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Messages - Magecrune

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1
Suggestions & Ideas / Virtual levels
« on: December 12, 2017, 06:16:20 pm »
Virtual levels would show your "virtual" progress beyond level 99 meaning your mining skill can go up to level 126 for example.

This is only visual though and only you can see it. There could even be a toggle on/off button in settings for people that don't like it.
I think this would "visually" reward people who decide to train their skills beyond level 99 and can track their progress much more better via level ups and xp till next level. Make it more enjoyable and little bit rewarding to actually gain virtual levels instead of just staring the xp counter go up. Once you reach 250m xp in a skill you could even get a gold trim around that skill in skills tab or some small star icon or something.

Levels, xp till next level etc... can be found in Runescape 3 wiki http://runescape.wikia.com/wiki/Experience/Table As for levels between 200m - 250m I have no idea how it goes but it can probably be calculated.
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2
Hey guys,

It's been a while since the last update and thus this topic is a little longer. I've done my best to keep things as short as possible, so that everything can be read quickly. We've got a new boss and some tweaks for the Ranging skill introducing proper longbows, new arrows and new bolts!

Engine / Performance Tweaks
Quite a lot of people were complaining that the game was lagging. I've investigated the issue and was able to tweak some things in the engine that will improve fps rates overall. I was able to identify and fix a few problematic rendering issues. The game runs best on a dedicated graphics card. If you've got a laptop with 2 graphics cards, make sure Emps-World runs on the high performance one! Intel HD chips (primarily on laptops) are known to be slow and really can't get you 60+ fps with maxed out settings. I'll now be stopping to improve the game's performance, because it's been the only thing I was able to do in the past weeks. I want to focus on content updates rather than improving the game engine more and more. I've also received quite a few reports about invisible players, areas not loading properly, flickering objects, etc. I'm still working on getting all graphical glitches fixed, but it should already be in a really good state right now. These problems are coming from the aggressive loading method I'm using. If you enter a new area, your game doesn't pause and loads new data on-demand resulting in smooth loading processes. While this sounds really nice in theory, it's a nightmare to program it. That's the main reason for certain objects not loading properly or players disappearing. However, it's already working out quite nicely and will be free of bugs in the future. ;)

Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.

Har'Lakk
Up for a similar challenge as Nex? Har'Lakk is going to give you another tough fight! You can enter the boss lair north-west of the Barrow hills. If you cannot find the spot, use the minimap and simply search for Har'Lakk. The boss drops items for the 4 top damage dealers and can be instanced. It is highly recommended to face this enemy as a team. The best drops you can get are the Demon longbow and Demon crossbow; new level 85 Range weapons. These weapons allow you to fire Ancient arrows and Ancient bolts, which will boost your dps by a significant amount.

I've tried my best to get Har'Lakk down on my own... but I couldn't get it done. Maybe you can show me how to properly get a solo kill? ;)

Here's the Demon longbow and crossbow:



More Ranging Tweaks
I'd like to make longbows more useful in the game and am thus introducing their weapon type. Whenever arrows are used with a longbow, they give you additional +30% Ranged strength to compensate for their slower attack speed. This results in much higher dps and makes them a valid alternative to shortbows.

The Ranged requirement and thus crossbow requirement for enchanted bolts has been increased by some levels each. You now require a level 71 or 72 Ranged weapon to fire dragon or onyx bolts. The strongest ammo shouldn't be usable with lower level crossbows, because it results in too much damage on weaker equipment. Enchanted crossbow bolts with their level requirements are now also existing in the Range skill guide.

I'm changing the level requirement of dragon arrows and introduce 2 new arrow / bolt types:
  • Dragon arrows: require level 60+ bow
  • Barrow arrows: require level 71+ bow
  • Ancient arrows: require level 82+ bow
  • Ancient bolts: require level 83+ crossbow
The point of this change is to create a gap between low and high level Ranged gear. Prior to the update you'd get almost the same damage of any bow that used dragon arrows. You can now use higher level arrows with higher level bows, which gives higher level bows a real power-up. However with this changed I am forced to nerf the arrow strength of arrows by 10%. Otherwise the newly introduced arrows would outperform everything. Barrow and Ancient arrows can be poisoned as well. The projectiles of poisoned dragon, barrow and ancient arrows have received a different model. It can now clearly be seen when you're firing a high-level poisoned arrow.


Engine changes:
  • Fixed screen mode updated. It's now usable and scales appropriately with your monitor. If you've been a fan of the fixed screen mode, I recommend trying it out now and adjusting the frame scale setting in order to make it bigger.
  • I've identified quite a significant fps drop when new regions are loading. I can't remove this completely, because loading a new region just requires some loading time. However, I've changed the way a new region loads a little. The minimap is now refreshed after the region is fully loaded, which has a smaller impact later on on fps drops. I've also sped up the way floor is loaded. Overall the fps drop still exists (has no fix), but is a lot less impactful than before.
  • Fog calculations overhauled. I now have support for more foggy areas and the way fog is calculated was also adjusted. This may result in an increase of fps on slower systems and fixes some transparency issues with distant objects.
  • Animated objects are now properly replaced and are no longer flickering. This issue existed pretty much only in Agility courses, especially in the Karamja one.
  • A bug with character / npc clones has been fixed.
  • The option to select Pick Mode has been removed. By default the software pick mode is now used, which is faster and isn't an ancient openGL technique that's long deprecated.
  • Minimap viewer has received some improvements. Certain maps would not load and edges of walls wouldn't display.

Game changes and updates:
  • Kolodion respawn timer changed from 30 minutes to 15 minutes.
  • Certain minigame npcs have had some of their combat issues fixed: Spectrals, barrows, etc.
  • Zamorak and Saradomin bows have been buffed. Their unique arrow effect has been turned into more reliable and flat +8 arrow strength bonus when used with their appropriate bow.
  • Karamja Agility course has received a little overhaul. Animation timings were improved and a few bugs have been fixed.
  • The dragon arrows reward in the Barrows chest has been replaced with Barrow arrows.
  • Nex and ancient warriors/rangers/mages now drop Ancient arrows.
  • Dragon arrows can now be fletched. All dragon arrow drops have been replaced with dragon arrowtip drops.
  • New arrow types (barrow and ancient arrows) can now be fletched.
  • Crossbow stand animation has been updated. Crossbows will no longer be inside the player model.
  • Bolt animation updated. You can now see what type of bolt you're shooting (includes enchanted ones). The start and flight animations have also slightly been improved.
  • Non-members can now use one additional bank tab and members two. Resulting in a storage of 11 bank tabs and 1200 items in total.
  • Halloween event has been removed. You can no longer get any skulls as drops. However, the miniquest including Roddeck and the Grim Reaper can be done any time.
  • The spawn timer of Shooting Stars has been reduced by about 60 minutes. A new star can now spawn in 60-90 minutes instead of 120-180 minutes.
  • Cabbages can now be harvested! You may have to re-plant them in order for this fix to apply.

The past weeks have been quite stressful for me, because I had a lot of other irl things to do. I'll now be looking into the Christmas event. After that I'll make sure Melee and Magic also get a brand new tier 85 weapon with a similar boss challenge!

All the best,
Thomy
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3
Introductions & Farewells / Aye
« on: October 27, 2017, 02:28:46 pm »
Im back, hello everybody ::)
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4
Feedback / Re: DPS, accuracy, average hit and so on
« on: October 19, 2017, 09:39:04 am »
Also magic seems to be splashing a loooooooooooooooot. I get it that it should be hard to mage a ranger but splashing 5-6 times in a row is kind of nonsense I think.

Can I get a concrete example on that (your gear + enemy gear)? Range is supposed to have superior bonuses against magic, which results in you splashing most of the time.

Max mage + overload + piety vs high end range gear + mage protect. You even splash on black dhides when using the same setup.

Assuming both players had max gear setup (third-age, fury, ring of stone, prayers + ovls) I was able to extract following values:
  • Hitting with magic on third-age range: 34% hit chance
  • Hitting with magic on black d'hide: 55% hit chance
  • Hitting with magic on third-age mage (same setup for both): 50% hit chance.
  • Hitting with magic on third-age melee: 70% hit chance.
That pretty much sums up the point of the combat triangle... You'll have a hard time beating an opponent that counters your combat style completely. One could now argue if this is good or bad, but I'd say it's fine that way. You can get an advantage in the fight if you bring a melee weapon.

Also, if you're not wearing a staff... your magic accuracy goes below 20%. That means you literally splash on your opponent most of the time.



On-topic: I'll get dps and accuracy meters ready for the next update before trying tweaking the system. I've already done tests with accuracy affecting your max hit more often being high, but I'm not yet satisfied with the result.




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5
Hello everybody!

I've got quite a few and big changes ready today. I think this is the largest patch notes I've ever written! Please take your time and read through them. With this update I aim to improve PvM by a lot! Please let me know what you think about the changes. :)

World 2
Since there's hardly ever more than 5-10 people playing on world 2, I'll be closing it. If the need arises for another world or if our population becomes a lot larger again, I will re-open it. In the future world 2 will be an oldschool world. More details below in the topic!

Combat Rebalancing
I'm trying to balance the damage output of Melee, Range and Magic. I want to make sure that every combat style is able to do about the same damage output and won't be superior to any other. My aim is to let the combat situation decide which combat style is optimal. I've identified quite a few issues with the damage output and am trying to fix them with this update.

1) Magic
The overall performance of magic was just better than anything else. Every staff is a 1h weapon, spell-casting is with the speed of a whip/scimitar and ancient spells have overall really good additional perks (poison, reduce attack, lifesteal and freeze). On top of these spells, there's other staves that hit much harder and have their own spell (ivandis + zuriel). I'm fine with that situation, but we have to re-balance some of these spells in order to make every form of magic viable and not overperform compared to melee or range. I'm not changing any accuracy, attack speed or spell effects, but I'm reducing the overall max hit and base damage in order to balance things out with other combat styles:
  • All: The amount of strength bonus each spell gives has been nerfed.
  • Zuriel base damage: 35 --> 30 (equal to fire wave and ice barrage
  • Ivandis base damage: 35 --> 30 (equal to fire wave and ice barrage)
Zuriel and Ivandis especially were able to hit 60+ with the right potion and new armour setup. That outperformed every other combat style and was simply said just overpowered. These staves also didn't require any runes, so they were just the best weapons you could get in almost every situation. I've continued my tests with lower level armour and found the same difference. Magic was just hitting higher overall than other combat styles and needed to be adjusted.

2) Range
I've identified a similar issue with Range, it was a lot weaker than Magic or Melee and needed to be a little bit stronger in order to compete with Magic and Melee. Following bonuses have been buffed:
  • Arrow strength bonus: Increased by 12.5% (1-2 maxhits). No worries, most of your additional damage still comes from equipment.
  • Bolt strength bonus: Increased by 5% (1 maxhit).
Bows were in general too weak and needed some adjustments in order to be as strong as whips or staves.

New Boss - Nex
Has it been a while since you've been beaten up in emps? Well, here's Nex! And she's absolutely ready to destroy teams attempting to kill her. It's a new and unique combat challenge with great rewards. I won't be explaining Nex's mechanics, because I want you to develop your own tactic to kill her. Some information about Nex:
  • 6 Phases: Water, Smoke, Shadow, Blood, Ice and Zaros.
  • Multi attacks: every group member is hit by her spells.
  • Unique special attacks that are deadly if not dodged.
  • Drops for every participant! (Up to a maximum of 4)
  • New power armour: Torva (melee), Pernix (range) and Virtus (mage). The drop chance is 0.3% to get one random piece of the armour. This is PER participant, so up to a maximum of 1.2% for a group.
  • Guaranteed elite clue scroll drop.


Boss Instancing
There's now the option to fight every GWD boss as instance. You can create an instance by right-clicking on the Big door before each boss room. The instance name is a unique identifier, which allows other players to join your instance. If you don't want any others to join, enter something random and keep it a secret for the duration of your fight. Each instance automatically deletes itself if no player is no longer in it.

Abyssal whip (bow and staff) Economy
The market has been overflown with abyssal whips. Their staff and bow equal variant will have the same destiny if these items cannot be consumed in some way. With this update I'm introducing abyssal dyes; special thanks to Junkz (https://emps-world.net/forum/index.php?topic=19916.0). These dyes can be used on an abyssal whip, bow or staff to change its color. With this change we're limiting the amount of abyssal weapons that are brought into the game and create a continuous demand for them to be consumed when coloring. It'll also create a market for dyes and make it easier for people to sell donator items. In my opinion this is a win-win situation and thus has been implemented. Colored abyssal items can still be found in mystery boxes!

NPC Configuration System
I've completely reworked the way monsters are configured. Most of their combat actions are now read from a single file and can be changed at any time. We could in theory modify a monster completely without even having to restart the game. With this system, I'm also introducing a bonus system for npcs. This system has always existed, but was invisible and based on the monster's level entirely. I've also updated monster bonuses the same way I've updated equipment bonuses with last patch. Reducing bonuses up to 70% if a weak combat style is used (see https://emps-world.net/forum/index.php?topic=19760.0). This is an overall nerf to the defence and accuracy system of monsters!

In case somebody's interested in it, here's the config of Commander Zilyana (don't worry, these configs were automatically generated, I didn't write down every single npc ;)):
Code: [Select]
"6247": {
    "size": 2,
    "name": "commander zilyana",
    "health": 380,
    "combat": {
        "attackType": 0,
        "attackAnim": [
            6967,
            6964
        ],
        "combatClass": 1,
        "blockAnim": 6966,
        "aggression": 1,
        "deathAnim": 6965,
        "bonuses": [
            350,
            350,
            350,
            182,
            182,
            182
        ],
        "levels": [
            350,
            160,
            240,
            0,
            0
        ],
        "attackTimer": [
            14,
            6
        ]
    },
    "combatLevel": 596,
    "walkAnim": 6962,
    "standAnim": 6963
}
She has level 350 attack, 160 defence, 240 strength, 0 range and 0 magic. She also has 350 melee, range and magic accuracy bonus, 182 melee, range and magic defence bonus. Since she is a boss, she has neutral defensive bonuses. Starlight has a weakness to magical attacks, because it's a melee npc.

Engine Updates:
  • Texture filtering for intel chips has been improved. Mipmapping has been adjusted and textures are now smoother.
  • Brightness of textures adjusted to give them a more natural look compared to other objects in the game.
  • Updater improved. New players will now have less loading interruptions. The assumption here is a decent internet connection, else it's just going to take a while. A bug has been fixed that could crash the updater and leave people without the ability to download new files (invisible objects).
  • Pick Mode option added: By default the internal pick mode is selected. This performs mouse hover actions on the CPU rather than on the GPU. It's proven to me that this yields better performance, because certain GPUs have really bad and slow implementations of reading specific pixel values. If you experience bugs with it,  you may disable it to get back the old mode. However, I recommend to keep it enabled for better performance! Everyone also has it enabled by default.

Drop table updates:
I've adjusted the droptables of certain monsters. Special thanks to Wg (https://emps-world.net/forum/index.php?topic=19900.0) and Charr (https://emps-world.net/forum/index.php?topic=19891.0) for the feedback topics!
  • Skeletal wyvern
  • Hellhound
  • Gargoyle
  • Bloodveld
  • Chaos druid
  • Chaos dwarf
  • Jelly
  • Troll
  • Poison & Red spider
  • Obsidian dragon
  • Chaos elemental
  • Kolodion
  • King black dragon (onyx drop removed)
  • Kalphite queen (onyx drop removed)
  • Chronozon (onyx drop removed)

In-game changes:
  • Guthans lifesteal bonus has been increased to 20% from 15%.
  • Barrow set descriptions updated.
  • Healing bug fixed.
  • Saradomin katana lifesteal bonus buffed from 3% to 5%.
  • Regen bracelet lifesteal bonus buffed from 2% to 4%.
  • You no longer face south-west when super heating.
  • Ring update scrolls no longer delete their entire stack when used.
  • Degraded crystal shields are no longer tradeable.
  • Gertrude is selling pets again.
  • Colored ranger boots names fixed.
  • All spears and halberds now correctly have an attack range of 2 tiles.
  • Smelting jewellry will no longer bug other actions (teleporting to Ancient Caves).
  • Clicking items now flushes the current action trigger. You could use certain items during dialogues to trigger other dialogues.
  • Onyx tokkul value has been doubled.
  • Regen bracelet can now be repaired with onyxes.
  • Iban staff now auto-casts the Iban spell.
  • New teletabs can be crafted in your house: Trollheim, Rimmington, Taverly, Pollnivneach, Rellekka, Karamja and Yanille.
  • I've found the correct dart throwing animation and changed the current one.
  • Small adjustments have been made to the dharok animations. The axe position sometimes was a little bit off.
  • Emps-Wars boss HP fixes. I can't really verify what caused the bug, but I couldn't reproduce it on my local test world anymore. I've also reduced the amount of tickets you gain by killing the boss from 10 to 7. Compared to other ways of gaining tickets (killing players and capturing flags) it just wasn't worth it to even bother doing that.
  • People can now talk at tutorial island.
  • Saradomin sword can now be used to repair 10,000 charges of the Saradomin katana.
  • Deaths in the GWD are now less punishing. Your items spawn outside the boss room, right at the place before you enter it. A bug with a height problem on death has also been fixed, which wouldn't let you pick up your lost items.
  • Experience drops for 250m stats fixed.


Oldschool Emps-World
Some of you may have already seen this on the forum, but I'm now officially announcing the project. I'll be creating an oldschool version of Emps-World. This game will co-exist with Emps-World and your account name will be shared. However, no items and levels can be transferred between the 2 realms. You will start from 0 in oldschool Emps-World! You will be able to talk to friends and join clan chats though. I cannot talk too much about this project yet, because a lot of things are yet unknown or yet to be decided! I've set myself following milestones in the next months (weeks, days?):
  • Load oldschool data and create an updater for it
  • Map current game to oldschool: I aim to get an alpha up as soon as possible, where you can walk around and enjoy the oldschool feeling. This version will contain bugs and will be reset once it's fully released. I just want to know how people react to it before spending months on finishing the full project.
  • Discuss combat system: This counts for Emps-World and oldschool Emps-World. Imho the current weakness changes have done their bits to improve the situation, but we can also copy osrs' system completely with all bonuses and worry about their balancing issues instead of ours.
  • Oldschool items: Serpentine helm, toxic blowpipe, tentacle whip, abyssal dagger, abyssal bludgeon, etc.
  • Oldschool monsters: Zulrah, Abyssal sire, Kraken, Cerberus, etc.
  • Zeah: I would have the maps
  • Get a million players. ::)

All the best,
Thomy



Fixes of 25th:
  • Nex improvements. No longer bugs when not killing her minions.
  • Torva, Pernix and Virtus now have level requirements are are in the level tables.
  • Your HP / Prayer is no longer randomly restored / reset.
  • Void knight has received his defence level back.
  • Certain objects that were unclickable can be clicked again (Slayer dungeon, GWD)
  • Slayer tasks for bosses no longer give 10+ to kill.
  • You can no longer only hit 0 on level 1 Magic, Range or Strength.
  • Rod of ivandis can now be repaired again.
Thanks for all the bug reports! :)
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6
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 11, 2017, 08:47:59 am »
Voting:
Dear lord. We were in the top 10 on every site and barely got any returns. I don't think voting should be considered. Giving people more handouts is only going to make them lazier than they are are.

Ads:
I'd say hold off on them until we can better "keep" newer players around.

Oldschool:
It saddens me that you're considering this. You would essentially be wasting months on no content whatsoever. Please do not do this.

Referral system:
Regardless of the rewards; rewards should only be given if the player that was referred to the game actually plays it. I'd say do this by playtime or total level. As for rewards, EP comes to mind. Auras are in a decent place as of now and should be an okay reward. Bit of free membership wouldn't hurt, just make sure it's not too much.

As for what I think will help the server grow; I'd say the community is the key to it more than anything. Giving the community better tools to organize or group together for things could give a lot of players way more interaction.

Clans
Clans could help the server in a number of ways. If we had a proper system for it people might actually use it more. This would include a better way to create and maintain clans ingame, a ranking/permission system, invites, actually being able to ban someone from your clan chat and maybe a calendar (will touch on that more later). Clan capes are a definite must too.

Clan wars might be nice for pking too as it'd provide a proper environment to do clan battles in.

Calendar
Fairly simple; an ingame calendar. We could put events and all sorts of stuff on there. An ingame clock could go along with it nicely if we want to announce when something is happening. We could put a lot of information on it and it would allow us to reach people that don't read the forum. If you're going to rework clans there should also be one for clans to edit, only staff should be able to edit the server-wide one.

The helpdesk
A lot of players still don't know that the only way to report someone is via the helpdesk; they end up using report abuse and think the staff team does nothing about rulebreakers. Making the report abuse button redirect to the helpdesk and maybe putting a helpdesk guide ingame could solve that. The more reports we get the less toxic of an environment emps will be.

Emps script
Probably the very thing with the most potential out of everything you can do. Finishing emps script would allow the community to create their own quests. This is something that would set us apart from all servers out there. It should add up to a lot of content over time and would allow you to easily put some actual content into the game without much effort.

The grand exchange
A lot of people still don't use it making it pretty slow. An ingame tutorial might help explain it to people that we otherwise wouldn't reach. A nice feature to have with low GE traffic would be the ability to view offers currently in the GE. Might be a lot of dev time but should help people bear with trading a lot more.

Completionist cape
Please and thank you.

*will edit in more
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7
General Discussion / Re: Player Count
« on: August 03, 2017, 10:20:49 am »
I'm closing this topic now since it's turning into a brawl. Voting hasn't worked, because we didn't give good rewards for it. Giving good rewards destroys the economy and won't benefit the game in any way. So this isn't a suggestion that ever worked out for emps nor ever will. I've said this numerous times already, so I don't know why people keep coming up with the same stuff.

My opinion: At the moment the game is just being unpopular. Most people have maxed out their accounts and are doing something else or just don't enjoy playing emps anymore. Believe me, this saddens me, but there isn't really too much I can do to change that. Pump in more updates? Yeah, we've seen what happened over the past 6 months. This definitely doesn't correlate with an increasing population. As a fact RSPS in general also isn't very popular. There's servers with 500 players, so why isn't emps that big? Are these players real? Back in the scape days, there were also servers with 5,000 players. Aside from that, I am looking for opportunities to put ads on... which is... let's just say difficult.

I will always be working on emps as my hobby, no matter how many people enjoy it. As long as I can pay the server (still easily doable) I will keep developing the game. If you don't enjoy that or if you think that negative comments do benefit us, then please leave the site. You're destroying the motivation of me and others to even comment here. Thanks.
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8
General Discussion / Charr rants about resets
« on: June 16, 2017, 09:48:05 am »
I'm just gonna go and throw out a few paragraphs about it since I feel the need to. This is a rant, nothing more.

The general appeal of a reset to players that haven't been actively playing the game is understandable. It would be fresh start for everyone. It's benefits are blatantly obvious to everyone. However I do think they are far outweighed by the negative impact a reset has on the server.

Resets are usually brought up as a problem solver for whatever problem we have. Item oversupply? Reset. PvM not rewarding enough for you? Reset. Don't know what to do beyond leveling and gearing up? Reset. It most definitely has an effect on problems, however this is temporary. The actual solution for a problem could be applied without a reset and still work. It would leave us with some leftovers from when the problem existed, but that's something that is possible to have the playerbase clean up on it's own. If players don't want to do that it's not big enough of an issue to them.

Players themselves could help fix a ton of problems by simply organizing. Highscores don't feel competitive? Organize an event that has people speedrun something for direct competition. Too many items in the economy? Sink items by alching them. We don't have all that many tools to do this easily, but it's not impossible to do. And rather than a reset giving us more tools for this would also be an option.

Resets would also "bring back" competition. This is something I find a tad bit misleading honestly. You would have a few days of everyone being in the competition and then it would go back to there being a huge difference between the players in the top and everyone else. It will definitely be fun the first few days. If people do however enjoy just going through the maxing process again to be able to compete in the highscores then they can already do that. Yes, it takes a considerable time to get to the top. It will take a considerable amount of effort to stay there as well. Resets aren't going to change that at all, after a while you'd just have more people asking for a reset because they think they can't compete. I think there is plenty of room for competition in the current highscores. The amount of people that are maxed is still pretty low, especially for ironmen. If you want to compete you can, you just have to catch up, that's completely possible to do. If you think the bar is too high on normal accounts try ironman mode.

It's not strange that people would generally feel a lot better about themselves if there weren't so many people that are so far ahead of them. That's not something that should motivate a reset though. Because if you reset it once you will eventually end up with the same situation you were in before, except you'd have lost a bunch of loyal players due to the reset. It just seems like whining to me that people say they can't compete. I created my account in 2015 and I've been on the front page of highscores for quite a long time. It's possible, it just takes a bit more than being lazy.

Having resets be something that is impossible is something that prevents the playerbase from being insecure about the future of the game. If you've had a reset for reasons what stops a reset from occurring again in the future? If current problems are solved what stops new problems from being created? What would guarantee the old problem will be fixed in the first place? If resets are a possibility in the future that would seriously take away from people's motivation to play the game. It's an actual problem with deadman mode in osrs, which is evident by how much easier they've made it to get through the early stages of the game. I don't know why people are so hellbent on wanting to start over.

The argument that people against a reset are only out for their own benefit is weird to me. Wouldn't wanting a reset so you've got an equal start to people that have already played the game for an extensive amount of time be for your own benefit too? Isn't every single thing that's suggested beneficial to the person suggesting it? Why would anyone suggest something that doesn't benefit them in any way?

Even if you completely disregard everything I've mentioned a reset is still a risk. With the current playerbase we can not afford to take one of that size. Catering towards those that are already loyal to your server rather than those that have already quit is a logical choice.
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9
After seeing the complete reset idea i knew it wasn't worth reading more of this garbage lol
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10
Hey guys,

Quite a few changes ready for today. Please take your time and read through them! :)

Staking and the Duel Arena
I've decided to do an experiment with staking. We'll be limiting all stakes to 1M as maximum bet. Depending on the outcome of the experiment, we'll keep it this way, or limit stakes to maximum 10M per fight. If everything backfires, we'll just go back to how it used to be. I know that this may be frustrating for some players, but let me try to explain why I'm doing this.
In my opinion, gambling (=staking) is just frustrating gameplay. People are betting money until they lose it, that's the nature of gambling. Imho that just doesn't belong into games. Moreover, it also brings so much toxicity to the game. Players are often being upset about their losses and yell at each other, effectively creating a toxic environment for others. I've seen this too many times in global chats and would like to put an end to it. The game isn't about gambling, it's about training and leveling your character. Having an adventure, talking to friends and killing monsters. It's definitely NOT about gambling.

Highscores
It's been a while since I've last updated these. There's now ranks on player pages. So you'll always know your rank in a certain skill. Moreover, you can now also go back and forth 10 pages at once. You can also jump to a specific page by entering the page number in the highscores link.
Following link will jump to page 101: https://emps-world.net/hiscores.php#skill,Overall,100
Why does 100 jump to page 101? Because computers start counting at 0 and that leaves an offset of 1 to natural numbers.  ::)

Slayer pets
We're getting more pets, yay! Just like hatchling dragons, certain slayer monsters have received pet drops:
  • Abyssal demon
  • Basilisk
  • Cockatrice
  • Kurask
Their drop chance is 1 in 1000.

Following things have been updated:
  • Fighter torso scaling up to level 70 is just too much. It now caps at level 60 with a +6 strength bonus.
  • Morrigan javelin special attack adjusted. Before the update, the bleeding effect was 80% of the total hit. The bleeding effect now is 120% of the total hit. To cope with this change, the special attack hit now deals 60%. Simply said, 40% of the initial hit has been converted into bleeding damage.
  • Morrigan axe special attack costs changed from 25% to 30%. Their maxhit has been lowered by 5% and accuracy buffed by 5%. You could just deal too much damage in a too short amount of time.
  • Dark bow special attack adjusted. The special attack's max hit was reduced by 20%. However, if you now use dragon arrows with the bow, it'll boost your hit by flat 8 damage. This lowers the maximum hit of the bow from 52/52 to 48/48. It just shouldn't be possible imo to 1 shot somebody completely. To cope with this nerf, I've increased the special attack's accuracy by 20%. This will make the bow more powerful in fights with good armours and high defence levels.
  • Void equipment, defenders and fighter torso are now turned into more cash if lost in the wilderness. A full void knight set turns into 800k,  fighter torso into 240k and dragon defender into 180k cash.
  • Further improvements to water and lava planes.
  • Ferocious rings now have an Ancient Caves teleport option that place you directly near Shenven.
  • Shenven now wears a Slayer master cape.
  • Slayer experiences for bosses has been multiplied by 4. Such tasks should really be worth your time, because they are difficult and can take a while.
  • Buggy slayer tasks have been fixed. You'll no longer encounter tasks that cannot be completed. Also, Chaeldar and Hundig now correctly can reset your task once for free.
  • Slayer experience gains for bosses has been increased.

Please don't be too upset about the staking changes. It's an experiment for now and if it fails, I'll definitely revert it back how it used to be. I just want to do do something against the gambling problem and its resulting toxicity in emps. :)

All the best,
Thomy
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11
Update Notes / Updates April 1st 2017 - Construction
« on: March 25, 2017, 11:59:13 am »
Hello everybody!

It's finally there, Construction!! I hope you didn't come here expecting it would be an April's fool? It's not! ;) This update has taken quite a while and the finishing touches have taken a bit. I don't want to talk too much about how to train the skill, because our wiki page has already been prepared:
https://emps-world.net/wiki/Construction
Oh yeah, most important: Using a hammer on any furniture removes it!



Materials
There's several materials you'll need for building your home. All of the materials for Constructions can be found in or around Rimmington:
  • Planks: Can be obtained by going to the Sawmill operator in Rimmington (west part) or by using the Make Plank spell from the Lunar spell book.
  • Limestone bricks: You can mine limestones and cut them with a chisel in the northern part of Rimmington, around the dungeon entrance. The stonemason in Rimmington also sells small amounts of Limestone bricks.
  • Cloth and Gold leaf: Sawmill operator.
  • Marble and Magic stone: Stonemason.
  • Gardening supplies: Any plants you want to have in your home can be bought from the Gardener in Rimmington. She is directly west of the house portal. The items in her shop are ordered by the level required to place them in your house.
  • Paintings and Maps: You can buy all kinds of paintings and maps for decorating your home from King Percival, who can be found in the White knights castle in Falador. King Percival also sells Skillcapes.
  • Slayer trophies: There is a 1 in 1000 chance to obtain those while killing specific monsters.
  • Fishing trophies: There is a 1 in 1000 chance to obtain those while fishing specific fishes.

Altars and Prayer Experience Rates
Altars give up to 250% prayer experience for offered bones. On top of that, every lit burner (no matter which one) gives additional 50% bonus experience. Resulting in a maximum of 350% prayer experience per bone that is offered at an altar. Now though, the base experience rates of burying bones need some adjustments:
  • Frost dragon bones: 1875 --> 1275
  • Dragon bones: 600 --> 490
  • Wyvern bones: 525 --> 480
  • Dagannoth bones: 500 --> 440
  • Baby dragon bones: 400 --> 300
  • Burnt bones: 350 --> 250
  • Big bones: 220 --> 190
Please bear in mind that the gilded altar can give up to 350% experience, so this isn't a tough nerf at all. In the end, you can still gain Prayer levels much faster than before! Other altars with 2 lit burners already give at least a 200% experience boosts. So using any altar is already better than the old experience rates.

House Activities
There's several things you can do inside your house. Not everything is fully configured, because certain things would require quite a lot of time to develop while giving no real content. A good example for this is the games room. You can build everything in it, but the games don't work. There's a lot of other useful stuff to discover in Construction, such as: Prayer altars, crafting teletabs, teleport rooms, throne rooms, etc. I'll just let you find it out. :)


Other changes and fixes:
  • Barrow chest now has a 10% chance to reward you with either a hard or elite clue scroll.
  • Game settings interface has completely been overhauled. Settings are now divided into categories and the interface supports a large mode, just like bank interface, price checker, etc.
  • We now have a more natural, blue sky. The fog color and distance calculations were also changed with this update.
  • Improvements in object picking code. Especially slower computers will feel this.
  • Thanking posts was turned into Liking posts. It makes much more sense to like a post instead of thanking it.
  • Pest Control now only requires 2 players to start the game. Before the update 5 players were required.
  • The way draws during duels is handled was updated. You should no longer find yourself winning or losing in an obvious draw.
  • Golden mining outfit can now be bought from the Star sprite (shooting star).
  • Various versions of Duellist's caps can be bought from the Brimhaven Agility arena ticket shop now.
  • Drop chances of elemental crystals increased for Tormented Demons.
  • Humidify spell updated. It now applies water to all items in your inventory. You can also make softclay with Humidify.
  • Make Plank spell added. It now transforms multiple logs into planks.
  • There is now a closer banker to Obsidian dragons.
  • Teletabs can now be created in houses and have thus been removed from the wizard's drop table.

I hope you have a lot of fun building your own house. This has really taken a while to develop and I would also like to thank following people for helping me in doing so:
  • Jonneh -  for the initial base of the skill. It really helped me get a good understanding of how it's supposed to work and your Room configuration system is a really good way of doing it. Thank you!
  • Charr - You've really helped me collect many room configurations. Thank you.
  • Jp - Also been a real help with configuring rooms. Thank you.
  • And everyone else who has tested Construction in world 3. I hope there won't be too many bugs in it.

All the best,
Thomy
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12
General Discussion / Re: Construction exp rates
« on: March 10, 2017, 03:52:45 pm »
Construction being easy in terms of training is a good design choice and I fully support it. It means the training part does not act as a hurdle for people to get over in order to start building their own house, which is something people don't seem to talk about. You get to have your own house which is a lot of fun, at least that's what I think of it from having done construction on other servers in the past.
Just like most other skills, you train them in order to unlock certain abilities or features, you train smithing with addy bars till you can do visage and gs blade, you train fishing on monks do you can unlock mantas, you train rc with souls so you can do triple deaths and so on, why should construction be easier to unlock all the features?
Assumnig we get most things from Runescape, construction has content all the way from 1 to 99.

Construction is clicktensive skill to train hence the faster XP rates. You have to go through several interfaces.
What if there's no butler to use? What if there are no teleport to house tabs? You would have to bring your supplies and tools each time from the bank, go to your house, enter building mode, find the correct room you want to decorate, build (assuming people use mahogany tables to get the fastest XP) three mahogany tables, teleport out, bank, run to the portal and repeat.

It's still an unfinished skill and a lot can still change/be added. It's great that you give feedback regarding the XP rates but I will assure you most of the community is happy as it is currently.
We're a private server after all. Construction has a lot more to offer than just to gain experience.
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13
General Discussion / Re: Construction exp rates
« on: March 10, 2017, 03:03:55 pm »
Construction being easy in terms of training is a good design choice and I fully support it. It means the training part does not act as a hurdle for people to get over in order to start building their own house, which is something people don't seem to talk about. You get to have your own house which is a lot of fun, at least that's what I think of it from having done construction on other servers in the past.

The process of leveling up the skill is not where the majority of construction's content is. It's in building a nice and functional house. This is something you can spend hours upon hours doing. Something I rather enjoy about emps is that it's exp rates (at least for most skills) are easy enough to get you to the actual content within a decent amount of time.

We don't know how long the actions (building and removing) will take, we don't know what method we'll get of banking (butlers, a bank inside the house or nothing). We don't know enough to really determine how long the skill will take.

Wish agility, thieving and runecrafting got this kind of attention, their exp rates are terrible.

not to mention it's a really rewarding skill so making it easy will likely hurt the economy(bones,edge teles...).
The bone economy already sort of collapsed when people figured out pest control could give you prayer exp. I think the altar might actually help the bone economy by providing more bang for your buck. It might get more people to actually get 99 over 70, or even go for higher exp.

Edgeville teles would still be useful considering they can be used from anywhere, and the mounted glory can only be used from your house. Barb tele is only a short walk and it's free, yet pkers desperately want edge teles. Given that people pay as much as 10k for one, it's really not something I would worry about.

The necessity of sawmill and the potential profitability from making planks was just an argument on why I don't want "plank make" spell to work on full inventories.
What could be done is make it take just as much gp as the sawmill per plank. This would mean you would pay the rune cost of the spell to avoid walking, which isn't too bad imo.
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14
Showcase / ok
« on: February 18, 2017, 04:15:05 am »
Might do something with these later.
Was messing around with posing and I liked how they turned out in the end.


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15
Games / Re: OSRS #1 HCIM dead
« on: February 15, 2017, 04:10:16 pm »
how the fuck can you play 20 hours a day  ???
Step 1: Get rid of any kind of responsibilities you have
Step 2: Get used to not having a lot of sleep
Step 3: ???
Step 4: Profit.

TL;DR: Be Charr/Magecrune.
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