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Messages - Danielshapz

Pages: 1 2 3 4 5 6 ... 9
1
Feedback / Re: Herb sacks and gem bags
« on: June 10, 2019, 09:47:22 am »
This has been updated today. List of bug fixes can be found here
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2
Suggestions & Ideas / Suggie
« on: November 24, 2018, 02:16:01 pm »
Hi everyone.

I've seen alot of people, including ironmen with alot of cash. The cash for ironmen is just sitting there, no greater use for it than just repairing armor.

My idea is: Add some NPC's, e.g http://oldschoolrunescape.wikia.com/wiki/Zahur.
Could also include a new quest to use Zahur to clean herbs for 1k per herb, and to combine potions for 2k per potion.

Is a nice coin sink
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3
General Discussion / Re: Economy is fucked up.
« on: November 01, 2018, 02:59:36 pm »
I'd say that the biggest problem is that you don't need any money because after a few months of playing you'll have a complete bank with all the items that anyone would ever need and that will never be lost.

Secondly I think that minigame rewards should be superior to pvm drops. I just compared Saradomin katana and Demon halberd and it seems like the only thing Saradomin katana has going for it is lifesteal, whereas Demon halberd is more powerful, has more charges and can be repaired. I believe that any two of those should be nerfed. Presumably the same should be done to other similar pvm drops.
Another thing to consider would be to always have the most powerful items for every combat style be something that has charges, can't be repaired for coins and disappears when charges run out, otherwise we'll just continue to run into the situation where every pvmer has the top tier equipment and has no need for any more money or items.
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4
Suggestions & Ideas / Re: Farming aura
« on: March 23, 2018, 02:38:33 pm »
Nice idea imo. Don't think it would hurt prices because the chance to get doubled herbs isn't that high, plus not many people even use auras.
It is pretty easy to get herbs, but thats not really an excuse not having the aura. Could say the same thing for every other skill that already has or doesn't have aura. Adding more skilling auras is good idea because people who have lots of ep just don't have anything to use it on.
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5
Suggestions & Ideas / Re: Tweaked version of double exp weekends
« on: March 22, 2018, 04:36:05 pm »
Another idea would be "dxp highlights". What that basically means is that we would be able to host dxp weekends (or days i.e saturday/sunday) more frequently because there would only be a couple of (random) skills that gain double xp. Maybe like 2 - 3 skills at once.
Skills can also be put into categories which are artisan's, gatherer's, support and combat. These could also be used as like once a month thing and whatever category is in spotlight gets double xp.
  • Artisan's (cooking, construction, crafting, firemaking, fletching, herblore, runecrafting and smithing)
  • Gatherer's (farming, fishing, hunter, mining and woodcutting)
  • Support (agility, slayer and thieving)
  • Combat (attack, hitpoints, defence, magic, prayer, ranged and strength)
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6
Suggestions & Ideas / Re: Hardcore ironman mode
« on: March 20, 2018, 08:33:43 am »
I never liked that mode in RS. It's basically waiting for your internet to fail you.
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7
Feedback / Pouches
« on: January 07, 2018, 07:15:42 pm »


As it can be seen in picture above - pouches hold 10/10(Giant), 7/7(Large), 5/5(Medium).
I'm aware that players with 250M exp on runecrafting might get mad about this, but why not is it Giant - 12, Large - 9 and Medium - 6 as it is from its origin back in Runescape games?

Just wanna know what people think about it. It should be 12/9/6.
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8
Suggestions & Ideas / Re: Unfinished pots
« on: December 11, 2017, 08:52:06 am »
 decanting noted potions would be great aswell.
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9
Suggestions & Ideas / Re: Puro Puro
« on: November 16, 2017, 01:06:11 am »
AAAAAAAAAND of course there's no actual effort put into the possible loot tables, the most important part of suggestions like this :failfish: It's not like this is going to be added just for the sake of it.
It's honestly idiotic to call an idea stupid because the one who mentioned it, didn't put enough effort into the loot system. This is especially retarded, because this is where you could add to the idea, and help expand it to something that could work. Everyone is going to have this content available (if they meet the requirements of course.), so why not post an idea in the making and let people chime in with their 5 cents on what could be good and what should be changed? if this was a finished idea, that wasn't supposed to be built on, the author could just lock the post and send its URL to the staff. but im gonna be honest here and say that i believe this post was made for a conversation to spark. if you are going to dish out criticism, at least try to make it constructive. it's not hard.

Rant aside.

I think it's a nice idea to have the imp field added to emps world. Hunter is currently in a spot where it's kind of viable, but it's mainly used to hunt chinchompas and the new grenwalls. these are both higher tier creatures and grinding to those levels get really dull in my opinion. and you don't make too much cash from it. The more interaction a certain skill has with other skills, the better. it means that there will be more to it than just "unlocking max cape".

However, i think that there are some tweaks that are needed to the loot table. Currently the loot can provide skilling supplies for most processing skills, and i think that it's going to make people turn to that field whenever they need general supplies, instead of going to the areas where the supplies normally drop. and that sounds a bit unhealthy for the gameplay. i think that it would be awesome to have this minigame offer an alternate way to get the stupidly boring-to-get supplies. like rune essence.

Maybe you should also make the gourmet imp a higher tier imp, and up the loot tables. something like tier 60 sounds fair. and then only make it drop cooked food. That way you can't just farm up cooking supplies, but still get food for combat if you are more a PvM person than a skiller.

About the essence imp. i think it would be nice to see it mainly drop rune essence. it's name is "essence imp" after all :P. so it makes little sense for it to not drop rune essence.

The nature imp removes too much of the effort ironmen has to put into both thieving and farming for getting herbs for training. i think you should make all the tree seeds common/uncommon, and then some medium/high tier herbs rare/very rare.

AS for the dragon imps. I honestly think they drop bones way too easily. having them drop up to 70 baby dragon bones, could mean that one imp could yield 21k prayer exp from a common drop. but since they are a high tier imp, they should give more loot, just in another way. maybe cheap dragon gear? like dragon spear. they don't alch for much, but they still suit "dragon imp". maybe add the 3 dragon lump parts for the dragon platebody as very rare drops from these implings?

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10
Suggestions & Ideas / Re: Pickpocketing limpwurt seeds
« on: October 03, 2017, 08:59:34 am »
I wouldn't mind this, but they should be quite rare. Devaluing the loot from hill giants might hurt new players.
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11
Suggestions & Ideas / Re: Some 'Good' ideas
« on: September 25, 2017, 11:49:13 am »
  • Give the regen bracelet an extra invisible 4x hitpoints regeneration, which can stack with Rapid Heal.
Pointless, you'll barely feel the impact of this.

  • Ability to poison corrupt dragon weapons?(Spear, dagger)
No thanks, corrupt dds already outperforms ags a spec weapon and is honestly an abomination. Corrupt dragon equipment as a whole takes away from a multitude of weapons,

  • Give the Pest-token Exchange shop an option to upgrade your existing elite void top and bottom(black, grey, white) and give it +4 prayer bonus(all other stats untouched), this can cost upwards to 750 - 1000 tokens. This can be done on regular void depending on feedback.
Or alternatively, save having to make 6 custom items by buffing elite's prayer bonus directly. This isn't necessary though, void is fine as is.

  • Add Soft clay and Flax to some drop tables, as well as rune essence.
Should remain scarce.

  • Fury Shark fishing? 95 fishing reqirement.
It has no raw variant. I wouldn't mind it otherwise.

  • Add the dye bottle(third-age, blood, barrow, etc) and it's entirety to the hard/elite clue scroll drop table? Or just increase the amount of shards per clue completed.
No thanks. They're meant to be rare.

  • Bonfires!(Been suggested, I know ;D)
Yes.

  • Skill cape perks?(Big update potential, would req. A lot of time to make)
This is something you don't use a single sentence on, this is something you should write out fully. Regardless, while I wouldn't mind them I don't think placing perks onto skillcapes would be the right thing to do.

  • An Agility shortcut to the Kalphite Queens lair, which will cut the long walk. 80 Agility req.
Would like this, but would have to be custom.

  • Add Herb/Ore/Seed boxes to the karmja agility course rewards shop, costs 10-15 each and offers a variety of resources scaled on skill level. (random idea lol)
Easymanmode would love this, so I'm gonna say no.

The following users liked this post: Danielshapz

12
Suggestions & Ideas / Re: Some 'Good' ideas
« on: September 25, 2017, 07:33:36 am »
  • Give the regen bracelet an extra invisible 4x hitpoints regeneration, which can stack with Rapid Heal.
  • Ability to poison corrupt dragon weapons?(Spear, dagger)
  • Give the Pest-token Exchange shop an option to upgrade your existing elite void top and bottom(black, grey, white) and give it +4 prayer bonus(all other stats untouched), this can cost upwards to 750 - 1000 tokens. This can be done on regular void depending on feedback.
  • Add Soft clay and Flax to some drop tables, as well as rune essence.
  • Fury Shark fishing? 95 fishing reqirement.
  • Add the dye bottle(third-age, blood, barrow, etc) and it's entirety to the hard/elite clue scroll drop table? Or just increase the amount of shards per clue completed.
  • Bonfires!(Been suggested, I know ;D)
  • Skill cape perks?(Big update potential, would req. A lot of time to make)
  • An Agility shortcut to the Kalphite Queens lair, which will cut the long walk. 80 Agility req.
  • Add Herb/Ore/Seed boxes to the karmja agility course rewards shop, costs 10-15 each and offers a variety of resources scaled on skill level. (random idea lol)

I'd like to see at least one of these ideas added to the game, wouldn't hurt anyone :gnomechild:
Herb/Ore/Seed boxes - there is plenty of ways to obtain ores, herbs and seeds. No need for that one.
Agility shortcut - I agree.
Skillcape perks - I don't get why is this isn't a thing I suggested it before. So, I still support any note who brings it up.
Bonfire - Geez... Charr just suggested them like two weeks ago.
Shards/Bottles to clue drop table - Increasing shards might be good idea though it will make suffer those who already have done quite a lot of clues and gained 500~ just from that. Bigger amounts perhaps will encourage more people to do clues.
Fury Sharks - 50/50. If yes, then remove from ancient creatures droptable.
Add soft clay/flax to drop table as well as rune essence(which already is on most profitable monster droptable) - Yeah I agree.
Other than that I fully support.
The following users liked this post: Danielshapz

13
Update Notes / Update October 6th - Glacors, Graphic Tweaks and Fixes!
« on: September 23, 2017, 08:58:51 am »
Hey guys,

I've got a few things ready for today, so please take your time and read through the patch notes. Some updates may be of special interest to you. Have fun killing Glacors! ;)

Glacors - Steadfast, Glaiven and Ragefire Gloves.
Glacors can now be found in the Asgarnian dungeon (wyverns cave). They require level 92 Slayer to kill and drop new tier 80 equipment: Steadfast, Glaiven and Ragefire gloves, which have the best offensive bonuses in the game. Below's a picture of me fighting a Glacor with its companions:

Culinaromancer gloves have received slight adjustments (leather, bronze, ... dragon, barrow) with this patch too. These gloves are supposed to be used with all combat styles and their defensive bonuses have been adjusted accordingly. I've also identified that gloves are giving much more strength bonus compared to their boots counter parts. Thus, I've increased the strength bonus of following items:
  • Leather - mithril boots: +1 strength
  • Adamant boots: +2 strength
  • Rune boots: +3 strength (up from 2)
  • Dragon boots: +4 strength (up from 2)
  • Bandos, armadyl and battle robe boots: +5 strength (up from 3)

Engine updates:
  • Improvements for textures with alpha values. Leaves of trees will look smoother now.
  • Support added to load custom model formats. This means that we can develop custom models with textures from now on.
  • Loading new areas has less impact on your fps rate now. Distant objects may fade in a little bit slower, but therefore your fps isn't dropping a lot anymore. You'll still feel short loading spikes, because I want to make sure the map is loaded fast enough in order to be able to immediately continue playing when new areas fade in.
  • Moving textures should no longer shortly show other textures (magic trees).
  • Crowded areas will now lag less. I've optimized the animation downgrading code and tweaked it when lots of players are around. This issue never existed, but since we've peaked at 128 players last Sunday... this was starting to get an issue. ;)
  • Dragging items will no longer trigger the move interface event. This was an issue when dragging items from the very top of your bank to the very bottom. The moving speed of items in the bank has also been increased.
  • Zoom in and out speed has been halved. This will help zooming with touchpads on laptops smoother and easier.
  • Improvements to the ground smoothening algorithm. Texture blending is now smoother and only at edges where it's really needed.
  • Click areas for large monsters have been increased.
  • Nex can no longer be hidden when standing on top of her. This will also apply for other bosses in the future.
  • HD floors have received further improvements. The game will now detect different ground types (snow, sand, grassland, mud, etc.) and mix textures accordingly. The ground quality settings have also slightly been reworked and can now be combined with HD water unless being on the lowest setting.

Game changes / fixes:
  • Online time on the account page has been fixed.
  • Corporeal beast 2nd form spawn location fixed.
  • Sigil drops are now broadcasted.
  • Smithing 1, 5 and 10 are now correctly working.
  • Monks of Zamorak can no longer be assigned as a Slayer task.
  • Using a grimy or clean herb on a Leprechaun now notes all herbs of the same type in your inventory.
  • Special attack regeneration rate adjusted. I've copied the values from the OSRS wiki. It now restores 5% every 15 seconds. You'll also no longer immediately regenerate special attack when logging in. I've found and fixed this bug with the adjustment.
  • Colored max capes have received the effect of max capes (accumulator, skillcape animation, description).
  • A bug was fixed where degrading items were resetting their charges upon every login.
  • Hit counters on players in wilderness are now cleared after 7 seconds out of being combat rather than 10. That should make sure that 'old' fights no longer have left-overs in 'new' fights.
  • Dropping items now resets your current skilling action.
  • Guardian angel tickets and double xp scrolls can now be bought on ironman accounts from the Grand Exchange.
  • Sacred clay equipment from the tutorial is now correctly equipped.
  • Scan clues now give directions when being far away from the spot.
  • Destroying clue scrolls now ensures that you get a new clue afterwards. Unless you're very unlucky and get the exact same clue again. Chances for that are 1 in the thousands though.
  • The visual combat level of Spectrals has been changed to 369. This changes nothing about their combat behavior, but marks them as stronger foes for people who haven't fought them yet.
  • Crystal shield is still being too strong compared to other shields. I don't want it to remove it from its spot of being a really good defensive shield and thus have given it negative accuracy bonuses (-7 for every combat style).

I've been quite busy in the past weeks with exams, so I wasn't able to get another update done in September! I can already spoil you with things that are planned for late October though. We'll be getting a Nex pet and a brand new boss with new weapons! ;)

All the best,
Thomy
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14
Suggestions & Ideas / Bonfires
« on: September 13, 2017, 06:19:32 pm »
Suggesting them for the millionth time. If you don't know what they are: they're the ability to use logs on a fire in order to burn them rather than making lines of fires.
  • People won't be able to mess up your exp rates by making fires in front of you. We no longer have w2 to get around this, so it'd be nice.
  • Group skilling without the 'omfg stop taking my ores'.
  • Firemaking training becomes less tedious and more afkable.
  • Woodcutting becomes less tedious because you can just bring a tinderbox instead of banking and it'll actually be convenient to do so.
If necessary, reduce the base exp for logs.

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15
Suggestions & Ideas / Re: Duel Arena - Cashflow & New Rule Option
« on: July 06, 2017, 04:59:32 pm »
There should be a 10% tax on all stakes. This tax accumulates over time and once 100m is collected, a automated drop party will occur in the falador party room.

You can see it as giving back to the community members that actually need the cash. That way stakers can actually help out the community than be the greedy a holes that they are.

Thank you.

Ideas like these will do nothing but expel people to OSRS or different private servers, because those games have the staking system they want. Your idea is so stupid at so many levels.

At 50/50 odds, taxing for 10% per stake will make people, even the winner, lose even more money in the long run. Secondly, having upto 200M per stake to be dropped in a drop party would absolutely destroy the economy. People would purely rely on those drop parties for money making removing any need to play the actual game for money.

Leave staking as it is, not everything needs to be changed and ultimately ruined.
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