The world is currently online!


Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ranger 0wns

Pages: 1 2 3 4 5 6 ... 11
1
Hey guys,

In this update you can upgrade your completionist cape with your lava capes. This increases the cape's offensive stats and requires level 99 Invention. Your bank space was doubled and the bank interface has been updated. You can now swap, insert and merge entire bank tabs. Read the bank section below for all the details on these bank tab operations.

Completionist Cape Upgrade
It's now possible to use your Invention skill to combine fire/lava capes with the completionist cape. Doing so requires level 99 Invention and high level energies. The ice and range completionist cape invention also requires ava's accumulator to include the arrow preserving effect. The upgraded completionist capes cannot be recolored and provide slightly better bonuses than the completionist and lava capes combined. This is what the new capes look like:

With this update you are now also able to own multiple completionist capes. Visit the completionist cape rack upstairs of the Varrock museum with multiple max capes for the free exchange. You still have to pay ~5m for each max cape though.

Bank Interface Improvements
I've added new features to the bank interface to improve usability. The bank space for everyone has also been doubled.


Here's all the bank interface improvements:
  • Each bank tab can now hold 200 items instead of 100. This applies to both members and non-members.
  • All items in a bank tab can now be configured as placeholders when right-clicking the bank tab header.
  • Bank tabs can now be swapped, inserted and merged. You can drag bank tabs around the same way as other items. The insert and merge options are available when switching from swap to insert mode on the bottom left of the bank interface.
  • Empty rows are collapsed in the all items tab. You can scroll through all your items without having to go over lots of empty spots.
  • Bank loading speeds have been improved. The game will draw more item images per render cycle and switching between tabs no longer causes any flickering.

Game fixes & changes:
  • Items kept on death interface now shows the items you lose in the wilderness as cash drop. This is now also properly logged as a destroy item action. An issue with the scrollbar of the interface has also been fixed.
  • Various textures for GWD monsters have been updated.
  • The completionist and max cape received reflective textures for golden trim parts.
  • The particle system has been modernized and several particle emitters have been updated. Abyssal weaponry, elemental staff and incense burners received a smoother particle texture.
  • The offensive bonuses for Necator equipment have been increased.
  • The dagannoth area has been graphically updated with water and lighting. Drops for low-level dagannoths have also been configured.
  • Various water area borders have been improved.
  • Daily rewards now go straight into your bank.
  • The deconstruction speed of items has been increased by one tick.
  • The zoom in and out operation of the worldmap viewer have been improved. The absolute position on the map will no longer jump around.
  • The loading window in the top left corner of the game was removed. Instead you will see the loading text at the top of the screen that appears only when teleporting far away. The popup only occurs when a short loading screen is required.

I've made more progress on Karamja. Various npcs have been spawned and I started configuring a new solo dungeon. Feel free to check it out already, but it's still in an unfinished state and not everything may be accessible! :)

All the best,
Thomy
The following users liked this post: Ranger 0wns

2
Screenshots / Re: Emps-World Meme Center
« on: August 28, 2019, 09:05:28 pm »
When Thomy add the Invention skill
The following users liked this post: Ranger 0wns

3
Suggestions & Ideas / Skilling Pets
« on: May 05, 2018, 09:38:28 pm »
Hi everyone, It would be pretty cool to have pets exclusive to skills. For example how about a racoon for thieving, a pet tree for wc, a pet rock for mining, etc... the player will receive these pets while doing a skill at random but very rare.

What do you guys think? Might give people the motivation to do more skilling.
The following users liked this post: Ranger 0wns

4
Screenshots / Re: Can you spot it?
« on: November 11, 2017, 04:23:00 pm »
not with that resolution
The following users liked this post: Ranger 0wns

5
Showcase / Re: Remember this?
« on: September 12, 2017, 07:58:30 pm »
Not really, maybe this can help ? :kappa:
man fuck that shit

Holy poop, you're still using the forums.
occassionally i visit
The following users liked this post: Ranger 0wns

6
Suggestions & Ideas / Idea for Oldschool Emps-World
« on: August 20, 2017, 01:27:54 pm »
Skilling pets! Since it'll be using oldschool runescape engine I think these would be a possibility then. I realize that the alpha release is still very far off but could be an idea for later updates.

Instead of catching chinchompas for the chinchompa pet it could be obtained from catching anything. I think it would be sweet if these were rather rare, like 1 in 10k chance? You'd roll a chance to get a pet each action you make. Making them a bit more common once you hit 99 might be great a great idea as well. Like 33% increase? Would be 1 in 6666 then?

The following users liked this post: Ranger 0wns

7
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 17, 2017, 02:59:31 pm »
One small suggestion for OSES would be that XP is capped at 200m instead of 250m. Not sure if I'm the only one who is triggered that xp goes to 250m.
The following users liked this post: Ranger 0wns

8
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 17, 2017, 11:01:30 am »
Advertisements: I know that ads help growing our population. Though... there's no budget for ads everywhere and I also can't get spots on toplists.

An idea how you could advertise the game - Basically there are runescape facebook fanpages made by fans with thousands of followers, for example you could DM one of these and ask for a promotion for small fee.

Here is list of some facebook pages i found with a big amount of followers who you could DM and ask if they could advertise your server:

https://www.facebook.com/RSMemesG/
https://www.facebook.com/OfficialRunescapeMemes/
https://www.facebook.com/RunescapeMemers/

Advertising a private server on official RuneScape fan sites isn't going to work out. However, I do get the concept of it, thanks. :)
I saw advertise on Instagram LMAO

Instagram isnt an official Runescape site.
All advertise sites and Thomy advertise on instagram?, its good idea to advertise, but not on instagram, at facebook would be better and all top list sites.

Facebook died 5 years ago rofl.
Wat?
The following users liked this post: Ranger 0wns

9
Suggestions & Ideas / Re: Oldschool Emps-Scape
« on: August 15, 2017, 11:52:27 pm »
These 3 things are the main things i dislike about your topic.

Ranks: Two ranks will be unlocked upon donating to OSES.
Donator: Make your first donation to OSES.
Super Donator: Have a specific amount of total donations (unlocks additional emotes on forums).
I really don't understand why we would need this, yes okay you funded the game, but you already got items for it so why would you need a rank for it. also if thomy decides to set it through i guess staff members should have 1 too.
Zulrah:
The only new boss OSES should have. it should drop the main items from OSRS (tanzanite fang, magic fang and serpentine visage).
Please for the love of god no. you talk about things being "too new for OSES" but im also sure that this shit is younger than our ice strykewyrms are. also with this having the power as a magic shortbow, it would ruin the pure wilderniss considering its 3x as fast as a magic shortbow. could be considered as our current gladiator helm, the toxic staff of the dead isnt purely a mage weapon, its also close to the best strengthwise weapons lol.

1) Thieving, Hunter and Construction. Your argumentation about why they are unnecessary or hurt the game in any way is basically nonexistent. Thieving is vital for farming to exist because you get seeds from farmers by pickpocketing them.
Pkers wouldn't train construction you said. They also wouldn't train firemaking nor fletching by that logic. So fock off m8, construction stays. And so will Hunter, how else you think people should get chins? Because even you 'like the value' of em.

How can you even say that planting trees is useless.. Not having the ability to plant trees would mean we only have access to half of the skill.. In no way does that make any sense.

And why should agility level benefit you while mining/woodcutting/runecrafting/fishing? I don't see the logic behind that idea so Im going to strongly but politely disagree with that stupidity.
Right now having 99 agility right now grants you never ending run energy which should be changed imo.

Also there are changes to be made to other skills. There have been plenty of topics about bonfires for example and also i'd like to see nests instead of crushed nests from woodcutting.

Smithing and cooking ideas you presented were decent.

I understand this is just a suggestions thread but maybe you shouldn't take the whole 'OSES' on your own shoulders. As of now we hardly know whats it going to be like and what changes is Thomy willing to make.
This was point three, i feel like il skill i explained it pretty good and i agree with him

also,
Black Demons:
Nobody liked them having as a task. I think that making them the only monsters to drop dragon and onyx bolt tips will increase their popularity.
tf is this about, i and im pretty sure many others enjoy them as a task since they are so afkable
The following users liked this post: Ranger 0wns

10
Off-Topic / Re: Small graphical glitches
« on: August 14, 2017, 07:49:54 am »
The following users liked this post: Ranger 0wns

11
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 13, 2017, 06:18:02 am »
Is it already decided that OSES is happening?

If yes, shouldn't there be a new topic regarding all the OSES features to have or have not?

I would gladly offer my help regarding suggestions and ideas, drops, exp rates, quests, etc. despite us not getting along that much.
The following users liked this post: Ranger 0wns

12
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 12, 2017, 09:21:28 pm »
I've digged a little deeper into the oldschool stuff. It could work out and as already previously mentioned in this topic... the project will be gigantic. I'll drop more screenshots when I know more about the project. To begin with, I'll copy all weapons, its bonuses, special attacks and accuracy values from osrs.

Just as a reminder, this won't impact the state of current Emps-World. Nothing is going to be closed and nothing would be shared between the current version and its oldschool clone other than friends lists and clan chats.

I for myself enjoy working on an oldschool Emps-World too... it really does feel nostalgic to walk around on the old map with old character models. I'll see where the project goes and post more details when they are available.

Also regarding all the 'what thomy should do' replies... quit it without any proper arguments. It leads nowhere and only gets yourself into a fight with others... including me. Thanks for all the decent feedback so far!


EDIT: Oh yeah... A lot of content in Emps-World could be done with our scripting language. I've also already implemented a mechanism where custom scripts can be uploaded to the game and be executed. This has been tested over the last months in world 3. I'll definitely get more details regarding the script, so that custom content can become a thing.
The following users liked this post: Ranger 0wns

13
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 07:12:13 pm »
Old Emps scape graphics, and remove all these PVP items, and the other customs + More features of PVP, more ranks ingame, Exp weekend
The following users liked this post: Ranger 0wns

14
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 09:49:32 am »
As for referral system maybe there could be refer-a-friend bonus xp? This could work both ways. (Also would probably be an option for voting rewards)
Once the referred player reaches 500 total level both parties gets a certain amount of bonus XP. For example that would be 500k XP so for 500k xp the experience is doubled.
For further rewards if someone manages to actually refer a lot of players you could just spawn any one item the player desires.


Quote
Oldschool: That'd be equal to developing a completely new game. However... I could try to load oldschool maps in the current Emps-World client I don't think graphics will change anything though.
If this ever comes world 2 could be used for this perhaps? Developing a whole new game that heavily focuses to PKing; a lot faster XP rates, make Edgeville the mainhub, move all shops to Edgeville, add medium level items to shops, make Barrows equipment more easily obtainable, removing PvP items completely and perhaps add them to a donator store, pk shop with strong armor (3rd age and GWD) and special attack weapons. Adding all medium level skilling supplies to a shop but high level food, pots etc... would still have to be obtained through skilling.

That is a very radical idea and would basically be developing a completely whole new game though^

That could be a plan with world 2... It'd co-exist with the main game, items and stats being separate though.
The following users liked this post: Ranger 0wns

15
Suggestions & Ideas / The onyx economy
« on: August 07, 2017, 11:36:10 am »
It's really no surprise that onyxes and the items crafted from them have become kind of worthless over time. I've talked about this before; we simply have too many sources for onyxes. In order to not turn furies and stones into unsellable items those should be cut back and perhaps a sink should also be implemented.

Shooting star
The first source I want to talk about is shooting star. Every star there is guaranteed to be one onyx entering the game. The we get 8-12 star spawns per day per world. I'd say most of those are mined, to pick a number I'd say at least 10 stars are mined every day. That would mean in a good week or two we could supply everyone online with a fury and stone. Cutting the amount of stars spawned comes to mind, but given that that would make getting the outfit (which is already kind of not worth getting at all) take even longer that isn't something I'd want.

We could have the onyx be a chance to obtain and get some kind of drop table that would be given to one person every star. This droptable could contain a few different amounts of stardust, mining exp lamps and the onyx. That would already cut down the amount of onyxes from stars by a massive amount.

Tokkul shop
Every jad run gives you enough tokkul to buy two onyxes. Shenven assigns jad nowadays so it does get done a little bit more often than it used to. Simply doubling the tokkul price of onyxes would be fine. It might suck for the coming months after the change but should ultimately result in a similar or better reward in terms of price.

Onyx drops
We used to have more monsters dropping onyxes but that number was cut down (thanks mary), I believe we could still take that further. I think it can be removed from KQ, KBD and Chronozon's droptables. Thematically it would make sense for obsidian dragons to drop them, so I wouldn't mind keeping it on them. I think it could be removed from them too however.

Regen bracelet
This could've been a good sink for onyxes, so I'm suggesting it's turned into one. First off, 2% is kind of meager, buffing it to 5% would make it seem a lot more impactful. I'm suggesting we make the bracelet repairable with onyx items (except bolts/tips). 25 or 20% of the charges restored per onyx item would be enough.

Rings of stone could also be used to recharge imbued rings if we want another sink specifically for them.
The following users liked this post: Ranger 0wns

Pages: 1 2 3 4 5 6 ... 11