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 - Benjamin

Pages: 1
1
General Discussion / Re: More boss heads
« on: October 13, 2018, 10:58:32 am »
Same as any other drop. You can get it as many times as you want.
The following users liked this post: Benjamin

2
Suggestions & Ideas / Re: Enhancing, new skill + equipment sink
« on: October 11, 2018, 05:15:58 pm »
I think we can just call it Invention at this point. Did some brainstorming in Discord and put it onto Trello: https://trello.com/c/Mwh5QEsY/88-invention

Great idea for an effective and useful item sink. :)
The following users liked this post: Benjamin

3
Suggestions & Ideas / Enhancing, new skill + equipment sink
« on: October 09, 2018, 01:59:22 pm »
Before reading any further: This is a concept, this is by no means something that SHOULD be added. This is what an item sink skill would look like and what benefits it could potentially offer.
Instead of commenting this or that is not needed you can tell your ideas on how to improve it. This is only a concept for those who have talked about item sinking for the past year or two.

This skill would be called Enhancing because it enhances already existing features i.e combat and skilling by adding more utility essentially.
Quick explanation: You'd be able to make an item called "perk". Perks would have 3 different tiers (1, 2, 3). Next tier is always an upgraded version of the previous tier. Perks offer different bonuses.

To train Enhancing you would gain experience by making the perks and using them in combat or while skilling. You would only gain a little bit of experience for disassembling an item to dust.
You would unlock tier 1 perks at level 1. Tier 2 perks are unlocked at level 50 and tier 3 perks at level 80.
Tier 3 contains very high level items and this would mean they could be made much more common and they would still hold their value. Making them a bit more common would also be essential for more people to gain the benefits of tier 3 perks.

These are the items you would destroy to gain the dust used to make perks.
Tier 1 items: Barrows items, dragonfire shields (Full list: https://pastebin.com/raw/0yR7tJhP)
Tier 2 items: Godwars items, spirit shields Full list: https://pastebin.com/raw/x3s98ea5) (Questionmark after name means it's a maybe.)
Tier 3 items: demon weapons, nex armour (Full list: https://pastebin.com/raw/YjRaVB3n)

I didn't want to come up with names so we'll simple call things Tier 1 dust or Perk A for example. Names do not really matter in concept either as long as it's understandable.
  • Making perks require 5 dust of same tier. Tier dusts and the end product (perks) are untradeable.
  • This skill would only benefit yourself and as well destryoing items on the side and removing them from the game.
  • Each perk would have its tier 1, tier 2 and tier 3 variant. Each tier the perk gets stronger. You cannot upgrade tier 1 -> 2 for example though. You will have to make new ones if you wish to move on to next tier and disassembling the previous perk.
  • You can disassemble perks and you have 50% chance of gaining 1 dust of same tier back. For example: If you destroy tier 2 perk you'd have 50% chance to get 1 dust (tier 2) back.
  • Perks will not degrade.
Perk would be something you wear on a new slot. We'll simply call this slot a perk slot.
Second option would be to remove aura slot and rename it to perk slot because old auras could be made via enhancing skill. They'd just be called perks now.
Second option would be the way to go in my opinion. All auras could and should be removed and introduced back as perks.

Tier 1 items can be disassembled to "Tier 1 dust". You will get 1 dust from each item you disassemble.
For example: You destroy 2 ahrim's hoods, dfs and 2 dharok's axes to gain 5 dust to make Perk D (Tier 1).

Tier 2 items can be disassembled to "Tier 2 dust". You will get 3 dust from each item you disassemble.

Tier 3 items can be disassembled to "Tier 3 dust." You will get 5 dust from each item you disassemble.
This means you need to disassemble only one tier 3 item to make a tier 3 perk.

Here are examples of what the perks could do. Keep in mind I have no idea what we could call these so I just simply put their names Perk A, B, C etc...

Few examples of tier 1 perks: (Made by using 5 Tier 1 dust.)
Perk A (Tier 1) Heals you for 3% of the damage dealt. (Basically the vampyrism aura.)
Perk B (Tier 1) 3% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 1) Deal 3% more damage against demons.
Perk D (Tier 1) Deal 3% more damage against undead.
Perk E (Tier 1) Deal 3% more damaga against dragons.
Perk F (Tier 1) 3% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 1) Consumes bone drop for 100% xp you would gain when burying.
Perk H (Tier 1) 5% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 1) 5% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 1) 3% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 1) 3% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Few examples of tier 2 perks: (Made by using 5 Tier 2 dust, these example perks would be tier 2 versions of tier 1 examples.)
Perk A (Tier 2) Heala you for 5% of the damage dealt.
Perk B (Tier 2) 6% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 2) Deal 5% more damage against demons.
Perk D (Tier 2) Deal 5% more damage against undead.
Perk E (Tier 2) Deal 5% more damaga against dragons.
Perk F (Tier 2) 6% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 2) Consumes bone drop for 150% xp you would gain when burying.
Perk H (Tier 2) 10% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 2) 10% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 2) 6% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 2) 6% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Tier 3 examples: (Made by using 5 Tier 3 dust, again, these are same perks as above but they're tier 3 versions of them.)
Perk A (Tier 3) Heals you for 8& of the damage dealt.
Perk B (Tier 3) 10% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 3) Deal 7% more damage against demons.
Perk D (Tier 3) Deal 7% more damage against undead.
Perk E (Tier 3) Deal 7% more damaga against dragons.
Perk F (Tier 3) 10% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 3) Consumes bone drop for 250% xp you would gain when burying.
Perk H (Tier 3) 20% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 3) 15% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 3) 10% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 3) 10% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

This is only a few examples. Again, keep in mind the perks are upgraded versions from the previous tiers! Better the tier = better the perk.

Empty perks would be bought from a general store or some new dedicated store for the skill.
To make the perk you want you use the dust -> empty perk and you can then choose the perk you want to make.
For example: Empty perk -> 5 Tier 2 dust -> Choose Perk A (Tier 2)


If you managed to read this far I apologize if it's just a messy wall of text (what it basically is) but I felt like writing it because I see so many people complaining about items getting cheaper and cheaper and the game requiring an item sink immediately without giving any kind of context, how to sink them etc... So.. Here you go. Hope it's something that actually makes sense.
The following users liked this post: Benjamin

4
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: Benjamin

5
Suggestions & Ideas / Emps-World:Enchantment System
« on: September 19, 2018, 08:21:06 am »
Emps-World: Enchantment System

Reason behind implementing such system:
The purpose of implementing such system is to sink items and coins in the game.

How does the enchantment system work?
Player uses item on mage, a dialogue appears with 2 following options.

Option 1: Would you like to exchange the item for enchantment points?
Option 2: Would you like to upgrade your item?

If player chooses option 1, the mage will say “this item will be exchanged for (x amount) of enchantment points” and the player will have the option to agree or disagree with the exchange. The enchantment points given to the player will depend on the rarity of the item being exchanged.

If player chooses option 2, the mage will say it will cost (x amount of enchantment points and x amount of coins to upgrade this item) The amount of enchantment points and coins depend on the rarity of the item being upgraded. The mage will warn the player that (x item) has a (1%-100% success rate and if it fails they will lose the item they’re trying to upgrade, enchantment points, and coins if the enchantment process fails) and the player will have the option to agree or disagree with the exchange (success rate depends on the rarity of the item being upgraded). The item being upgraded will become slightly stronger or receive a unique ability and a golden aura to show that the item is upgraded if the process is successful. We can also make the upgraded item degradable so it still works as a money sink down the road. (This is up for discussion just throwing out a general idea)


Items that can be upgraded
- Armor pieces (Platebody, Platelegs, Shield, Helm)
- Boots
- Gloves
- Capes
- Amulets
- Weapons
- Rings

So how does this help the community and avoid inflation?
- Players will use many items in exchange for enchantment points thus removing them from the game.
- Players will exchange enchantment points and coins for a ‘chance’ to upgrade their item which serves as an item sink and a money sink.
- Player fails to upgrade item, restarts the process over and removes more items from the game.

Think of it like the invention skill in rs.
destroy items -> get components -> use components to make perks for armor, weapons and tools
but this is more like the emps version :D

All this is up for discussion though, feel free to add your ideas!
The following users liked this post: Benjamin

Pages: 1