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Messages - Mattthu

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1
Hey guys,

Today's update is a collection of many smaller changes and adjustments. I've focused on adding more content to existing areas and making those feel more alive. There's also improvements for Agility and new food to be fished and consumed. The main focus of those changes was the wilderness.

Wilderness Changes
I've changed the target switching delay for PvP zones from 5 seconds to 8 seconds plus your weapon's current attack speed. It shouldn't be possible for multiple people to take turns on attacking you in single combat zones. This timer is immediately reduced to 2.5 seconds whenever the player you are fighting can no longer be seen. This includes death, teleports, running too far away, etc. The rendering distance for NPCs inside the wilderness has also been changed to be the same as everywhere else. You can still only see players a maximum of 20 tiles away though.


Several areas have been improved:
  • Lava Maze: new monsters, Agility shortcuts and an underground area was added.
  • Lava Maze Underground: greater demons and black dragons can be found here.
  • Rogue's Castle: a farmer and a master farmer have been added to the first floor.
  • Bandit Camp: bandit spawns have been added
  • Dark Knight Fortress: Npc spawns have been added to the castle. There's also elite dark warrior versions that are much stronger and drop better items.
  • Chaos Altar & Chaos Temple: You can now offer bones to all altars. However the two altars in wilderness are giving additional experience rates. The Chaos altar gives 400% xp per offered bone and the Chaos temple altar gives 250%
  • Northern wilderness underground: monsters have been added and 4 fishing spots for lava eels.
  • Lost Spirits: a new area has been named and added. For now there's Spirit scorpions and fishing spots for Fury sharks. See the Fishing section below for more details.
  • Pirate's hideout: few pirates have joined the hideout.

Disconnect Handling
The way the game handles disconnects has been changed. Closing the game client and actually disconnecting now result in roughly the same time required before your character fully logs out. Before this change closing the game would slightly be faster because the game could detect an immediate interruption sooner than a timeout. The game marks a player as disconnected when not receiving at least one response in 10 seconds. Don't worry, the game client automatically says hi to the game server every 2.5 seconds, this system does not require any user input! When detecting such a disconnect the game subtracts 10 seconds from the in combat timer (should you be in combat) and tries to log you out. The subtraction takes place because we already know at this point that a player couldn't respond for 10 seconds! This subtraction is a change to the system that was used before. When outside of the wilderness you shouldn't be online for longer than 10 seconds when losing connection to the game or closing the game client. Inside the wilderness it's a maximum of 20 seconds when being in combat. Any disconnects that happen outside of being in combat are instant. This wait timer exists to avoid people from trying to escape deaths while also making sure that actually disconnecting from the game isn't punished too hard.

Yk'Lagor
I've talked to various players and identified a few issues with the boss. One of them being that you can just have lucky RNG when a mage freezes you and the boss hits his special attack on you. I've given the minions, Necro archer and Necrolord fixed attack rotations. Every fourth attack will be a "special attack". This should remove some of the randomness of the fight and also give you enough time to properly taunt or kill spawns. I've also decreased his leap damage a bit and added some delay so that receiving combos after failing a mechanic isn't that punishing.

NPC Aggression Code
I've changed the aggression code for non-boss npcs. Their aggression range has slightly been reduced and they also stop following you once a certain amount of distance is between you and the npc. The target switching delay for npcs has been reduced to 1 second plus its attack timer. That means if you are running away from an npc and it cannot attack you, another npc can attack you quicker than before. This change was made that npcs aren't idle for too long when you're passing by or running away. Bear in mind that this doesn't affect bossing at all! It makes target switches initiated by npc aggression likelier and gives you less aggression immunity from npcs.

Agility Shortcuts
I've reworked the Agility skill interface and added reasonable level requirements for Agility arenas. There's now also a Shortcuts section that shows you all shortcuts available with their respective level requirement. All shortcuts can also be found on the worldmap with their respective level requirement.


Fishing & Cooking
I've added some new fishes that can also be cooked on higher levels:
  • Karambwanji: can be fished in Brimhaven and stack in your inventory.
  • Karambwan: can also be fished in Brimhaven and requires a Karambwan vessel with loaded Karambwanji. The vessel is dropped by pirates or can be found somewhere in Brimhaven. Karambwan can be cooked in two different styles: Fully cooked and poisonous. Eating a fully cooked Karambwan has a shorter delay for your next attack and can be eaten directly after other food. It is possible to combo heal more than 50 in a single tick. Following example heals for 54 in one tick: eat a Shark, Karambwan and drink zip of Saradomin brew.
  • Lava eel: can be fished at several areas in the wilderness and stack in your inventory. You need an oily fishing rod and fishing bait to catch them. An oily fishing rod can be made by applying blamish oil onto it. You can create this oil by using snail carcasses with a pestle and mortar while having an empty vial in your inventory.
  • Fury shark: can be fished in the north-eastern part of the wilderness and require Lava eels. The healing has also been increased from 25 to 28.
In the next update I will further expand on fishing and cooking variations with Cavefish and Rocktails. They will allow you to "overheal" and give you a new maximum HP stat. Rocktails have also already been added to a few droptables so you can already try it out. ;)




Game fixes / changes:
  • Ice shield has been reworked to only work on magical spells instead of every freeze. It's supposed to be a direct counter to the ice crown and it interfered with a few mechanics that applied minor freezes from non-magical sources.
  • Higher tier logs can now be crafted into more arrow shards.
  • A few issues with slayer task names have been fixed.
  • Runecrafting pouches will now automatically be used when crafting runes. You no longer need to empty them.
  • Saradomin strike now correctly drains prayer points again.
  • The shop value of God swords has been decreased to 1,830k so that they are no longer protected over Demon weaponry
  • Grand Exchange messages now only appear when there's items or coins available to be collected.
  • Brutal green dragons can no longer be assigned as a Slayer task. You are free to kill them when being on a Green dragon task though.
  • The animations of Kolodion have been updated. They have been slowed down a lot to properly make him act like a large and not a small spider.
  • A banker has been added to the northern part of Brimhaven.
  • Fury sharks have been removed from all drop tables and were replaced by other items of similar value.
  • The cooking guild just north-west of the Grand Exchange how has a working bank booth including a banker.
  • Aubury now recharges all Glories in your inventory.
  • The target dummy that can be built in the games room in POH can now be activated and attacked. It yields no exp. but shows dps and max hits.
  • Warrior, beserker, seer and archer ring can now be noted.
  • Check-charges and Clean options have been added to dyed items.
  • The prayer altar in Rimmington is working again.
  • The Monster Kill Logs for Bosses and Slayer are now exhaustive, meaning that all monsters are shown no matter the amount of kills you have.

Engine fixes / changes:
  • The color picker interface has received a few fixes and a little rework. Your current color selection is now immediately shown on the comp cape model inside the interface. There was also a bug where some overlay of the color picker wasn't shown correctly.
  • There is now a boss respawn timer for instances. There were also changes to the kill score calculation which is now started once one NPC out of the instance is attacked or becoming aggressive towards a player. Moreover, an instance is only eligible for a Hiscores entry if the player group doesn't change during the fight and doesn't exceed a maximum of 4 participants. If you don't get a kill score message your kill won't count for Hiscores.
  • The amount of pieces worn of an item set is now shown when hovering over items in the equipment interface. This makes it easier to see if a set effect is currently active or not. For now this works with all Barrow sets, PvP sets and Void equipment.

I hope you're enjoying this update. Please let me know what you think of new target switching (pj) delay. Also, what do you think of the improvements that happened to wildy areas and Brimhaven? Would you like to see more of those?

All the best,
Thomy
The following users liked this post: Mattthu

2
Hey guys,

Today's update is a collection of many small patches. The Halloween skull collection event returns with new collectible rings that transform you into monsters. There's also been changes to PvP damage calculations and Hunter received new equipment through Crafting. There have also been several changes to the homepage and we now have Daily Login Rewards. You can read the rest of the patch notes below.

Happy Halloween - Grim Reaper Returns
The annual Halloween event returns! After the completion of the Draynor Manor quest you can use the Muncher pet to get Skull drops. Every monster has a 25% drop chance to drop Skulls - the currency for Grim Reaper's shop. Alternatively you can also use a Skeletal Raven or Mini Kolodion as a replacement for Muncher. You must have one of the pets following you in order to be eligible for Skull drops. The Grim Reaper has also decided to sell you 4 new rings that turn you into different monsters. With the Halloween event these transformations have also been reworked. They should mostly work in low level combat and also allow you to Poke enemy players. Similar to how snowballs or snowmen work.


Damage Soaking --> Damage Blocking
With recent concerns regarding max hits in PvP zones I've taken a look at a mechanic that has been in the game for a while but wasn't used properly: Blocking damage. There is now a new bonus that reduces incoming hits from players: PvP Block. You can see your Block values on equipment screen:
  • Block: Reduces hits by a flat amount. A block value of 10 means that your enemy will hit 10 less: 10 --> 0, 50 --> 40
  • PvP Block: Reduces hits by a percentage. A PvP block value of 10 means your enemy will hit 10% less: 10--> 9, 50 --> 45

Certain items have received the new PvP Block value. Meaning that these items only offer their blocking bonus against other players! Every player also gets 5% extra damage blocking inside a PvP zone. This change isn't going to affect PvM in any way and tries to fix the extremely high hits you can receive in PvP scenarios. The wiki has also been updated with all the new block values. Please let me know what you think of this change.

Hunter Additions
Kebbit furs can now be crafted into fashionable clothing. Dark kebbit fur allows you to create gloves of silence that decrease the chance of getting caught when pickpocketing. They come with 500 charges and degrade once fully used. Prickly kebbits no longer only drop kebbit spikes but spotted fur that can be crafted into spotted capes. The smaller versions of kebbit spikes, which are obtained randomly when catching prickly kebbits, can be crafted into spiked vambraces. Those offer slightly higher bonuses than their previous versions. All the new equipment mentioned above can be crafted by using a needle on furs or kebbit spikes obtained from hunting.


Attack Priorities for Single Combat Zones
I've rewritten the way attack priorities work. Generally speaking it was simplified in order to avoid scenarios where you could not attack NPCs or were spammed with "already under attack" messages. You can now always attack any NPC. Who ever is currently attacking you will stop doing so when you select a new target. That simplifies the attack checks and makes it easier for you to pick new targets. The scenario is different in PvP zones though. You can only attack other players that are not attacked by either an NPC or another player. However, a player attacking an NPC is free to choose a new target: either another NPC or a player!

Shoutbox Removal
These features were outdated and also no longer maintained. The shoutbox is not actively used and also mainly contained spam or troll comments. I've decided to no longer support it and remove the feature from the page. You probably already noticed this. I've also placed more Discord links on the forum and main page to ensure people will find our community.

Voting Removal and Daily Rewards
The voting page has been removed. It was not working and also was no longer actively maintained. We've run voting experiments in the past and they yielded no results. You now get a random (voting) box as daily reward for logging into the game. These boxes have also been updated to give you multiple runes on their drop tables for better and also updated reward distributions. Beginner, Adventurer and Veteran boxes gives you with 2-4 items whereas the rare box gives you 4-8 items. Members get an additional 1-2 items per box.

This is an example of a Rare box. You are eligible for receiving a daily reward box when having a total level over 500 and having played at least 30 minutes. This restriction is per user, so you can get them for multiple accounts.

Homepage Adjustments
I've fixed and improved a few elements on the homepage for smaller screen sizes. The look and feel of popup windows (play button, login, payment, etc.) has been improved. They will now try to align properly in the center of your screen. With this change I have also updated scrollbars: made them smaller and gave them a darker color to match the homepage design. The next and previous buttons of the screenshot/video viewbox on the index page are also no longer above popups on mobile phones.

Game fixes / changes:
  • Attack ranges of spears / halberds has received a few adjustments when fighting NPCs and are now also working correctly again in multi combat zones.
  • Loading issues with doors and the shooting star have been fixed.
  • The attack distance of bosses was increased to avoid scenarios where you could safespot them.
  • AFK kicker has been reduced from 15 to 9 minutes. When reaching 9 minutes of being afk the game now force a logout instead of suggesting one. When starting to rest (afk for 3 minutes) the game will also reset all skilling actions to avoid your account being locked to any actions.
  • Items lost to deaths inside of the Giant mole and King black dragon instances will now be dropped outside their respective entrances.
  • An issue with ranged attacks of the Giant mole has been fixed. It will now correctly deal damage in hard mode.
  • Elemental staves and bows now passively apply their elemental effect with a proc chance of 15%.
  • The demon orb special attack can now be activated again once the timer goes below 15 seconds. That makes refreshing the buff and constantly using it easier. You now also gain additional 2 base spell damage when using it with a Demon wand.
  • The out of combat delay timer messages are now correctly shown in the wilderness. You need to be 15 seconds (instead of 5) out of being in combat for most actions inside the wilderness. The message modification has also been applied to the logout timer, 20 seconds instead of 10.
  • The Demon wand now has a special attack that restores 150% of the damage you dealt in prayer points. There's also a unique animation that plays when using the special attack. It's also impossible to use (or waste) special attack energy when using a staff's special attack in melee combat - special attack will just disable itself automatically.
  • An issue with using items on furnaces with specific rotations has been fixed.
  • Crossbow limbs can now be noted.
  • The melee attacks of K'ril Tsutsaroth no longer hit the entire room. They now have their correct attack range of 2 tiles.
  • More poisonous spiders have been added to the Barbarian dungeon. There's now also red spider eggs spawns that can be picked up from the floor.

Engine fixes / changes:
  • There is now a window option for vertical sync.
  • Fullscreen mode is now applied to the monitor where the game is currently running on.
  • An issue with flickering item options on the floor has been fixed. This could occur when moving the camera while hovering over ground items.
  • The textures of guthan's chainskirt have been updated.
  • Text color highlighting code has been improved.
  • An animation issue that resulted in fps drops has been fixed. The reason was rendering a too high animation quality for wheat in Draynor village.
  • The water configurations for 2 oases inside the desert have been improved.

In the next update I'll try to work on further improvements on combat, more specifically the attack speed and power of magic weapons. I'm also planning upgraded Barrow versions with better set effects and the ability to dye them. You can have a look at our current ideas here: https://trello.com/b/QGPVa5en/emps-world

All the best,
Thomy



Fixes for 30th of October:
  • XP lamps can be used again on skills with levels 99 and above.
  • Daily reward boxes are no longer added to every account. You now need a total level of at least 500 and play for 30 minutes in order to receive a box.
  • Multiple people had issues with the game launcher. The problem was caused by starting multiple game instances that would try to update the game. In that scenario they would keep writing to the same file(s) and corrupt them. The newest launcher now locks local files properly and will validate the game client before every launch. If it finds any file corruption or is unable to launch the game it will re-download the game client.

Fixes for 1st of November:
  • Collection log colors have been fixed.
  • Damage blocking has been reverted to its old state for PvE - flat damage reduction for incoming hits. The PvP-only blocking value is still percentage based though and only counts when fighting players.
  • An issue was fixed where NPCs were not attackable. They were stuck in their "returning to original position" state and wouldn't move quickly enough to reset properly.
  • Water in a cellar of Port Phasmatys was fixed.
  • Ice shield and crown received PvP blocking values.
The following users liked this post: Mattthu

3
Hey guys,

I am proud to present you our first and unique new skill: Invention. We've had many discussions about the game's economy and how difficult it is to maintain prices for item drops. The skill aims to solve that problem by introducing a sink for most unique boss drops. You can read more in the dedicated Invention section below. There's also an initial implementation start of Activity Hiscores to boost competition for boss runs, minigames, etc. As well as a lot of fixes and engine improvements. You're now also able to select higher quality textures with 0 performance impact.

New skill: Invention
Our new skill, Invention, consists of 2 basic concepts:
  • Item Deconstruction: obtain energies
  • Item Creation: transform energies into new items
Deconstructing items gives you energies that can be transformed into either degradeable auras or equipment upgrades. You can train the Invention skill wherever you want as long as you own an Invention Energy Box. It can be obtained by having a chat with Manglethorp, who can be found south of the Grand Exchange. Click on the Invention skill and you will get a map marker.
We also already prepared the wiki entry for Invention: https://emps-world.net/wiki/Invention
Not every item in the game can be deconstructed, only those found within the Invention skilling interface or on the wiki page. I have plans for more energy types and upgrades in the future.

Oh yeah... and here's the skillcape emote nobody has seen yet: ;)


God Wars Dungeon Hardmodes
There's now hardmodes for bosses in the GWD: General Graardor, Kree'arra, K'ril Tsutsaroth and Commander Zilyana. The fight is more intense and aimed at a group of 3 people. You will probably require a dedicated tank because some mechanics will deal a lot of unblockable or difficult to block damage. Fighting hardmode gives every participant a 3% chance for a new and unique drop: Artefacts. Those are needed to upgrade GWD equipment via the Invention skill. The other drops remain the same and will reward the top 3 damage dealers.

Here's a picture of the Zilyana hardmode fight.

Activity Highscores
I've implemented a system in-game that tracks completion time for boss instances and stores every completion. The completion time is transformed into a score value and will be listed as highscores on the homepage. I am still working on visualization for the homepage and need some test data. You can already see your score when clearing a boss instance but it is not yet compared with others. My aim is to create weekly and monthly top players for several categories with unique reward containers.

Game fixes / changes:
  • Home teleport can no longer be spammed.
  • NPCs have been made easier to taunt, especially bosses. They will now focus you even if you are further away from them than other players.
  • The invincibility frames after a teleport have been increased. We don't want you to die by a projectile right after teleporting.
  • Hunter potions can now be noted.
  • The gates west of Canifis leading into the swamp can now be used.
  • The Falador party room was updated. Balloons will no longer get stuck on the floor and the timing for popping balloons and items dropped afterwards has been improved.
  • Silly jester stick can now be equipped.
  • Tank armours are now lost upon death and fully degrade during the process.
  • Rugs no longer remove staircases in POHs.
  • Unholy cursebearer now correctly registers as undead monster.
  • The calculation for price checker has been updated. Most recent trades of an item now have a higher impact on the price calculation. There is a cap so manipulating prices won't be possible. I would like the price checker to reflect recent changes faster though.
  • Several "members only" texts have been removed from the game since they haven't been accurate for a while.
  • Dieing with a herb sack or gem box will now drop its contents when being in the wilderness.
  • Animations for stringing bows and crossbows have been sped up to better reflect the creation process.
  • The timing of animations on stairs has been improved.
  • Magic and Ranging potions can now be noted.
  • A bug was fixed where adding friends would delete people from the ignore list.
  • Golden chaotic weapons can now be properly repaired again.
  • Caught butterflies now correctly boost your stats again and can no longer be used inside the duel arena when the no potions option is enabled.
  • A lot of item descriptions (mostly invention & several others) are now synchronized between server and client. Meaning that the description is guaranteed to always be accurate. This will reduce the amount of work required for future balancing patches.
  • The equipment requirement interfaces are now automatically generated and can be changed without requiring a server restart. This makes it much easier to guarantee that correct skill requirements are shown and to add new items in the future.
  • You will now be notified when dropped items upon death are moved outside of a boss room.
  • A flashing arrow is now shown on top of items you've lost upon death. The arrow removed when your death timer runs out (3 minutes) and hidden when you are more than 100 steps away from your death location. The flashing arrow is removed when either your bones are picked up or when the timer runs out. The death timer orb & flashing arrow are disabled when another player kills you - there is no drop for you to pickup.
  • Completing a Slayer task is now mentioned in your chat including the amount of slayer points gained.
  • The charges for upgraded elemental gear has been increased from 30,000 to 40,000. Once all charges are lost the item fully degrades and no longer refunds either a whip or an elemental crystal.
  • Ticket gain at the Warrior's guild is now affected by double xp timers.
  • The code for using various item teleports in the game has been updated. It will now only consume the item when you are definitely able to teleport. This includes ring of duelling, amulet of glory, games necklace, void seal and ferocious ring.
  • Additional inventories now show their current and maximum capacity.
  • Event Point store no longer sells auras. Don't worry, you can still use your old auras but not get any new ones! A clue scroll box has been added that can hold any clue scroll or reward box. It can be upgraded 3 times to increase inventory size. This upgrade is permanent and stays when the box is lost.

Engine fixes / changes:
  • Players are no longer floating on GE tiles.
  • The worldmap viewer's text descriptions now have priority over icons. Some area names could not be read because they were hidden beneath icons.
  • Searching in large banks (1,000+ items) will no longer cause flickering. There was a problem with the game client not being able to cache more than 1,000 item instances, which is necessary for searching.
  • The header text in skilling interfaces now has priority over scrolled content.
  • While scrolling you are no longer able to move or click interfaces. This fixes a problem where quickly moving the scrollbar up would move the entire interface.
  • The general "make interface" for bows, crafting, smithing, etc. has been overhauled. Fonts have been changed and text now has proper line breaks if it's too long to be displayed:
  • Holding down CTRL in any interface now prioritizes the "all" option. This works in every interface that gives you an options menu.
  • Holding down SHIFT key now also activates all actions the CTRL key does.
  • Optional higher quality textures can now be enabled:

    It brings more detail to models by using original texture colors without much filtering applied.
  • Protection prayer descriptions have been updated. They now contain the exact values applied when activated.
  • The quality of images and scaling has been improved. You'll no longer find white borders around interface images. It's now also possible to increase the UI scale to 2.25 and 2.5 for 1440p and 2160p monitors.
  • An issue with water planes on multiple heights has been fixed. Water will no longer lose its transparency & shader code. Water reflections still only appear on the water area closest to your character.
  • Modern hit splats have been updated to cause less clutter during intense fights. The total duration of how long a hit splat is active has been reduced by 25% and the fade out animation has been sped up.
  • A few animation artifacts have been fixed: windmills and boxtraps flickering. Overall the process of animation smoothing has been improved and will cause less flickering for repeated animations.
  • The positioning of several interfaces has been updated. This was done to ensure that interfaces always open at mostly the same position on your screen.

Thanks to everyone who has tested the Invention skill in our test world and gave feedback. It has taken quite some time to design and create a custom skill from scratch. I hope you'll enjoy a new skill and aren't too sad about all max and completionist capes being unequipped. ;)

All the best,
Thomy




Further fixes (September 4th):
  • Ferocious ring teleports no longer dupe themselves and bug out inventory slots.
  • Invention daily tasks can be completed.
  • Invention xp rates for anger weapons, comp ogre bow and hunters crossbow increased.
  • :: can now properly be used again in clan chat.
  • You can now type longer messages in-game. The message will auto scroll and auto linebreak.
  • The restock timer for shops has been doubled. It now also resets when somebody buys an item.
  • Barrows equipment can now be fully repaired again.
  • A visual issue with water reflections of roofs has been fixed.
  • Run energy aura now requires energies you can obtain for its level requirement.
  • The amount of charges tier 3 auras have has been increased. All auras have had their charges restored, so nothing's lost! ;) Have a look at the wiki for the exact numbers: https://emps-world.net/wiki/Invention
  • XP lamps can now give Invention xp.
  • Hardmode bosses are now properly recorded in kill logs.
  • Silk can now be used to remove poison from items.
The following users liked this post: Mattthu

4
Feedback / Capes
« on: October 02, 2018, 10:00:46 am »
  • Buff fire cape to be equivalent to abyssal cape. It would then be bis melee cape offensively. Max cape would still be better overall as it's hybrid.
    • Melee attack bonus 5 -> 15. All defense bonus and prayer bonus -> 0. Stats comparison is below the text.
  • Remove requirements to wear abyssal cape. Currently it requires 80 range and magic to wear it.
    • Add ava's accumulator effect to it as well.
If these changes were made I think we could make the abyssal cape ranged only in the future and introduce a new cape for magic that's on same level as fire cape for melee and abyssal cape would be for ranged.
This magic cape would have similar effect to ava's but instead of saving arrows it would have a chance to save runes as you cast spells. It could be obtainable from Zilyana perhaps?

The following users liked this post: Mattthu

5
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: April 19, 2018, 06:59:55 pm »
3 Things why people play RSPS: pvm, skilling, pking.
I saw this game turn from all 3 into 2 - PVM and Skilling. Pking was left out (was improved but not in a way people enjoy it)..

You would find a wide audience of players if it was OSRS type pking feel rather than pre EoC kinda stuff which nobody really enjoys.
There are lots of people who want to practice or cannot afford gear in the real game so they search for easier alternatives. People will come here to learn, but stay for what EMPS can offer .... ?
To start bringing players back to wildy introduce a PKP SHOP - people could receive upgraded weapons, boosts or items that are necessary for everyday stuff all untradeable and degradable. Everyone would have a reason to go pking.. With it comes PK VIDEOS, which are natural advertisements. If using right keywords
in Youtube you could receive tons of views..
The following users liked this post: Mattthu

6
Hey guys,

I've decided to pick up two old systems and give them a rework to ensure that they are still convenient to work with. This includes a complete rework of the Barrows minigame and a proper Clan Chat. You'll now be getting way more Runes from Barrows and are able to manage rights per user in your clan chat.

Barrows Minigame Overhaul
The minigame has received improved rewards, puzzles, locked doors and a darkened minimap. I've completely overhauled the minigame, because it was running ancient code and improved the rewards. Doors inside the crypt dungeons are now randomly locking and you need to find a path through the crypts to find your way into the center. Before claiming your rewards you also need to complete a puzzle. Don't worry, you've got as much time as you want to complete it, but once you provide a wrong answer the locked doors will re-arrange and force you to find another entrance.


You can now also see which Barrow brothers you've already slain, as well as your Rewards percentage. The looting system has completely been reworked. You can get a maximum of 6 rewards in total. Each brother slain adds one run to the reward system. The Rewards percentage determines how many stackable items you get. The higher it is the higher the amount of runes, arrows and darts you receive will be.



Clan Chat Rework
I've had this project on the schedule for too long and am proud to finally present you a fully working chat room system! You are able to configure your own clan chat and manage rights of users.

You can set individual rights for following actions:
  • Enter: Join and read messages.
  • Talk: Ability to send messages.
  • Kick: Remove users from the chat.
  • Ban: Permanently ban users from the chat.
On top of that you can change your chat's name whenever you like (assuming nobody else has taken the name already!) and only the owner can also delete the chat. The general concept of the rights management in clan chat is that you cannot touch any higher ranks. The owner has immunity to everyone as well as admins. The following ranks gain special abilities:
  • Lieutenant: Change user rights.
  • General: Change channel rights: enter, talk, kick and ban.
  • Owner: Change chat name and delete option.
Initially chat and member ranks could be a little confusing, but you can join and take a look at our official clan chat "Emps-World" where we will be applying these rights in a meaningful way and show you how a chat ban be managed.

Attack Option Priority
This setting may be a little bit confusing, so I've overhauled it. Prior to the update this setting was only prioritizing attack options of a single npc or player. So it had no impact on items or objects being on the same spot. With this update the attack option is prioritized over anything. Other entities are still prioritized if they are closer to you - this only applies if being on the same spot. When disabling the setting, any other option but attack is clicked first. Meaning that pickpocketing and talking to npcs is now a simple left-click. Moreover items on the floor are also prioritized when disabled. The attack option on players also doesn't have priority by default anymore, this is now also determined by the setting. All your runs (amount of slain brothers) are added up and shown to you in the rewards interface. When claiming your reward all doors lock and you can teleport out by clicking on the rewards chest again.

Slayer - Boss Tasks
Let's just be honest here... Boss tasks are too short and give way too much experience. Thus I'm reducing the experience gained but increase the task length. In the end the task is still giving the same amount of experience but is longer. The changes will shortly be live on our wiki page: https://emps-world.net/wiki/Slayer I know this change may be frustrating, but the gap between boss and normal tasks was just way too big.

Game fixes / changes:
  • The saradomin and zamorak hood and cape from Emps-Wars now count in the GWD as protection.
  • Ironmen can now accept aid. This was causing a bug when ironmen where tasking people to be their slayer partners.
  • Fletching crossbows has received fixes. You can no longer combine invalid combinations to create crossbows.
  • The ancient staff buff was too much - it's now a tier 65 weapon with the same effect though.
  • A bug was fixed where your character wouldn't follow enemies when wearing a staff and not auto-casting a spell.
  • The DPS calculation for special attacks has been fixed.
  • Crossbows (u), crossbow stocks and crossbow strings can now be noted.
  • The skulling system no longer resets upon death. This fixes a bug where you'd get a skull after death although you shouldn't when attacking the same enemy again.
  • Farmed items can now be noted when using them on Leprechauns.

Engine fixes / changes:
  • A z-priority issue with models was fixed.
  • Barrow brothers animations overhauled.
  • Karil crossbow animation fixed. It's also been sped up so that it cannot reset when firing with 2 quick auto attacks.
  • A flickering issue with water reflection was fixed. Their resolution is now proportional to your screen size.

The rework of Barrows and Clan Chat took way more time than I expected. So I have to delay the release of the next boss a little. I expect it to be done within the next two updates. There was also a quest planned for Easter but due to the upcoming Double Experience weekend I am delaying that for one week to make sure it works well and isn't frustratingly buggy! :)

All the best,
Thomy




Fixes of 30th:
  • Broadcasts are working again.
  • Clan Chat can now use special characters and uppercase letters wherever you wish.
  • Default Clan Chats have been re-added and blocked: Emps-World, Emps, Assistance, Marketing, etc.
  • Barrows rewards slightly adjusted. The amount of mind and chaos runes was reduced by a little bit (5-10%). I'm sorry, but it was just way too much! ;)
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7
Change to brews is fucking retarded and Glory (t) was garbage enough as it was. The hell is this.

As a mercher myself, loving the GE updates. <3 As mentioned before, glory(t) was bad change, using it to upgrade from fury. It was at perfect place before.


On average your profits are decreased since price you're selling items at is no longer the price you're going to get. It's less in most cases.

No. It will be greater equals the price you're asking for. Depending on the buy offer it can be a little bit more or a lot more than your offer.
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8
Guides / Nex' kneesocks' guide to killing Nex
« on: September 10, 2017, 05:06:27 pm »
It's been fun watching everyone struggle but we've withheld information for long enough. This is going to be a full guide to killing Nex.

Why kill Nex?
Here are a few reasons.
  • It's the only boss in this game that has some sort of difficulty to it, some people might find the challenge appealing.
  • It drops the best in slot armour for each style
  • Its common drops are great value and add up to a lot over time
  • It's actually fun to kill
Stat requirements
I would recommend being completely maxed. You can get away with less, but you sacrifice efficiency and increase your risk of dying by doing so.
  • 99
  • 99
  • 99 or or
  • 70 (preferably higher)
  • 70 (to get to Nex)
  • 96 (to make overloads)
Getting to Nex
Nex is located in the god wars dungeon. Teleport there using a ferocious ring. Starting from the rope, go south and enter through the big doors and go down the hole. There is a tunnel you'll have to go through, this requires 70 agility. It doesn't have a membership check so non-members can go through. After you're through it's a short walk to the boss room.


Directions to Nex.

On your way to the boss room there will be ancient creatures and blood reavers. The mages have the ability to freeze you and it's a multi-combat zone, you could be slowed down significantly on your way there. I'd recommend wearing an ancient ceremonial set. Blood reavers will still be aggressive, but the ancient creatures won't touch you if you wear it. You could also bring gear for npcs of the other factions, but the run to the doors is short so it's not really necessary.


Teams & instances
It's recommended that you do Nex in groups of 4, as that's the amount of people she'll give a drop. She will also get considerably stronger versus larger groups and in the public room. Instances also prevent someone from coming in and ruining your kill or taking your drops. You can join an instance by right clicking on the door you enter before the boss room. What you enter will be the name of the instance, others will be able to enter it by typing the same name.


How to enter an instance.

It should be noted that anything inside the instance will disappear if there is nobody in the instance. If you die your items will appear outside of the instance, however if your group managed to kill Nex while you were busy walking back your loot will be in the instance.

The actual secret to Nex is coordination and communication. You will have a way easier time if your team is able to properly communicate during the fight. Typing during the fight is not recommended, voice chat is definitely the better option. If you're all on the same page about the fight and you're able to communicate you'll be ahead of the vast majority of people that have gone to kill her so far.

Gearing up for Nex
There's a bank just before the boss room where you can gear up. I'm not gonna give you single setup to use, a few things are up to preference and things like supplies depend on how many kills per trip you're aiming for. The gear setups are more focused towards not dying than dealing the most damage, if you're interested in killing it as fast as possible there is a part at the end of the guide about damage calculations.

Choosing a combat style
All combat styles work at Nex, she has no weakness to a specific style and each style has an effective setup. Since most of the people reading this guide won't be very experienced with Nex I'd recommend against melee. Ranged and magic are a matter of dps vs safety. Ranged generally has better dps, a magic setup with blood barrage has better healing and is thus safer.

vs vs

Slayer tasks
Nex can be assigned as a slayer task by Shenven. It may help to get one for your first few kills as slayer helmet and chaotics increase your dps by a huge amount. You won't have to deal the most damage to her to receive credit for your kill.


Actual gear

  • Elite void
    The best armour for dps. Recommend you take something else if you're not experienced though. Especially good for groups.
  • vs
    Third age vs Gwd armour
    Both are perfectly fine to kill Nex with, if you're inexperienced and don't have gear get 3rd age.

  • Spectral spirit shield
    Pretty much the go-to shield for Nex due to its hp boost and operate effect. Will be explained later.

  • Statius' warhammer
    A really good way of decreasing Nex' defence. A 10% decrease regardless of hit, can use with any style. Is lost on death completely if not protected.

  • Bandos godsword
    If you're using melee it can be better at reducing defense than swh. Don't use if not using melee.

  • Onyx bolts (e)
    Best damage for bolts and decent healing from the lifesteal as well.

  • Dragon bolts (e)
    Equal damage to onyx bolts. No lifesteal but cost less money to use.

  • Emerald bolts (e)
    The 10 poison damage will add up if she's poisoned in the beginning of the fight, don't use after she's already poisoned.

  • Diamond bolts (e)
    Decent damage, reduces defense by an okay amount over time. Slower than swh but worth using if there's a lack of them.

  • Staff of light
    Best staff if you're not on a slayer task, spec decreases incoming damage by 20%.

  • Damage and accuracy auras
    Solid boost to dps. Use whichever fits your combat style.
Supplies
As a general rule of thumb always take (4) dose potions. Using potions at the bank before entering the boss room can get you an extra dose of brew, overload and save an inventory slot on antipoison. If you're doing multiple kills per trip keeping antipoison in your inventory might be necessary.

The supplies you take vary depending on if you're going for single or multiple kills. For low amounts of kills per trip you should take higher amounts of manta rays, the opposite being true for long trips. I don't recommend taking only brews as food as it might lead you to be unable to heal more damage than Nex deals at some points during the fight. You won't need more than one or two super restores. You should be able to get at least 2 kills per dose of overload. Try a few different inventory setups and find out what works for you.
  • Manta rays - For when you need to heal up.
  • Fury sharks - If you have some, bringing a few for when you get really low could save your life.
  • Saradomin brews - Healing, use after eating fish if you need more healing in a single tick.
  • Overloads - Stat buffs, allows free use of brews for healing. Careful when re-potting in fight as it deals 20 damage to you.
  • Super restores - To restore prayer points if necessary.
  • Super antipoison - Prevents poison damage.
Nex
Still need to put an image here.

2100 175 165 144 156 156

You can enter her boss room by climbing down the hill in the room where the bank is. Once you go down the only way to get out is to teleport, bring one you can use in combat in case Nex respawns after killing her.


A map of the boss room.

Phases
Fighting Nex you'll go through 6 phases. All the phases have different mechanics and should be dealt with accordingly. Nex will switch phases based on how much of her total hp she has left. The exact amount of hp she has before she switches is written down with each phase.

Water phase
2100
Protect from magic

Nex has some attacks she will use in every phase, I'll go over these here. She has a standard melee attack that is single target and can hit around 40s. Be wary if she targets you with her melee attack, multiple in a row might kill you. She has an AoE attack that will deal damage to everyone nearby as well, this attack changes styles depending on the phase.

If you're standing in the middle there is a chance she'll use her sliding attack. She will move across one of the lanes, knocking back and damaging anyone in her path. This will hit you two times for up to 40s, be sure to eat if you get hit. She will move to the middle and say "There is no escape!" when she uses this attack. She will target a single player with this attack and move in that player's direction relative to the middle. You can dodge this by stepping to any lane to the side of the one she's sliding down. If your group stands in the same lane she will only be able to slide down that lane, thus you'll be able to predict where she goes and have an easier time reacting to this attack. If you dodge you'll get some attacks in without Nex damaging you at all.


Nex' slide attack.

Pray mage as her AoE attacks are magic based. If you're using swh or bgs spec use it immediately. If you're using emerald bolts (e) use them until you see poison damage being dealt to her. Nex will summon Fumus at the end of the starting phase, kill him or she will sacrifice him later to heal for 300 hitpoints. You'll want to move close to the corner where the next npc will be summoned so that they can be dealt with quickly.

Smoke phase
2000
Protect from magic

The only thing that changes from the starting phase is that she will attack with a high damage dealing poison. You will be completely immune to this if you've had a dose of super antipoison. Nex will summon Umbra at the end of the smoke phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex summons Fumus.


Nex sacrifices Cruor.

Shadow phase
1600
Protect from ranged

During the shadow phase her AoE attacks will switch from magic to ranged, as such you're advised to pray ranged. She will also lay down an area of shadow barrage that will deal damage over time if you're standing in it. This doesn't hit very high but it hits quite rapidly, focus on getting out of this rather than damaging her. Operating your spirit shield if you're in an AoE is a good way to prevent damage as well. Nex will summon Cruor at the end of the shadow phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex' shadow barrage attack.

Blood phase
1200
Protect from magic

Her AoE attacks will switch back from ranged to magic, switch your prayers accordingly. She will occasionally target the square under every player with blood barrage. This attack can be sidestepped, and if you don't do so she will heal the damage she deals. Pay attention to where your teammates are standing as well, you do not want to walk into a blood barrage that targeted them. Nex will say "I demand your blood!" whenever she uses this attack. Nex will summon Glacies at the end of the blood phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex' blood barrage attack.

Ice phase
800
Protect from magic

The ice phase is why you wear a spectral. During this phase nex uses an ice barrage attack that works similarly to her attack during the blood phase. However, instead of healing her this attack will hit a lot harder than the one in the blood phase. It can hit up to 102. Nex can still use other attacks while the ice barrage attack is on the ground, the damage can stack so it is absolutely vital you dodge. She has another attack specific to this phase where she touches the ground, this attack can freeze you. Glacies can also freeze you, but for a much shorter duration. If frozen make sure to make use of your spirit shield operate do negate the damage from at least one barrage. Prioritize healing rather than attacking. At the end of the ice phase she will say "Zaros, protect me!" and enter the last phase.


Nex' ice barrage attack.

Zaros phase
400
Protect from ranged

Her AoE switches back to ranged, pray accordingly. For this phase you'll have to move to the middle. If you aren't in the middle she will heal back up to 400, lifesteal and reflect all damage dealt to her back to whoever dealt it. It's recommended that you move to the middle near the end of the ice phase. Do that as late into the ice phase as possible as it will be slightly harder to dodge the ice barrage when you're standing near the middle. This is the only phase you're forced to deal with the slide attack, sidestep it as instructed earlier.


Nex' healing when not in the middle during the zaros phase.

Once you've killed her pick up your loot and decide if you want to leave or not. Going for single kills per trip is the safest way to go, going for multiple saves you a bit of time since you'll have to run back less.

Loot
Being a difficult boss Nex has really good loot. If your group properly splits loot you should profit almost every trip, it's amazing profit in the long term. A lot of her common drops are used for supplies to PvM with so they'll always retain value. She also drops the best armour for each combat style, which is probably what most of you are after. You will also get an elite clue scroll every kill. If you've got the hang of the fight you should average about 3 minutes per kill.

      

I'll make it easy to grasp what you'll get by giving some numbers, keep in mind this loot is based on groups of 4 and should be split between that group. I'm excluding nex pieces as their value is obviously really high. These values were calculated on 10/9/2017.

Minimum value for a single kill: ~200k
If the entire group gets a low value alchable. Very low chance of this occurring.
Average value for a single kill: ~1m
With blood runes and dragon arrows being replaced by wines of zamorak and onyx bolt tips you should get around a mil per kill.
Maximum value in common drops in a single kill: ~4.8m
This is excluding armour piece drops or the rarer drops of supplies that contain higher amounts.

Honorable mentions
There are certain items or tactics that are effective but there are reasons not to use them.
  • Taking Nex to the middle in every phase
    I'd say Jp invented this during his earlier attempts to solo Nex and that's exactly what I think it's effective for. Taking advantage of the fact that successfully dodging her slide attack gives you a few free hits is good. It can most definitely work in groups, however it's a lot harder to coordinate and there's a high chance someone will mess up. You can do this in groups if you communicate well.
  • Vengeance
    Nex hits high quite often so vengeance would be an effective dps increase. With vengeance other you could have only one person be forced onto lunars and effectively let everyone use veng. The reason this isn't entirely viable is that vengeance other can't be cast while attacking. It also gives you yet another thing to pay attention to during the fight, which is the cooldown. It works, but we came to the conclusion it wasn't worth using.
  • Vulnerability, enfeeble and stun
    These spells are very cheap ways to reduce Nex' stats and all cap at 50%. Defense, attack and strength can be reduced and the spells should make the fight quite a bit easier overall. However, due to the fact that it can splash and it locking you into the normal spellbook they aren't entirely the most efficient to use. The runes also take up 3 inventory slots and for damage you'll mostly rely on rod of ivandis. Swh beats it in terms of quickly getting rid of her high defense level and a more dps focused setup will result in faster kills. It's definitely good for people on a low budget or groups without swh however.
  • Praying melee
    If you're using a ranged setup it sounds quite reasonable to pray melee instead of magic. Especially if Nex is targetting you. In practice this doesn't really work out as you'll spend a lot more time getting hit by her AoE. Magic setups are generally more resistant to her melee attacks.
  • Morrigan's javelins and dragon darts
    Both are very effective but highly expensive. Darts also lack the utility bolts bring. If you don't care too much about money feel free to use them, they're quite good. If you're not an ironman or actually sane it'd be better to stay away from using them. Bringing a single javelin to get a phase over with quickly if necessary isn't too bad of an idea though.
  • Abyssal cannon
    Offers similar dps to a hunter's crossbow with onyx bolts (e). Ammo is relatively cheap and easy to get on your own. It completely lacks the utility of using bolts, you won't get any lifesteal, poison or defense lowering. Because it's 2-handed you won't be able to wear a spectral, drastically increasing your risk of dying in the fourth phase.
  • Mirror shield
    It reduces the damage the monster you have as a slayer task will deal to you. It gets a mention because for it's incredibly cheap price it does quite well so long as you're on a slayer task. It's the only that can completely prevent you from being 1-shot during the ice phase, spectral makes it very unlikely but there's a very slim chance you can get stacked for a 125. It's bad besides that though.
  • Ice shield
    If you're using mage you might think using ice shield during the ice phase is a good idea. It does completely prevent any freezes from Nex or Galcies during the phase. Being able to always sidestep is definitely valuable, however there's still the chance you run into an attack that was targeted at someone else. It also lacks the small window of immortality spirit shield operate has. Good during the ice phase if you're using mage and don't have a spectral.
  • Regen bracelet and vampyrism
    The idea is to just lifesteal back most of the damage she deals to you. However they don't provide enough to heal you at a rate that would benefit you more than just equipping something for higher dps. Can work as budget options, however far less efficient.

Damage calculations
This part displays and compares the damage output of certain setups. Keep in mind this is theoretical dps, eating and dodging is not factored in. Everything was tested using piety and overloads, as you'd be using those anyways if you were serious about killing Nex fast. The new dps meter in the attack styles tab is what I use to acquire most information.
Defense drops
This is to display how important it is to reduce Nex' defense level. I will test both the accurate and rapid style. Since the buff one might actually consider using it to save a bit of money at the cost of a tiny bit of dps.
  • Gear
  • Reduction (-10% def per swh)

    Accurate: 54.34% accuracy & 4.72 dps vs Rapid: 46.45% accuracy & 4.72 dps

    Accurate: 65.07% accuracy & 5.76 dps vs Rapid: 59.61% accuracy & 5.96 dps
Comparing armour
This should help you choose what armour to use for Nex. I'll mostly focus on dps, but will talk a bit about defense as well.
Without defense reduction

  • Accurate: 54.34% accuracy & 4.72 dps vs Rapid: 46.45% accuracy & 4.72 dps

  • Accurate: 57.01% accuracy & 4.72 dps vs Rapid: 50.72% accuracy & 4.81 dps

  • Accurate: 48.77% accuracy & 4.11 dps vs Rapid: 42.33% accuracy & 4.09 dps

  • Accurate: 49.72% accuracy & 4.05 dps vs Rapid: 43.13% accuracy & 4.03 dps
With defense reduction

  • Accurate: 65.07% accuracy & 5.76 dps vs Rapid: 59.61% accuracy & 5.96 dps

  • Accurate: 67.82% accuracy & 5.62 dps vs Rapid: 63.01% accuracy & 5.99 dps

  • Accurate: 61.53% accuracy & 5.19 dps vs Rapid: 55.68% accuracy & 5.38 dps

  • Accurate: 62.27% accuracy & 5.07 dps vs Rapid: 56.50% accuracy & 5.27 dps
There are a few conclusions I draw from this data. The first is that void is the absolute best dps. While it has a lower defense bonus in against ranged and mage it's melee defense bonus is actually twice that of a setup with pernix. You lack the damage soaking of pernix or third age, but her melee attack won't hit you as often. For those with experience void is most definitely the better choice. Do keep in mind that with a slayer helmet all other setups are better.

Another thing is that the difference in dps between armadyl and third age is really low. Low enough that the increase in defense bonus is worth using third age for. Unless you absolutely want that tiny bit of extra dps and you somehow don't have void.

Credit
First off I want to thank my group, Nex' kneesocks. There are quite a few things I wouldn't have discovered without this group and generally speaking they're the reason the release of Nex has been so much fun for me. The time we spent from release until we kind of stopped for a bit had easily been the most fun I've had playing emps recently. From running around the wilderness killing defenseless pvmers to sweaty nex kills, it's all been great.
  • Thomy: For finally releasing a boss that is actually more than a goblin on steroids. And also for increasing the character limit of posts from 20.000 to 30.000 so that this could be put in a single post. Adding the dps/accuracy checker to give us more clear info on combat.
  • Jp: For the initial test duo where we failed and died. I also learned a couple things from your first solo. I'll acknowledge you as a good PvMer.
  • Zack: For suggesting this entire update. :kappa:
  • Drugs: Seven.
  • Emilsen102: Expressing interest in dps comparisons.
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9
Hello everybody,

I've got a few balancing changes ready for today. Please read through them and let me know what you think!

Herblore Extension - Overloads
Overloads and extreme potions are here! You can find the recipes in the Herblore skill interface in the game. An overload potion is a combination of an extreme attack, strength, defence, magic and range potion. So all of your combat stats are boosted. Also, they won't decay for the duration of the potion effect. So your levels always stay at their maximum. With this update, I'm also nerfing normal and super potions. This is necessary, else our overloads will end up making you way too strong:
  • Brew's stat reduction has been reduced. However, the reduction is now stacking.
  • Normal potions: You now get 1 + 8% of your level as boost.
  • Extreme potions: You now get 3 + 20% of your level as boost: This gets your level up to a maximum of 122.
  • Overloads: Mix all extreme potions together to get an overload potion. This boosts all your combat stats to 122 and keeps them there until the potion effect runs out.
I am aware that this is a nerf to super potions, but it was impossible to add new potions with super potion's combat power. Extreme potions and overloads are untradeable. Also brews have received a nerf in their healing power and stat boosts. On the other side though, their stat reduction effect is no longer that strong. Some level requirements for potions have also been reduced. Please check the Herblore skill guide in-game for all the details.

The screenshot shows drinking an overload potion and new water, which has already gone live a few days ago.

Grand Exchange
It was sometimes not satisfying how the system worked and I've also identified that quite a few price calculations are just wrong. With this update I have taken randomness out of the market system and want to improve the fairness of transactions. I've changed the following:
  • Price calculation updated. I'm no longer taking random values out of all transactions of the past 90 days for the average price. I'm now taking the most recent 200 transactions of an item to calculate its price. I remove a percentage of outliers and calculate the mean of the residual values. I'm also taking the amount of the transaction into consideration now. This ensures a better calculation of prices and people won't be able to manipulate an item's price anymore by selling or buying an item very cheap or very expensive (e.g. fishing bait).
  • Offers (buy & sell) are no longer randomly being matched. Before the update it would just find any buy offer and any sell offer that match and would complete the transaction. This resulted in the system not really being able to detect increasing or decreasing prices quickly enough or even not at all. I've taken the randomness completely out of the transaction matching code. The best buy offer is now matched with the best sell offer. If your buy offer is the highest, the system makes sure that you have the highest priority in buying the item and thus will get it first. You will be matched with the best possible sell offer.
  • The selling price is no longer the price that will be paid. You're now charged by the average of the buy and sell offer. This means that if I buy an abyssal whip for 2m and somebody sells it for 1m, it will cost me 1.5m and the seller will also get 1.5m ((2 + 1) / 2 = 1.5). This system ensures more fairness towards sellers and will no longer result in hesitations for sales.

Engine Updates
  • Certain wall objects have had their orientations fixed (barbarian village shelves, shields in varrock castle, etc.). The configuration for wall configs has been wrong and they sometimes were wrongly rotated. This was barely even noticeable, because only small objects were affected. This also fixes a bug where clicking areas for such object were wrong (rub glory in POH). This patch also slightly increases loading times for lower-end computers.
  • Holding down the CTRL button now allows you to instantly drop items from the inventory. If items cannot be dropped, it'll trigger the destroy dialogue.
  • Scrollbars have visually been updated. They now have a gradient instead of being a single color block.
  • Water shaders have completely been reworked. You'll find water being more realistic now with a ripple effect. Reflections are planned as final step for the water update. Though, only for high-end computers in order to be able to render the refractions fast enough.
  • The kill logs interface has been updated. You should no longer crash or find buggy models when idle animations are disabled. I wasn't able to get any issues on my laptop anymore. However, please let me know if there's still issues if you find any!
  • The way monsters are rotated to terrain has been changed. This will fix flickering issues with large monsters on small hills (frost dragons).
  • I've started to work on a loading mechanism that completely gets rid of loading screens, which will allow me to set infinite rendering distances. Theoretically speaking of course, it'll still be limited to the maximum performance of your computer. Anyway, I can't say when I have this update ready,  but I've started to work on it as small side project. This will also boost performance even more once finished.

Changes and Fixes:
  • Several elite clue item requirements have been changed. Certain items that were really difficult to obtain have been replaced with more common items. You can view the changes on the wiki in the coming days: https://emps-world.net/wiki/Clue_scrolls (please give us a few days to update that!)
  • The chances for obtaining crushed nests from Woodcutting has been increased from 5% to 8% (10% with strung rabbit foot).
  • New creature can be hunted: Grenwalls. You need 5 Grenwall spikes to create extreme Ranging potions.
  • Ground mud runes can now be created by using 5 mud runes on a pestle and mortar. You need 1 ground mud rune to create extreme Magic potions.
  • Quarrymaster aura now also works on gem rocks.
  • The experience curve for Pest Control experience rewards has been adjusted. You now get more experience on lower levels than before. The maximum amount of experience to obtain remains unchanged.
  • The defensive bonuses of glory (t) have been reduced. It shouldn't be straight up better than an amulet of fury.
  • Amulet of ranging has received a +5 prayer bonus to be comparable to other top amulets.
  • Third-age amulet now gives +2 health bonus.
  • Alch value increased for following items: Dragon halberd, wands, infinity robes, dragonfire shields, barrow gloves, dragon boots
  • Rare clue scroll rewards are now broadcast (< 1% dropchance).
  • Nex armour drops are now broadcast.
  • Giant pouches are no longer being broadcast.
  • A bug was fixed where certain items wouldn't degrade.
  • It's now possible to rest by right-clicking the run-orb on the minimap. Resting increases your health and hitpoints regeneration rate.
  • Several stairs in Falador have been fixed.
  • Corporeal beast can now be fought in instances.
  • The Runecrafting experience multiplier for combination runes has been increased from 1.1 to 1.5.
  • Buggy spots that could get you stuck around the Ice wyrm cave entrance area have been fixed.

Since a lot of people kept asking me about oldschool: No, there's no progress yet. I'll be posting it when available. I hope you enjoy this update, it brings a little more usefulness to Herblore and solves a few issues with the Grand Exchange. :)

All the best,
Thomy




Changes of 20th:
  • Due to a large disappointment of super potions, I've reverted them back to their old state. They now boost stats up to 118 again.
  • Extreme potions and overloads now boost stats to 122.
  • Brews are healing for 16 again.
  • Zamorak brew acts like an extreme strength potion and boosts strength to 122.
  • Saradomin brew acts like an extreme defence potion and boosts defence to 122.
  • Hunter experience rates have been reduced by roughly 30%. This should've already been in the patch yesterday, but I forgot to update it. Hunter was being trained a little too fast. My bad, made a mistake in my calculations.
  • Overload boost is now re-applied every 5 seconds instead of every 15 seconds.
  • Corporeal beast instance fixes.
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10
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 10:42:14 am »
Here comes my post with the most hated replies.


I said it multiple times already and I will repeat myself again.
This server needs a full reset (accounts + items). This is the part where most remaining players (staff members mostly) will disagree with me but as I once said. I do not care about the staff team and what they would lose at all when it is for the sake of the server.




Why am I suggesting a full reset?

There 2 main reasons. The first reason is the fucked up economy. There are way too many items in this game. Even at the times when I still played the game there were players hoarding 5k furies and ring of stones combined. No wonder when every strong NPC dropped and uncut onyx. The same thing happened with dfs, all GWD items and skilling supplies as well. When drop rates got nerfed, it was already too late.

That's why nerfing all the drop rates will not change anything. There are way more items than active players and this is why nerfing any drop rates alone will change nothing. We had this flaws 1 year after Emps-World launch already. I offered Thomy my help to deal with all the flaws regarding the economy.
I was using the money I had and milked the shit out of this server. I had 800+ member rings, 100+ ags and lots of more items. I was manipulating the price of any item I wanted and merched hundreds of millions with the item of my choice and used to drop certain items and let them disappear while still making money. Unfortunately this was also the time where Thomy and I did not get along and I quit the game. Why should I "work" my ass off to fix the economy when the owner does not appreciate it? My accounts were taken care of a player whom I trusted the most and he had the permission to do whatever he wanted.
Basically my whole bank was "donated" to the community and the opposite thing happened. The economy got worse. Two years later, after I mentioned the economy problems again, a white knight suggested that the community could work together to fix the economy. MY ASS. Someone who abused the construction shop to get billions of gp into the game for his own sake wants to fix the economy? As you can see nothing has happened so far.

The next big flaw is the amount of unhealthy and useless items we have.
Mentioning all of them would take quite a while. Let's make it short. Many items should have never entered the game and taking them away from single players was no option according to Thomy. That's why treating all players the same despite of their rank or bank is essential for this to work.





Things that need to change before the reset


1. Rework of drop tables and drop rates.

2. Rework/Removal of dead content and useless items e.g. claws, korasi, emps-wars, etc.

3. Rework of the donation shop.
This is one of the most important parts because this is what keeps the server alive. Following changes should be done.

You will no longer be able to buy a donator whip. What you actually get is a whip dye. You will still get your donator whip after using the whip dye on an abyssal whip. The same goes for bows and staves.
Other cosmetic donator items such as wings, outfits, phats, hween masks will be available from mystery gifts only. This will make cosmetics actually rare because of the RNG involed while useful items are not getting into the game for free. To make mystery gifts more attractive you will also have a chance to get oldschools from them (the chances will be very low obviously).

Another nice feature to have are donator ranks and emotes. Currently donating in Emps-World is seen as "wow, you spend money on a game?". Many other servers sell actual armour and nobody gives a fuck about whether you got it as a drop or from donating.
Unlocking titles and emotes on forums based on how much you donated total as well as adding some ing features for donaters only is the way to go in my opinion.

I will not mention the other changes that need to be done for obvious reasons.





Things that need to change after the reset


1. Advertising Emps-World for untradable consumables and other things.
Such items would be skilling brawlers, membership, ing emotes, an exclusive forum emote on SB, and other things which I am not gonna mention now.

2. "Refer a friend" could work with similar rewards but I am not sure about that.





To sum up, this game we have at the moment is trash. I am for a full reset with the changes mentioned above and many others things. Other people suggested to make World 2 a world on its own which I support as well as long as everything gets done the right way. You can also call it "oldschool emps" if it makes you happy. However focusing on PK entirely will not get any things done with the current amount of players where most of them are stakers and skillers.
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11
Update Notes / Re: Updates November 28th 2016 - Clue Scrolls
« on: November 28, 2016, 02:04:58 pm »
Emps world= osrs confirmed?.....
Aand there's always this kind of reply on every update topic. What's so bad about putting in the same content from Runescape (which, surprise surprise, the game this server is built from) that people enjoy doing? It's like complaining about someone building a swing on their backyard for their kids because they saw their neighbor do it. Shut the hell up.
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12
Feedback / Double xp scrolls
« on: October 03, 2016, 06:59:00 am »
Since the overall feedback topic for the last update suffocated some key parts in the feedback, I decided to make a separate one, so community's opinion could be heard crystal-clear.

I would like to hear what is thought about the changes regarding double xp scrolls.

Change:
For those who are too lazy to read update notes I'll quickly explain the change:
Double xp scrolls used to be in EP shop with a price of 1 EP each. With the last update they were removed from the shop completely and added to EC shop instead. Price being 100EC for 1x1h scroll, which makes it 5 scrolls per 3.5€ donation.

Before I start, I'll quickly mention that I'm one of the most active skillers right now, so I know what I'm talking about when it comes to that.

Search for an explanation:
To start, I would like some explanations from Thomy.
  • Firstly, why was the change needed? Were the scrolls too easy to obtain?
  • Secondly, why was it removed from EP shop completely? We could've just increased their price.
Personal view on their existence for both shops:
I personally think that they should've never left EP shop. Yes, since they were a bit easy to get, we could've increased the price up to 2 EP per scroll, which would've been sufficient, since most people don't bother doing all tasks.

If there was a need to include them in EC shop, the ONLY option that would've made sense, would've been the buying in bulk option. So the people who are too lazy to do 3 tasks per day, could use a shortcut. Example given later on.

Their current price:
I also have to mention the current price. Let's say that a person donates 5€, which allows him/her to buy 9 scrolls (9h of double xp). When I took skilling seriously, I used easily 20+ 20-min scrolls per day (my own record is about 74x20-min scrolls in less than 48h). It's definitely not worth the money as it is right now.

Sudden change without a warning/state of EP shop:
After the update we have two type of skillers: the ones who luckily had stacked their scrolls in banks and the bitter ones who have tons of EP, but they're unable to use it. This could've been avoided with a brief heads up.
E:The last update gave even more to those people who had stacked their scrolls, which is so unfair. We should've been given the same option to do that prior to the changes.

As you may have guessed, I'm now the second type of skiller. I'd rather not waste EP on cosmetics, since I can just buy them with cash (I have a large collection of EP items), so the scrolls were the only thing actually bought from the shop. Yes, we now have auras, but since they last a considerable amount of time, we don't have to pay very often.

Scrolls becoming dead content/unreasonable new difficulty:
The last update made scrolls dead content for everyone, who hadn't stacked any. To make matters worse, the XP cap was increased to 250M. These 2 facts have made long-term skilling (200M/250M xp) frustrating. Don't get me wrong, I would've been fine with the cap increase, if the scrolls had stayed.

Because of the changes, many skillers, incl myself, have just lost their motivation. Most skills were never optimal for such high goals in the first place.

To prove my point I'll give you an example:
20-minutes of thieving with double xp activated gives you about 610k xp, if you're pickpocketing master farmers. That means that it takes more than 102 hours in order to achieve 200M thieving (from lvl 99). That's with double activated.
Now the cap is higher and xp comes slower, which absolutely kills the motivation.

What should we do now?
  • I would add them back to the EP shop with the same or higher price.
  • We can keep the scrolls in EC shop as well, but they have to be in bulk.
Example: 6 EP for 1x1h scroll in EP shop, 500EC for 8x1h scrolls in EC shop (package deal). So people could either do daily tasks 12 straight days (3 per day) or they could buy 8x1h scrolls for 3.5€

Keep in mind that the number of scrolls has to be high enough in EC shop, otherwise no-one would be interested.

Thanks for the people who actually bothered reading this!
I beg you to reply in order to share your opinions, since it's the only way we can actually make a difference.


E: Adjusted information to today's changes. 1 scroll lasts for 1 hour now.
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13
Guides / Re: Emps script: Write your own quest!
« on: January 27, 2016, 02:20:43 pm »
Code: [Select]
d = quest_options
opt | 159 "Begin quest" | gnomechild

d = gnomechild
if $q_gnomechild == 0 gnomechild_begin
if $q_gnomechild == 1 gnomechild_check

d = gnomechild_begin
npc "Got any of that good shit, yeah?"
plr "Hhhhhhhhhhhhhhhhhhhhhhhh???"
npc "Bring me 12 guam leafs."
qst "Help the gnome child in his dank quest?" "Ok" | gnomechild_cont "Ok" | gnomechild_cont

d = gnomechild_cont
npc "Ty m8." $q_gnomechild = 1

d = gnomechild_check
npc "You brought the good shit?"
if hasItem({249, 12}) gnomechild_finish else gnomechild_scam


d = gnomechild_finish
delItem(249, 12)
npc "Yeah thats the shit. Good shit m8. Ty." $q_gnomechild = 2

d = gnomechild_scam
npc "You tryin to foken scam me m7?"
plr "Cheeky little shit m8 I'll bash ur head in I swear on me nan."
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14
Please, stop it. Marketing is already THE MOST frustrating thing in this game. You aren't making anything easier. Because of you, there are people in Falador  AND Grand Exchange, which forces people to run between the both places. In addition to that, the Falador bank is much further away from the teleport location than the bank in GE. Face the facts, GE is a much more convenient place to do it. ''BUT MUH NOSTALGIA EXPURIENCE!!!!'' Man up and move the fuck on, you aren't the 10-year-old kid you used to be.
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15
General Discussion / Re: I need some screenshots for my slayer guide
« on: November 01, 2015, 06:09:46 pm »
Last 16 from your list I had images for those also but imgur decided not to upload them and I already deleted them.
Also note that these Pictures are indeed taken ingame from the actual server and are as authentic as it gets. But I did täke them with my old computer and thus the Picture quality might poor here and there.



•Goblin

•Tower archer

•Wizard

•Icefiend

•Scorpion

•Zombie

•Rock cab

•Ghost

•Cave Crawler

•Cave Slime

•Skeleton

•Giant bat

•Hill giant

•Black knight

•White knight

•Chaos dwarf

•Magic axe

•Moss giant

•Ice warrior

•Ankou

•Baby blue dragon

•Green dragon

•Lesser demon

•Dagannoth

•Basilisk

•Infernal mage

•Turoth

•Cave horror

•Aberrant spectre

•Cave bug

•Smoke devil

•Dust devil

•Bloodveld

•Jelly

•Kurask

•Banshee

•Cockatrice

•Gorak

•Blue dragon

•Hellhound

•Red dragon

•Gargoyle

•Skeletal wyvern

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