction experience gain by 1% per item worn and can be traded.
  • Items lost caused by death inside the Corporeal beast boss fight area are now dropped outside. Not in the wilderness, but directly before entering the boss fight area.
  • Negative weight bonuses now only count when worn. Having the agile set / boots of lightness in your inventory no longer decreases total weight value.
  • Runes can no longer be preserved by half the Magic level requirement of staves. This mechanic is rather confusing than useful. I want to introduce better ways of obtaining and preserving runes instead of having to rely on rolls of random numbers.
  • Runecrafter outfit can now be bought from the Slayer Point Exchange. Each piece of the set allows you to craft 2.5% more runes.
Engine fixes / changes:
  • NPCs will no longer be stuck in animations.
  • Shadow quality settings have been updated for modern GPUs. The settings will no longer request gigantic shadow maps putting enormous computational power onto your GPU. This reduces quality by a little (I couldn't tell a difference unless totally zoomed in on a floor tile) but improves performance by a lot.
  • New symbols have been added to the game. I was unable to type / copy-paste those, so please let me know if it works! The following were newly added and need to be confirmed: ąčęėįšųūžå
  • A graphical issue on the Neitiznot bridges has been fixed.

I wasn't yet able to start the next big project (invention skill) due to an injury of my left arm. I've had issues with a nerve going from my underarm to my hand. It's nothing painful but it caused permanent tingling in my left hand. Which is... well... annoying. Biggest problem was that it started to hurt when typing... so I was forced to take a bit of a break. Doctor said it's nothing serious but if I'm not forced to do computer work I shouldn't. It's still not fully healed but already much much better. :D

All the best,
Thomy




Fixes of June 4th:
  • Chalkos, Sider, Atsali and Chrysos daily tasks have been fixed. They now required 1-3 items to be crafted instead of ridiculous amounts. Their smithing process was also overhauled and should no longer delete too many bars.
  • Demon horn necklace has had its stats removed except for a +5 prayer bonus. The prayer amount restored was also reduced by roughly 30%. The item was just being too strong in combination with the bonecrusher resulting in you never ever having to touch a prayer potion during Slayer task while keeping 2 prayers up. This wasn't the intention of the item and thus the quick rebalancing. I will continue looking at it and see if we over-nerfed it or if it's still being too strong.
  • Fletching requirements for bronze up to rune arrows, bolts and darts have been reduced to reflect recent Smithing changes.
  • Clan chat messages are now properly ignored when the user is on your ignore list.
  • Rune bag can now be used again.
I continued to fix our tools and homepage for the upcoming name change feature. It still isn't quite ready but it'll be finished soon! Once I got all the tools and forum name change done as well I'll immediately release it.




Fixes of June 10th:
  • Teleblock is now functioning properly again.
  • All shields now have a ranged taunt of up to 12 paces. This should make it easier for melee to taunt enemies. This distance is calculated from the npc's closest outer point to your character.
  • Entering another person's house no longer requires you to replace spaces in their name with _'s.
  • Necromancer bonuses & names fixed.
  • Bonecrusher Destroy option changed to Drop.
  • Friends list issues displaying wrong names fixed.
  • Removing multiple herb sack items no longer deletes them when there's not enough space in your inventory.
  • Many parts of the smithing interface have completely been rewritten. It now uses the level requirements from the skilling interface to correctly display the ability to smith items.
  • Smelting now automatically uses coal from the coal bag. This also applies when using the superheat spell.
  • Using items on the gem bag and herb sack now automatically adds them.
  • Using coal on the coal bag now automatically adds them.
  • Auto-retaliate no longer triggers when an interface is opened. This will no longer reset puzzles in the Barrow crypts.
  • The level requirements for smelting bars have been reduced. The changes can be viewed in the smithing skilling interface. The mining skill keeps its level requirements because adjusting it for smithing would create a huge level gap between levels 70 and 90.
Name change still needs a bit of tweaking until it's fully working! :)
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5
Screenshots / Re: Emps-World Meme Center
« on: April 29, 2019, 06:05:28 pm »
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6
Suggestions & Ideas / Re: New Defence Reduction Hitsplats
« on: April 29, 2019, 01:57:23 pm »
is it really needed tho  ???
the special effect is already described by hovering over the item.
That appears to be not quite sufficient as some people can't read properly and that's not a surprise. Perhaps this could be a more dynamic way to make the player realize what the special attack does during the action. Sometimes players doesn't understand how things work and they most likely will ignore it and never take the time to discover what it really serves.

Trust me, I have seen so many players chosing to take an ags as a spec weapon against the stronger bosses that could be more fitting in Pvp.
When I asked them why not a BGS instead, most of them replied with "what bgs does". That clearly shows they don't even know what a bgs spec can do to the target and that it could be really helpful for group bossing. We need to show them the way, even if the description might be enough, it wouldn't be for everyone. Thats what the suggestion is about, when the player will see these hitsplats they will understand better and despite that, it's a nice addition to have for future updates as well.
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7
Suggestions & Ideas / Re: New Defence Reduction Hitsplats
« on: April 28, 2019, 05:57:16 pm »
I wont disagree, but keep the option to disable it :)
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8
Suggestions & Ideas / Re: New Defence Reduction Hitsplats
« on: April 28, 2019, 05:46:07 pm »
rs3 we coming boys
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9
Screenshots / Re: Emps-World Meme Center
« on: April 23, 2019, 03:31:52 pm »
Best ways to make money in game
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10
Suggestions & Ideas / Clue Scrolls - add-ons
« on: April 23, 2019, 09:39:41 am »
Here's some of them I wish to see:

- Hot'n'Cold spots added to elite/hard clues with opponent that has typeless attacks and hits via protect prayers even if damage is 10-15s instead of only 25-55 level wilderness cause that area is literally huge compared to other areas where you have to search for spot to dig. This also could prove useful as item used here could be used for Dharok users who want to lower their hitpoints level without drinking overload or getting damaged by opponent.

- Teleport scrolls, like the ones in RS3 where you can teleport to perhaps desert areas easier with normal spell book in tact. For example: https://runescape.fandom.com/wiki/Phoenix_Lair_Teleport

- Firelighters as rewards from all tier clues which could make any light fire in colors of those of firelighter.

- Make heraldic item as requirement for clue scrolls as well. Would make Ironman grind for them worthy.

- Pet from clue scrolls, something like https://runescape.fandom.com/wiki/Lava_hawk

Some of ideas sure takes time to be implement but you get the hang of it. Opinions?
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11
Suggestions & Ideas / daily task
« on: April 22, 2019, 11:57:04 am »
i suggest to add:
  • prayer - bury all kinds of bones
  • fletching - add to make like sapphire bolts (mithril bolts + sapphire bolt tips)
  • crafting - add to cut uncuts, cut gems to bolt tips, make rings, necklaces and amulets
  • thieving - this skill aint even in daily tasks, would be great if add
  • herblore - add to clean herbs
  • smithing - add to smelt bars
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12
Suggestions & Ideas / Re: Competitive Mode: Seasonal Event
« on: April 12, 2019, 12:49:40 pm »
It would probably have to be like dmm if you'd want to satisfy all 3 groups: PKers, skillers and PvMers.
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13
pls no more powercreep :)
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14
General Discussion / Re: What sort of event do you like?
« on: March 09, 2019, 09:24:44 am »
I'd like to see an Emps wars event combat edition. Team vs team winning team gets 250 emps-wars tickets and losing one 100. Due to bad terms in the actual minigame (not being able to wear capes and other variables) it should be hosted in safe wildy.
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15
General Discussion / Re: Turnover Rate on the Staff Team
« on: February 13, 2019, 01:56:07 am »
Disclaimer: I know nothing of the way the staff is currently being managed, I only speak for the time I've spent in the team. Most of this is also from my point of view, which can vary from that of others. Plenty of valid arguments can be made against my opinions, feel free to but do not expect me to respond.

Joining the staff team is still kind of clouded in mystery. While there are some commonly known qualities you require there's no public resource with any information on how to get into the staff team or what exactly the purpose of the staff team is. As a result sometimes new staff have wildly different expectations as to what they're meant to do, this doesn't often lead them to quit the team straight away but doesn't exactly set people up for staying long. Even upon joining the team it still takes a while for you to be properly informed of things as policy topics in the staff section were heavily outdated or incorrect.

Decent candidates for staff aren't plentiful. Sometimes people would be picked too early and end up not meeting expectations. We had a few rulebreakers turned staff to basically stop them from breaking rules with varying (and mostly terrible) results. And sometimes people were picked for reasons completely unknown to anyone. Not that any of those stayed long, but in some cases the spot could've gone to someone actually fit for the job. When I joined I was told there were certain standards for staff members, and for the rest of my time in the team I watched those standards be lowered gradually in order to justify getting new members.

As a staff member you're met with a bunch of expectations by the playerbase. These vary from player to player and not living up to them can get you quite a lot of verbal abuse. It's rarely ever justified and is a big factor in why a lot of long time staff members end up resigning. A lot of it is manageable, but if you give away significant amounts of your time to a voluntary job and get a whole bunch of insults lobbed at you on a daily basis that'll do you in mentally. At the time (and perhaps currently) staff policy did not have a way to deal with verbal abuse in a permanent way. So you quite literally had to either break staff policy or deal with verbal abuse from certain players day in day out sometimes.

As Jp mentioned demotions due to power abuse were very rare. It's made very clear from the beginning that it damages the reputation of the team as a whole and results in swift demotion and punishment. Though this punishment was wildly inconsistent, going from short temporary bans to a complete removal from the game. The scale of it usuall wasn't that big, for example a moderator got himself demoted after threatening to ban a player if he didn't give the void set he pked from the moderator's unofficial ironman. Management did do a good job of swiftly dealing with abuse like this. If it involved only the staff member and no one else it could take a while as command logs were not checked often.

If management was around more during my time I feel a lot of staff members, including myself, would've stayed longer. Many people's worst experiences in the team would've been far less of a headache had management been around to guide in real time rather than after the fact. Almost nobody directly quit because of this, but it definitely had a hand in lowering morale all around. It's really easy to make your staff team think you're a hypocrite by letting them face consequences for weeks of unannounced inactivity while management is inactive for weeks at a time themselves.

Promotions were what killed off a couple staff members. Be it other people's or their own. Hell I've gotten salty over both myself. The playerbase at large isn't going to give you any praise for the work you put in. The only place it really comes from is within the team. If it wasn't Jandar's own choice not to become an admin then he's likely felt more blue balled than any of us ever have. I myself have gotten pretty mad over certain promotions, and that can and will make you resign at some point or get you demoted for being too vocal about it. It's childish as hell, but the culture in the team at the time didn't really allow for people to grow out of that.

There was almost no progress towards improving policy. This is likely a more personal gripe. I felt a lot of areas in moderation could be improved upon, most other staff members I've been in the team with didn't or felt their opinion on it didn't matter. In my opinion there was by far not enough discussion about this (mostly due to the aforementioned absent management) and even if multiple staff members agreed to something it rarely ever resulted in something permanent. At some point real world trading was made legal, all previously permanently banned offenders were allowed to appeal and receive an unban and that somehow took multiple weeks, multiple discussions and a multitude of re-offenders to revert.

Without a good staff team the game will lose players that can otherwise be kept. It's not all that factors in the decline but definitely something significant.

I'm also alive btw, unlike the memecenter.

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