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Messages - Ironmandommy

Pages: 1 2 3 4 5 6 ... 21
1
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.


Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses:
  • Fire: Ice wyrm, Glacor, Vyrewatch
  • Water: WildyWyrm
Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat:
  • Commander Zilyana: Attacks faster and harder with melee attacks.
  • Kree'arra: Ranged attack is now a Mage attack. It can hit a maximum of 30 unprotected.
  • K'ril Tsutsaroth: Melee damage of 2 fast hits increased. All melee attacks are now multi attacks hitting an area of 3x3.
  • General Graardor: Melee attacks are now multi attacks hitting an area of 3x3.
The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
  • Ice shield freeze reduction timer fixed - it was 2.5s instead of 5s.
  • A bug with spell casting has been fixed that sometimes caused you to attack with your staff. It also makes casting spells manually smoother and less delayed in PvP situations.
  • It's no longer possible to click objects when frozen. That means that using stairs or dungeon entrances is now impossible when frozen. The logic behind this change is that being frozen means being unable to move and using objects is actually moving your character.
  • The wilderness teleport lever in Edgeville is now working.
  • Horvik can now make Dragonfire shields and Godsword blades for 1,000k each. You don't require level 90 Smithing when doing so.
  • Killing opponents in the wilderness now gives more ELO. The rules for farming kills and killing the same opponent(s) have been made stricter as well.
  • The combat power of Spectrals in the wilderness has been reduced. They now have 242 HP and their defensive bonuses have been reduced by 20. They are already in a dangerous area and thus don't need to be that strong.
  • Teleporting now clear freeze timers.
  • Projectiles now properly hit flying monsters in the air: Armadyl GWD monsters, flying vampires and KQ 2nd form.
  • Weapon poison (p++) can now be noted.
  • The equipment screen now shows damage types.
  • Autocast button now shows the spell you will be casting.
  • An issue with beards on the slayer helm has been fixed.
  • A bug with the 2 set piece bonus not activating on Vanguard, Templar and Trickster has been fixed.
  • The Demon halberd special attack no longer deals 25% additional damage. You still have 2 hits on larger enemies though. This nerf is necessary, because the halberd just hits way too much in PvP.
  • Special attack with dark bow using a quiver has been fixed. The special attack damage wouldn't increase.
  • Magic shortbow and Seercull special attack buffed. The first hit now also deals 100% of the damage.
  • The Karil set effect has been changed. Your attack speed is now decreased by 0.5 when successfully inflicting damage. It's also no longer possible to fire bolt racks with other crossbows.
  • Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!
  • Gilded chaotics can now be bought from the Slayer reward shop. They cost 200,000 Slayer points each.
  • A rounding issue for weapon repairs has been fixed. Chaotics should no longer cost an additional 10k to be repaired.
  • The barrow rewards chest now has a 1 in 1000 chance to give you one of the 6 new Barrow pets. They are miniature versions of the actual Barrow npc models.
  • Monsters that cannot be reached by melee attacks can now be attacked with spears or halberds. In general weapons that increase your attack distance.
  • Some Grenwall spawns have been added to the wilderness. The green area south-west of Red Dragon Isle.

Engine fixes / changes:
  • The internal way of how animations are pre-loaded and cached was updated. You should find newly loaded animations flicker less in crowded areas.
  • The kill logs interface has been overhauled. It should cause less performance issues and no longer flicker. You now also have a button at the equipment tab to open the interface. The ::killlogs command was removed as well.
  • Spell icons now appear when viewing spell names in menus.
  • On-demand fetcher has been updated. The timeouts of requesting model files have been increased. Every download is now also initially enforced through the custom protocol before trying a http request. Overall this will reduce initial loading and downloading times.
  • Searching for items in the bank or for npcs in the kill logs now resets scroll position.
  • Worldmap viewer has been optimized. It's now loading the map faster on multi-core systems.
  • Destroy option can now be navigated by clicking keys 1 or 2.

Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


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

2
Guides / Re: Request a guide?
« on: October 02, 2018, 11:57:18 am »
har'lakk guide
Har'Lakk pls ^

I could do a video, how I'm doing it solo ( Maybe even with voice ) but without text explanations (for example - like Kal'Ger guide was made)

EDIT: Gonna make vid next week.

Okay, this time for sure, lol.
Video will be uploaded by the end of this week.
The following users liked this post: Ironmandommy

3
Goals & Achievements / Wingardium Leviosa
« on: October 01, 2018, 02:01:09 pm »
https://gyazo.com/50a3e502f6064831c72fb23e040c4d1b
6th skill maxed :P

Everyone,which are interested in what I will do next,can check in here
The following users liked this post: Ironmandommy

4
General Discussion / Re: slayer items lost on death
« on: September 29, 2018, 06:33:49 am »
PKer actually benefits from that as he/she'll get the coins instead of nothing.

There's a possible change coming to untradeables where you could buy your lost untradeable items back for a fee but that's just a concept and definitely not a guaranteed change, just an idea.
That would make the situation better for both parties. Person who lost the untradeables could just buy them back for a fee and the person who killed you gets a coin drop from untradeables you lost.
The following users liked this post: Ironmandommy

5
Goals & Achievements / Re: manta ray
« on: September 28, 2018, 01:50:03 pm »
Congrats mate !
The following users liked this post: Ironmandommy

6
Goals & Achievements / Re: manta ray
« on: September 27, 2018, 05:13:46 pm »
Congratulation!
The following users liked this post: Ironmandommy

7
Events / Re: Mass PVM - choose your boss
« on: September 23, 2018, 03:30:04 pm »
This was fun, especially mass nex. Thanks to every participant, see you guys soon with another event!
The following users liked this post: Ironmandommy

8
Suggestions & Ideas / "Ctrl + left click" mechanism
« on: September 22, 2018, 09:13:06 pm »
I would like to suggest an option to disable it. I think a lot of players who play Emps-World on a laptop can only use key bindings by holding ctrl key + the specific f key. I was fighting in wilderness so I wanted to switch to the combat menu (where you choose your attack style + special attack bar). So I clicked on my ags while holding "ctrl" so I could switch really fast to the combat menu by clicking on f2 after I had clicked on my AGS. I accidentally dropped my AGS by doing this. My opponent took my ags and he wouldn't return it -_-

This may sound very stupid, but I can't use my f keys without holding "ctrl" and I think I am not the only one.
The following users liked this post: Ironmandommy

9
Suggestions & Ideas / Slayer tower specific slayer master
« on: September 20, 2018, 11:51:25 am »
Title says it all really.

Reason: Right now there is such a small chance to get a slayer tower monster as a task. Since the recent update they are really the monsters you would like to get on a task for the supplies. This is targeted at lower level people who want to train slayer and get some useful skilling drops but also for high level accounts who want skilling drops and also earn some slayer xp. Right now shenven is used for boss tasks only basically and duradel has too many monsters he can assign.

Problem: people would not go back to duradel after this one is introduced i am afraid - solution could be by giving duradel only monsters who drop unique items (metal drakes/frostdrakes/brutals/wildywirm/darkbeast) you get the idea.

If people think this idea doesn't work/is not balanced or have general feedback please do comment!
The following users liked this post: Ironmandommy

10
Goals & Achievements / Army training
« on: September 17, 2018, 06:47:43 pm »
My goal was to accomplish something different,that not everyone has accomplished it. And I did it :P

https://gyazo.com/398fa9da564a702e62c068c96d40ea71

2nd in agility highs tho :
https://gyazo.com/dba47eb1d9abe5d121e46b829d906ccc
And 2B total experience :
https://gyazo.com/405fecfd996957f38371ab7a82eb0d66

Everyone,which are interested what will I do next,you can check it here

The following users liked this post: Ironmandommy

11
Showcase / Re: IRL pictures thread
« on: September 10, 2018, 08:32:54 am »
Uh, you got the right one, mm
L-let these-l-let these b-b-bitches know, nigga



Let's get this shit going again
The following users liked this post: Ironmandommy

12
Feedback / Eating/brewing
« on: September 08, 2018, 09:54:00 pm »
When pking abit at edge i came to conclusion that eating your food should be slower. Weapons with special attack are pretty worthless atm(like ags, d claws etc), cause you can eat soo fast that it is pretty much impossible to get primary wep to special wep ko (like whip to ags ko) WHip hits every 2,5 sec, in this time range you can brew once and eat 2 food which means 23+16+23= 62 hp heal.
It is always the eat pid. It takes no skill right now to pk since people pretty much just use their special attacks randomly and hope for a good rng.
The following users liked this post: Ironmandommy

13
General Discussion / Re: Resignation from the staff team
« on: September 08, 2018, 02:02:05 pm »
My name is Charr, self-proclaimed savior of the wiki, father of the guides section, sage of suggestions, fuhrer of feedback, breaker of the slayer's oath, avaricious argument arranger, connoisseur of construction, maker of marble, frequent foe of flamers, pope of power abuse, duke of don't duel, overlord of overloans, masterful merchant, count counterargument, friend of fate, never nomninating nancy, czar of clan cleaning wildy, prince of pissing off Mary, sender of shoutbox bans, operator of ocean, baron of ban waves, and I have come to claim my birthright as the rightful staff manager of Emps-World.

Memes aside, if you're up for talking you know how to find me.
tl;dr autism?
The following users liked this post: Ironmandommy

14
General Discussion / Re: Resignation from the staff team
« on: September 08, 2018, 12:58:53 pm »
you probably won't see charr returning because of my resignation.
Called it. Tulrak 1, Martin 0

father of the guides section
Pretty sure I've made more guides than you this year.
self-proclaimed savior of the wiki
Also I looked through your wiki contributions and compared them to some other Wiki contributors:
Code: [Select]
Charr       - 1,318 contributions between 10/02/2015 and 10/11/2017 (total of 1,005 days), average of 1.31 contributions per day.
Jandar      - 2,932 contributions between 21/01/2017 and 17/03/2018 (total of   421 days), average of 6.96 contributions per day.
Whiterich12 - 3,566 contributions between 06/05/2016 and 08/09/2018 (total of   856 days), average of 4.16 contributions per day.
Mary        - 4,565 contributions between 13/10/2014 and 25/03/2018 (total of 1,260 days), average of 3.62 contributions per day.

You need to pull your weight before you start dreaming about being a staff member.
The following users liked this post: Ironmandommy

15
General Discussion / Resignation from the staff team
« on: September 07, 2018, 07:27:33 am »
I am officially resigning from the head staff position, doesn't mean you won't see me anymore, i'll play like a regular player so see you around still ;)
The following users liked this post: Ironmandommy

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