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Messages - Reporter007

Pages: 1 2
1
Hey guys,

New abyssal weapons have been released! Please take your time and read through the update notes. Some things may be of great interest to you. :)

Abyssal weaponry - Bows and Staves
New abyssal weapons have been added - Abyssal bows and staves! They are the identical counter parts to abyssal whips and can also be bought in their EC shop variants: Bronze, Iron, Steel, etc. These new weapons can also be upgraded with elemental crystals and share identical stats as elemental bows and staves. Abyssal bows and staves are dropped by Abyssal demons.


Their donator variants also fit your character's look perfectly well:



Spirit Shields
Another change to spirit shields, because I'm still not really confident with the spot they are currently in. I know they've been changed back and forth many times, but I think that this new effect now leaves them in a spot where they are useful and not overpowered. Their old passive and active damage deflection mechanics have been removed and replaced by a complete damage negation effect. Activating a spirit shield enables an aura that negates all incoming damage for 2.5 seconds. This has a 60 second cooldown and doesn't block any spell or freezing effects! I would like to have a counter to large incoming blows of hits, which isn't only useful in PvM situations, but also in PvP scenarios.

Character Colors

I've added new colors to the character design screen. The secondary color of your legs is now the same color as your top. Before the update, it would just be green. If you're missing a specific color, just let me know in a post below and I'll add it! I'd prefer to have a reference of where I can find your color, so please suggest a model in the game that has your preferred color. :)

Discord
This has become really popular and I've decided to add a plugin to the forum page. There's now a plugin just right of the shoutbox. Feel free to join our discord channel, play Emps-World, chat or play other games: https://discordapp.com/invite/xUvVGkk Please bear in mind that the forum rules also apply in our Discord channel.

Graphics Library Updated
I've updated the internal graphics library we're using from lwjgl-2.9.0 to lwjgl-3.1.1. With this change, I've had to recode all user input and the way the client is downloaded and linked on your computer. Some of you may have to re-download the game at www.emps-world.net/play but there will be a popup, so don't worry! This will allow me to use more modern functionality in the future and should also have better stability especially on older PCs. Moreover, the client will no longer crash due to out of memory errors anymore but warn you, that you have to lower your graphic settings. The internal way of processing game logic was improved and smoothened out. You will find movements, animations and camera turnings smoother. I've also gained an fps boost with this update on my setup.

List of changes and fixes:
  • Aggression range of monsters reduced by 2.
  • When getting Jad assigned as slayer task, all Slayer related item effects now also do count during the fight caves. However, Slayer experience will only be gained when actually defeating Jad.
  • You can now finish Slayer tasks without having to be member. Getting Slayer tasks however still requires member. That should solve some confusion when you try to complete an existing task as non-member.
  • Mazchna and Vannaka can now be used by non-members to get Slayer tasks.
  • You can now use the normal magick's autocasts when using the lunar spellbook.
  • Improved fog quality. Some objects would fade out incorrectly inside foggy area.
  • Fixes for texture smoothenings in upper floors and multi-level areas.
  • Fixes for distant shadows on maximum rendering distances. There were shadowy area artifacts that were incorrect. Hard to spot, but it's fixed now.
  • Slayer's staff now scales up to level 70.
  • The crumble undead spell now hits undead monsters by 140% of your maximum hit.
  • Abyssal demons now drop abyssal staves, whips and bows. They've also gained an ability to teleport and have a magical attack now.
  • Kolodion now drops Abyssal bow.
  • Smoke demon champion now drops abyssal staff.
  • Edgeville teleport can now be found in the Grand Exchange and Price Checker.
  • Dropped item timer is now refreshed when relogging into the game. Before the update, it would just disappear.
  • Barow brothers can now be assigned as Slayer task by: Vannaka, Duradel and Shenven. They are classified as a boss task and give more Slayer experience than normal monsters.
  • Karil and Verac description hover fixed. The set bonuses provided a 25% chance and not a 20% chance. This is only visual.
  • A bug in the Verac armour set was found. It was only negating 25% of your opponent's defence instead of 75%. The set should - as always intended - be really powerful now!
  • Staking limit has been risen to 10m. I'm fine with how the experiment turned out and think that 10m will be the optimal value as a staking limit.
  • The way invisible damage is handled has been changed. This should fix a bug where your hitpoints bar would show an invalid value during PvP actions.
  • Position of furies updated on male and female characters. These amulets were floating a little bit too much in the air.
  • I was able to fix a bug that caused flickering of particles. Feel free to re-enable them.

What do you think of these updates? Do you like the new character colors and abyssal weapons? Would you like to see more such things in the future? Let me know! :D

All the best,
Thomy

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2
Update Notes / Updates March 16th 2017 - Graphical Improvements
« on: March 03, 2017, 01:21:41 pm »
Hey guys,

Not a lot of new things with this update. This is mainly another construction preparation and test update. I've optimized how large houses are loaded and added some usability to them. I'll now be able to show you the progress of Construction in the live game. I'll probably do that during the weekend. So make sure to be around. ;)

Fog and Map Loader
You may have already noticed this, because the update went live a few days ago. The map loader now fades in new objects, giving you a smooth loading transition instead of them just popping up. The fog plane was also made circular to give it a more natural feeling. It won't affect performance, but make the game look smoother.

Following things have been changed:
  • Stronger, richer colors for elemental bow particles.
  • Npc and item floor adjustments have slightly been reworked. You should no longer find items being inside the ground. Items should now always be aligned properly to the ground plane.
  • Skulling system tweak: As long as you fight your opponent, your skull will keep refreshing its timer. So you shouldn't lose your skull during fights anymore.
  • You can now get multiple clue scrolls of a kind. The rewarding system has also slightly been adjusted. You now get a casket, which can be opened at a later time or even be traded with other players. This should make it easier to collect clue scrolls and their rewards.
  • Grand Exchange prices of item sets are now calculated from their individual parts. They no longer have a separate price.
  • Music system has completely been rewritten with a new library. Mind testing that for me? It worked on both of my computers, but you never know.
  • Teleport system has completely been reworked. If you find some locations being wrong, please report them to me! I tested a lot of them, but couldn't go through all of them. There's 100+ locations.
  • Price checker now shows rounded comma values of item values. It'll no longer show 20M, but 20.12M for example. The total price is rounded to 4 comma values.

I'm looking really forward to the release of Construction, because it's coming closer! :)

All the best,
Thomy
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3
Guides / Re: [Moneymaking] Cockatrices and banshees
« on: February 23, 2017, 06:21:57 pm »
I was waiting you took you so long, https://emps-world.net/forum/index.php?topic=19025.0.

Good guide.
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4
Feedback / Re: Minigame design
« on: February 21, 2017, 10:44:38 am »
Add bosses to cw and remove flags system ffs.
Bosses would make the game a lot more gear reliant than it already is. It would also slow down the pace of the game. You're also most likely driven by nostalgia. No thanks.

Go to CoD multiplayer -> check players online in each game mode -> see how team deathmatch has 100x more players than capture flag -> realize that people prefer killing shit over capturing shit.

Waving the ''driven by nostalgia'' card in this case is the shittiest possible argument here.
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5
Suggestions & Ideas / Re: Making game harder
« on: February 18, 2017, 02:31:48 pm »
Simply making things take more time does not make anything more difficult, it just makes things take slightly more time. Time does not equal difficulty.

I wanna level it up level by level normally as it should be. And not like 2M exp/hour methods at 74 - 75 construction knowing Emps exp rates.
You can already get 900k exp per hour training in rs at level 73. This however does not take into account the time it takes for you to gather the materials. It just takes into account the time you spend actually gaining exp. Granted that can be skipped somewhat by buying the planks, but this will cost you a lot of money. Which also takes time to make.

That 2 mil exp/h isn't all that fast of a rate compared to other skills. Fletching can for example be a little more than double that. These are the kind of exp rates emps has. I really like that they're not as sky high compared to other servers, but they're not as low as rs. It's one of the greatest things about emps in my opinion. I wouldn't want construction to be dreadfully slow, I disagree with you.

P.S. Otto, commentary is not needed.
Otto, if you so smart, what are doing here playing games? I mean, I'm weak not much to do with me. But you're English professor. You should be granted with awesome job with skill like that.
It's probably better not to reply if all you're not gonna talk about the suggestion but about the person commenting on it. You kind of instantly lose the discussion at that point.
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6
Suggestions & Ideas / Re: Making game harder
« on: February 18, 2017, 12:33:50 pm »
1. It will fuck with skillers

2. There are people with dozens of thousand is logs and probably even plank already. It would be extremely unfair for people who haven't collected any yet or have yet to join this game, implying Emps even gains new players.

3. Why do you keep thinking that construction is any special from any other skill? With your logic, every runite rock should have at least 1000 squares between them because otherwise smithing would be too easy. If the same logic was applied to woodcutting, firemaking and fletching, we wouldn't have any forests in this game.

The logs cannot be used as themselves. They require effort from the players to be turned into planks which also costs money. Sure there is plank make but in RS one casts means one plank, and that actually means less planks per hour than simply running to the sawmill and it takes runes in addition to money. This can of course be changed by making each cast of plank make turn multiple logs into planks but it will still take effort to make a large number of planks.

4. I'm sure planks and logs will be added to the drop tables of new monsters in the future, but that will actually make gathering planks easier unlike you said on SB. From OSRS we can definitely see that Zulrah crashed the prices of a lot of supplies. We should avoid making mistakes like that instead of trying to replicate them knowing that they will result into a shitty outcome. Imagine of people begun to kill Kree'arra in Emps purely for bowstrings and crushed nests. Armadyl pieces and the rest of the drops would become worthless (oh wait they already are).

5. ''Hurrdurr emps should be hard cuz rs is hard too''

RS is an extremely easy game in terms of gathering supplies. Making planks in both versions of the game is profitable because of the over-supply of the logs there is. The trees are extremely close to a bank and Zulrah drops a lot while also being the most popular and one of the easiest bosses in the game once you memorize the rotations. In RS3 the logs are a common drop from a buttload of slayers monsters. In addition to that teak and mahogany planks are some of the more common RDT drops that can be dropped by any monster. There are also portable sawmills which let you make planks at a bank without having to move a square and that shit is over 4M money/hour.



Also, clicking on your screen multiple times for a long time isn't hard unless you're mentally challenged. It's boring as fuck.

6. If you think that people criticizing your ideas is ''dramatic'' in some way, shape or form, you should seriously stop suggesting things. The same applies if you don't want to receive critique from a specific person or a specific group of people. That makes you appear extremely weak and pathetic to the rest of the community.

So no. The logs shouldn't be hard to get, because getting the logs isn't the actual skill we are about to get. If you want THE SKILL to be harder then you should probably just suggest the XP rates to not be made too ridiculously fast.
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7
Goals & Achievements / Re: Unofficial ultimate ironman progress (gave up)
« on: February 16, 2017, 12:42:56 pm »
I gave up
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8
General Discussion / Re: Emps world cc
« on: February 14, 2017, 06:30:07 pm »
I do spend a fair amount of time in the Emps-World cc, granted I don't always actively chat in it but I do often keep an eye on things.

I agree that new players should be thrown into a different CC other than the Emps-World one. At times the CC can be extremely toxic and it doesn't give a good impression for first time players. I'm not disputing the fact that the Emps-World CC can actually be a friendly place, but all it takes is for two people to clash and then a shitstorm ensues.
Reintroducing the Assistance clan-chat is a good idea, but this does not combat the fact that the main clan chat, at times, can be a god awful place. It simply hides the issue from new players. However I do agree it should be brought back.

It would be a nice feature if staff could assign ranks to the CC and allow certain trusted players to be able to kick from the Emps-World CC.
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9
Suggestions & Ideas / Re: Karamja agility arena experience bonus.
« on: February 11, 2017, 01:41:39 pm »
Agility needs a full rework.

Unless u gonna suggest a totally AFK training method, it's a full waste of development time.
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10
Guides / Runecrafting guide
« on: January 28, 2017, 08:40:53 am »
Runecrafting

Table of contents


I. General information
II. How to start?
III. Where to get the essence?
IV. Prismatic altars
V. Abyss
VI. Pouches & Talismans
VII. Special runes
VIII. Tips
IX. Different methods


I. General information


With Runecrafting you can create different runes. All runes are made out of rune essence, these can be mined from the runes essence mine.
Another ways to obtain rune essence is buying them from other people or getting them as a drop from certain monsters.
Rune essence can be crafted into runes in the Abyss, or inside a prismatic altar.


II. How to start?

You can start Runecrafting from the moment you got rune essence.
When you get your hands on the essence there are two ways to turn it into runes:

1. Walk to the Dark mage in the wilderness north east of Edgeville level 7 wilderness. also you can use the teleport Abyss which requires 90 magic and Ancient spellbook, after reaching the abyss you'll need to enter the inner circle where you can make the runes you want.

2. Have a talisman of the runes you want to craft  in your inventory and enter the prismatic altar near barbarian village which will lead you to the altar of the rune you need.
an air talisman and a mind talisman spawns near the prismatic altar so you can start with these.


III. Where to get the essence?

There are three ways to get rune essence:

1. The essence mine:Fastest way to get essence from scratch, you'll just need a pickaxe (any will do), you can get to the mine by entering from the entrance south of barbarian village or by talking to Aubury, the portal in the mine will lead you to the Aubury that is located in Varrock.
Aubury can be found at the harbor of Port Sarim, Varrock and Ardougne.
In the pictures below I show you where to locate Aubury.
      

2. Other players:Rune essence is a trade-able item and can be exchanged among players and thus can be bought if you are willing to invest your money in this skill.

3. killing monsters: The slowest way, I don't recommend killing these monster for the rune essence, but if you kill them regularly the essence well eventually accumulate.
For a table of monster that drop rune essence, click here.


IV. Prismatic altars

Prismatic altars are one of two main ways to make runes, they are scattered all across emps-world the most notable of them are the two near barbarian village.
The way they work is simple, you take rune essence and a talisman of the rune you wish to craft, you simply click on the prismatic altar, that will teleport you to the temple of the rune you wish to craft and in the center of that temple waits the altar of the rune you wish to craft, clicking that altar will turn your essence into the runes you wanted granting you Runecrafting experience.
Here is a map that will lead you to the altars near barbarian village:



V. Abyss

The Abyss is one of two main ways to make runes, it consists of two circles, an outer circle which is a multi combat zone filled with aggressive monsters that have combat levels of 41-81, and an inner circle which is the place filled with rifts for each rune (other than special runes) and clicking one of those rifts will teleport you into the chosen rune's temple at the middle of which stands an altar, that clicking on will turn the essence in your inventory into the respective rune granting you Runecrafting experience.

The Abyss can be reached by either using the level 90 magic spell Abyss teleport with the Ancient spellbook or by talking to the mage of Zamorak at level 7 wilderness north of Edgeville, both these ways will lead you to the outer circle.
Here is a picture that shows the location of the mage of zamorak:

Getting to the inner circle requires the player to pass one of the following obstacles:
A gap that requires 50 Agility.
Eyes that requires 50 Agility.
A boil that requires 50 Firemaking.
A rock that requires 50 Minning.
Tendrils that require 50 Woodcutting.
A passage that has no requirements.

These obstacles are located on the wall that separates the circles, they will rotate and will not remain in the same place.

VI. Pouches & Talismans

Pouches are used for storing essence, allowing you to craft more than 28 essence per run, there are currently 4 different pouches:

Small pouch (3000 charges, can hold up 3 rune essence).
Medium pouch (5000 charges, can hold up to 5 rune  essence).
Large pouch (7000 charges, can hold up to 7 rune  essence).
Giant pouch (10000 charges, can hold up to 10 rune essence).

Every time you store a rune essence or take out a rune essence you lose 1 charge, when the pouch gets to 0 charges it disappears from your inventory.
Different sized pouches can be used simultaneously, but two pouches of the same size can't be used at the same time.

Talismans are used to reach rune temples from prismatic altars.Here is a picture of the talismans:

You can get talismans and pouches by killing the monsters in the outer circle of the Abyss.
There are three different monsters to be killed abyssal leech, abyssal guardian and abyssal walker(click on the names to see the drop table).

VII. Special runes

There are 7 special runes in Emps-world that cannot be crafted by the same ways as normal runes, these runes are the 6 combination runes and the astral runes.

How to make Astral runes?
To make this one you need 60 Runecrafting and 60 smithing.
Astral runes can only be crafted by donator members by smelting 4 Rune essence in a furnance while wearing an Astral tiara.
You can also use the spell superheat.
Astral tiaras can be bought from Aubury.
You'll receive 10 Astral runes for 4 rune essence.

Combination runes:There are 6 different combination runes in Emps-world, these runes are a combination of 2 elemental runes and count as two runes when casting a spell, one for each element they are made of, here are the different runes:
  Mud rune (water and earth).
   Steam rune (fire and water).
 lava runes (earth and fire).
smoke rune (air and fire). 
mist rune (air and water). 
dust rune (air and earth). 

Let's say that we want to craft smoke runes, we need both air and fire talismans, some air runes or fire runes and some essence, use the fire talisman or the air talisman on the prismatic altar which will get you to the fire temple or the air temple, there clicking on the altar in the middle will combine the essence and the  runes from your inventory into smoke runes.
This method is used for all 6 combination runes.


VIII. Tips

1. Chaos gauntlets can be bought for 158 coins from Hickton who is located in Rimmington.
Chaos gauntlets will increase your xp gained by 5%.

2. When using pouches place them at the bottom row in your inventory, that way right-click on the pouches will leave your mouse hovering over the empty option.
   

3. Crafting certain runes at certain levels will give you a multiplication on the amount of runes you get, know that this will not grant you any extra experience.
Click here for the tables of multiplication and experience rates.

4. Runecrafting pouches are not tradeable and thus if you wish to use them you'll need to get them yourself, I recommend using multi target weapon/spell (red chinchompas, barrages...) to kill the monster in the outer circle of the abyss, since it's a multi zone and they are gathered easily.

5. I recommend getting the rune pouches before even starting, it will be helpful in both mining the essence and in making the runes.

IX. Different methods

Mining the essence at barbarian village and crafting it at the same trip without banking between trips will result in approximately 40 trips per hour of 47 essence each(25 from pouches + 22 from inventory since it contains 4 pouches, a talisman and the runes).
overall 1,880 essence per hour.
With this method you should use the altar east of barbarian village.

If you already have the essence you should both bank at Barbarian village and use the prismatic altar that is near it.
This method will get you approximately 65 trips per hour of 48 essence each for an overall of 3,120 essence per hour.
With this method you should use the altar west of barbarian village.

I recommend using the abyss only if you can't get your hands on the talisman you need, since even with teleport available and meeting the requirements to pass all obstacles there, it will result in slightly fewer trips per hour (55) and you'll be crafting 1 fewer essence per trip(2 inventory spots needed for the teleport runes compared to one slot for the talisman), not to mention taking damage constantly from the monster in the outer circle.
overall 2,585 essence per hour(with the essence being in your bank).

For maximum experience you should always craft the rune you unlocked most recently(other than astrals).
To calculate your xp/hr choose the method you wish to use, then use this:
essence you'll get per hour * experience rate for the rune your crafting * 1.05(from chaos gauntlets) * 1.10(if you are a member) * 2 (if double xp is on)

For money runecrafting triple deaths(level 97) and triple bloods (level 99) is the most reliable way, multi nats and soul runes can be an option depending on demand.
another solid moneymaking method through Runecrafting is astrals, click here to see charr's guide on that.



Huge thanks to Hugo Terwiss!
this guide is an updated virsion of his old Runecrafting guide.


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11
Update Notes / Updates February 28th 2017 - Construction Preparations
« on: January 28, 2017, 08:33:15 am »
Hey guys,

Haven't heard from me in a while, been really busy with Construction! I've got a few little changes ready with this update, also a preview of the current Construction progress. Let me know what you think of it.

Master Capes
Master capes now have particles. The particle color is equal to the trim color. With this update I've also slightly modified the particles of elemental weaponry. I've increased the amount of particles that are rendered, since their performance tests were really good.


Brightness and Animations
I've changed the way brightness is handled. It's now done through the graphics card and has smoother transitions. With this change, I've also made dungeons darker with stronger (darker) shadows. Giving you a darker scenery in caves. Moreover, I've also improved animation quality. You will no longer find flickering objects. Oh, and... take a look at your player! You can now see your eyes properly. :)

Construction Preview
It's not quite there yet, but we're close to the release. In this update, I'm putting all construction tests to the live game. Since this is a gigantic update, I have to push testing onto a new level. Meaning, that I'll go through the entire skill multiple times. It may be possible that we will have closed betas, but I can't say too much about it yet at this point. Anyway, here's a screenshot:

I'm now able to fully build 15 rooms with the current construction progress. I now have to work on obtaining the required resources (planks, limestone bricks, cloths, etc.) and give rooms usabilities (portal room, amulet of glory, combat ring, etc.). I hope I'll be done with it soon. :)

Following things have been changed:
  • Usability of GWD entrance doors improved. You can no longer get stuck when another person tries to enter at the same time. It works like the Smoke Demon Champion entrance now. One person needs the kill count, others can easily follow through.
  • Aggression code of monsters adjusted. It's now checked more often and the radius for aggression checks has been increased.
  • Saradomin sword buffed. It has received a 2% lifesteal bonus.
  • Onyx bolts buffed. On top of their healing effect, they now have 2% flat lifesteal bonus.
  • Textures on custom models (elemental weapons, wings, kbd armour, etc.) have been improved.
  • Brightness settings changed. You can now select higher brightness and it's done through the graphics card. Meaning that changing the brightness will no longer cause the map to reload and that it's done smoother.
  • Whip special attack buffed. The duration of the bind has been increased to 10 seconds and the special attack now costs 50% special attack energy.
  • New locations have been added to the worldmap viewer.
  • Elite void knight robes have been added to the skill level interface. Moreover, their colors can now also be distinguished by their names. Elite void robe names appended (b) for black, (g) for grey and (w) for white.
  • Shadows improved. Alpha values are now properly filtered and particles now also cast shadows on higher shadow settings. Performance has also been improved for lower settings on weaker graphics cards.
  • Water of certain fountains and geysirs is now animated.


All the best,
Thomy
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12
Hello everyone,

I'm presenting you a few changes and tweaks with this update. Please take your time and read through the patch notes, some changes may be of great interest to you!

Bank Placeholders
You can now mark an item in your bank as placeholder. Just right-click the item and select the option. Placeholders will always stay in exactly the same spot in your bank, even if you withdraw the entire stack.

Degradable Equipment
I'm reworking this system a little to clarify things. When dieing with degradable equipment, it will be completely destroyed by default. That means that all barrows equipment is dropped as its destroyed version, as well as elemental whips, bows and staves dropping as their original weapon or upgrade crystal. There was a bug in that system that wouldn't delete the original charges of the item. I'm sorry for that and it's now fixed. I've applied changes to items that have no degraded version, such as auras, imbued rings, etc. In general items that are destroyed when completely degraded. These items are now auto kept and lose 25% of their charges upon death. If the there's less than 25% of their charges left, they are completely destroyed. If such items are lost to another player in the wilderness, they are high-alched and the amount of cash is dropped.

Double Experience Scrolls
There has been quite some discussion on-going on this topic. With this update, I'm introducing a new version of scrolls, which is tradable. Old scrolls remain usable forever, but cannot be traded. The new version, purchasable from the EC store, is tradable. I would like to give every player a chance to get their hands on these scrolls. With this change I've also increased the price of a double XP scroll from 100EC to 150EC.

Very High Quality Shadows and Texture Filtering
More graphical improvements, yay! First of all, I've changed the way how shadow settings are chosen. This is only an internal change, so no need to worry about that. The game client can now use more of your GPUs potential (provided it's available) and thus render higher resolution shadows. Just play around with the shadow quality setting to see how the quality improves or decreases.

I've also reworked the way textures are filtered in their alpha channel. Trees and plants will have a smoother look now. Also the transition between textures has been improved, for instance moss on tree stumps. With this improvement of texture filtering, shadows of trees are also much sharper on very high shadow settings.

Other changes:
  • Health bonus is now shown in the equipment screen.
  • Animation downgrading system overhauled. Animations are now smoothly reduced in their quality the further it is away from your camera position. The amount of players and npcs in an area also plays a role of how much animation quality is decreased. Overall performance of the game should now be steadier, especially in populated areas.
  • Healing splats are no longer shown at the old hit splat system. This is too cluttery.
  • Bank size increased from 900 to 1000 items.
  • Wildywyrm graphically updated. It has received particles and moving lava textures.
  • Vesta's spear special attack max hit buffed from 135% to 140%.
  • Dragon longsword and mace special attack accuracy and strength buffed slightly.
  • Dragon scimitar special attack now costs 50% special energy instead of 75%.
  • Dragon halbed special attack buffed from 115% to 125% damage. The second hit on large npcs also inflicts 125% of the damage now.
  • Granite maul special attack changed. Maxhit reduced from 110% to 100% and accuracy buffed from 120% to 160%.
  • Dragon claws accuracy buffed from 120% to 140%.

All the best,
Thomy
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13
Feedback / Spirit shields and defenders
« on: January 19, 2017, 11:53:14 am »
The stats were changed last update, I'd like to discuss this.

The changes:
  • Spirit shield defence bonuses were reduced
    Ex: Arcane got a reduction of 23 melee def, 38 ranged def and 17 mage def
  • Defender bonuses were buffed slightly
    Ex: Dragon defender got a buff of 2 melee accuracy and 1 melee strength
First off, I don't see why either of these changes were necessary. Dragon defender has been good since release and it definitely did not need a buff. Spirit shields have been in kind of a bad state since release and also did not need nerfs. This isn't gonna help corp get any better of a boss, in fact it makes it worse.

Spirit shield usage:
Yes, nobody used spirit shields specifically for their defence bonuses. This is common knowledge. Nobody uses spirit shields for their damage deflection either, as it's unreliable and requires you to take damage. Spectral has been in a good state since it boosts your hp. The other three have been the best in slot shield for a while. But they never were better by a very significant amount. Arcane was always just a slight bit better than dragon defender. After ice shield's release elysian had direct competition from it. Divine remains the only actual shield for ranged so it's not really affected, but it's a direct nerf to how good crossbows are.

Spirit shields need something other than damage deflection, because that serves absolutely no purpose right now.

Arcane vs dragon defender & dfs:
Pre-update you'd trade off 3 melee accuracy for a bunch of defence bonuses, a slight prayer bonus, and +1 strength bonus. Now there's really no reason to use arcane over dragon defender. Defence bonus isn't all that significant if you're gonna use prayer to nullify most of the damage from any monster ingame, even less so if it's nerfed by a good 30%. If you are gonna go for defence bonuses you may as well bring a dfs, it's a lot cheaper, isn't significantly worse at offensive bonuses and has better defence. Arcane has no niche anymore, save yourself the money and get a ddef and dfs.

Elysian vs ice shield:
Giving ice shield the same bonuses as elysian wasn't a very good idea imo. Ice shield's effect is way better in PvP than elysian's is, there's even a reason to bring it over ely when going to certain PvM locations. Now that ely had it's defence bonuses nerfed, ice shield is objectively better in all situations.

Whip vs sara sword:
Saradomin sword held a niche over whip and arcane, in that it had slightly higher accuracy at the cost of defence bonuses. With the buff to dragon defender, this is no longer true. Now whip and ddef have a slightly higher accuracy. This is yet another niche of an item that has been removed with this update.

We now have less reasons to use arcane, elysian and saradomin sword. Players have been crying for more variety in gear for the longest time, we specifically requested the opposite of this. Please fix.
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14
Update Notes / Updates January 7th 2017 - GWD, Item Sets and Particles
« on: December 27, 2016, 01:14:19 pm »
Hey guys,

A happy new year! :) I'm changing a few things with this update, so please take your time and read through them.

God Wars Dungeon
I'd like to keep it simple. The GWD is just too easy. I didn't want to make the monsters stronger, because it's not really funny if they are just going to hit you harder or can take more damage. I'm satisfied with their current combat power and don't wish to change that. So, I've thought of special mechanics that will make the fight more interesting and will require you to pay more attention to the actual fight. On top of that, the drops have also been buffed. The amount of resource drops you get is larger now and in noted form.
  • Commander Zilyana now buffs her allied minions. This goes up to 50% of their current combat power. Starlight will drain your prayer points.
  • Kree'arra has received different projectiles with different speeds. They have no special effect, but 'unlucky' or 'lucky' stacks of its projectiles can give you a lot of hits in a short amount of time. Flockleader geerin and Wingman skree can now throw poisoned spears. The poison damage starts at 1, but can go up to 15 depending on the length of the fight.
  • General Graardor has gained the ability to buff the attack speed of his allied minions. Moreover, the lower he becomes, the faster he will attack.
  • K'ril Tsutsaroth: Spawns allied minions and received new attacks.


Grand Exchange Sets
You can now buy/sell item sets on the Grand Exchange. Hovering over the set tells you which items it includes. Every GE clerk allows the exchange of item sets.


Particles
The system isn't yet 100% finished, but I can already show-off some pretty cool graphics! All elemental weapons have received particles. If you don't like them, they can be disable at the game settings.

How do you like the system? What could be done to improve it? Where else would particles be cool?

Changes:
  • Dragon dagger special attack has been nerfed. Accuracy decreased by 15% and maxhit decreased by 5%.
  • Bosses can no longer be frozen.
  • The defensive bonuses of third age armours have been buffed by 10%. The 3rd age amulet's bonuses have also been reworked completely. It gives slightly less accuracy and strength bonus than a fury but more defensive bonuses.
  • Walls in the Revenants dungeon have been fixed.
  • You can now search for places on the minimap. Dungeon locations have also been added there. It should now be easier to find certain places of interest with the minimap.
  • The hits it takes to fully degrade barrow items was increased from 5.000 to 8.000.
  • Lunar spells no longer block walking when casted.(vengeance, heal other, vengeance other, etc.)
  • The mailserver was updated with DKIM records. That will let mailservers classify mails from Emps-World less often as spam.
  • KQ's poison damage now starts at 1 and goes up to 15.
  • Deflected damage can no longer be deflected again (veng of vengs).

All the best,
Thomy
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15
Hey guys,

I've got a few things ready for today. The changes are mostly cosmetical. Take your time and read through them, they are pretty handy! ;)

Ground Alignment
Monsters are now properly aligned to the steepness of the ground. You can see an example below where the dragon is pointing towards the player and isn't just floating:


Music System
I've never really put a lot of effort into creating a proper music system before. With this update, most (330 out of 350 songs) are clickable in the music interface and will be played in their appropriate regions. This will change some of the songs previously used in certain regions, but therefore gives the entire game a correct music overlay. The system may still contain minor bugs, such as areas having no songs or songs not playing. But that's really minor things that I can fix at runtime. If you find something wrong, just report it! Oh and... if you find over 200 area songs, you can unlock the play guitar emote! :)

Grand Exchange Market
You'll now be able to take a look at the prices of items in the game. I've worked on a homepage tool that takes all trades from the Grand Exchange and plots them on a graph. You can see an example here: https://emps-world.net/ge_plots.php#plot,Manta_ray,391,60


Following things have been changed:
  • Blood altar usability improved.
  • Loading times increased of new regions for high Rendering Distance (RD) settings.
  • Hit effects (spirit shields, vengeance, etc.) are now applied when the hit lands. Before the update they were applied at the attack animation.
  • Item drops now last for 3 minutes instead of 2. Items upon death will now be visible to your account for 2 minutes and afterwards an additional minute to everyone. The initial change of this update didn't aim at making it difficult for beginners to get their items back. I am sorry for that.
  • The client will no longer crash when it fails to load certain models. This could possibly fix a bug in Port Sarim's dungeon (Wyverns) and other loading problems.
  • Alch values have been increased by 25%.

All the best,
Thomy
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