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Messages - Eddie1408

Pages: 1 2 3 4 5
1
Introductions & Farewells / Re: Why I no longer play
« on: June 11, 2018, 06:59:20 pm »
The economy is in shambles due to the low amount of new players, the lack of attempts to help it with updates and due to the effects of stakers on the market.

The economy was in a bad state at the time you joined the staff team. Thomy missed his chance to clean up a huge mess by using couple bills of spawned cash and my entire bank (30-40b) to buy many items and remove all of them (including my bank) from the game. At this time items were changing their owners left and right because stakers cared only about money or oldschools. Thomy made me clear that it was his server and that my method was unacceptable. As a result of that I quit the game and my bank was rs-es traded, which had the same effect to the economy as spawning items into the game. Kinda funny that Thomy refused to use spawned cash to clean up a mess, which was caused by him in the first place (raised drop rates and then vanished for couple months because of his irl problems) but agreed to use the same method to pay for a trailer.

The sheer amount of money and items that gets rwted by stakers not only takes away huge amounts of donations but also means those players don't participate in the market regularly. Ironman mode doesn't have this issue, but they don't exactly participate in group content the same way regular players do.

I agree that RWT and RS-ES trading was out of control all the time. The funny part is that Thomy knew about them for a long time and he straight up ignored the problem.
Basically any problem related to his server was answered with 'I don't care' back then and if you told him that he was doing a bad job as an owner, you were told that it was his server.
There is a reason why the entire banks of rich stakers do not change the owners as often as they used to. Emps currency is worth nothing anymore (ES-RS: ~100:1 now compared to 10:1 in Emps-Scape). However I also know that there are people waiting for emps money being worth more just to sell their banks again.

It's becoming more and more of an impossible task to fix these issues in a realistic manner with the current conditions. If there is no major change in game direction it will be what kills emps.

You know what I knew ages ago. This game is dead meat. There will be no major changes because as long as there are white knights (the staff team basically) who agree with whatever Thomy is saying and praising him for whatever he is doing, he has no reason to turn back. If one of them does not like Thomy's ideals, he gets ignored and taken care of sooner or later. I do not know how much he spent on advertising recently (or maybe I do), but it was a stupid move to spend any money into promoting a dead server in the first place.

The forums continue to drop in post and topic activity, not only that but the counting to 10k thread makes up for a significant fraction of the posts nowadays. To top that off, the important sections of the forum (guides, suggestions & feedback) are dying rapidly in activity. This makes it a lot more difficult for a developer to connect with his playerbase. I don't know why nobody is doing anything about it. There seems to be very little motivation from players to improve the state of the game.

Nothing is done about it because as long as Thomy has his supporting staff team (which is a reflection of himself), there is no need for other opinions. It is natural that players get demotivated when their efforts improving the server get ignored all the time. Even all the community topics regarding emps updates were rigged in the first place. Thomy presented some of his ideas beforehand and players discussed which of them would get added first. Yes, there were some ideas that got added that were not suggested by Thomy, but I doubt that more cosmetics, pets or untradable items would solve any of the thousand problems this server has. They make it only worse. The only good update this game had was ironman mode, which is also the only reason why this game has more than 50 players sometimes.


Rules continue to be enforced very little if at all, and you can see it's effects on the community. The topics for rules aren't kept up to date. The issue of the report abuse button not doing anything is still unresolved. Real world trading is more rampant than ever, people really seem to want to liquidate their banks, I wonder why? A botting issue was "solved" by just cutting everyone's supply, just making the bot a bit less profitable. I wonder how easy it would be to become the richest player in the game by creating a few scripts, it's not like staff members can do anything if you just get your bot to reply to them.

Rules are only being enforced on those who criticize the server. Wait no, you straight up get punished for critcizing the server because they feel offended even without any rules being broken. This is also the reason why I have to use this account to post this reply xD. Common rulebreakers who say whatever they want do not get punished as long as they do not target staff members. But banning them would also result in the game/shoutbox being even less active. So enduring them is the way to go.


For any of the staff members reading this, just tell Thomy to delete all of accounts please. It will be better for me (so I dont have to deal with this stupid community and owner anymore) and for you (so you can keep spreading your lies to innocent players about how great this server is without any idiot interfering).


Tl;dr:
Bye Charr.

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2
I do know that mini-games are not that popular anymore. Every time a new mini-game is suggested, it gets denied by same people over and over again by saying "we do not have enough players for a new mini-game".
Yes, Emps-World does not have as many players as before. But we do have enough players to keep the mini-games running everyday (thanks to all the hard grinding ironmen out there). We also should not forget that a mini-game is judged by its rewards and let's be honest here... Most of the rewards are a waste of time for normal players.

What we will need is an overall rework of the mini-games (shops included). But that is not all. To promote mini-games even more, there will be a new skill to make sure the mini-games will get the attention they deserve.

I have posted various topics about the changes that I think that need to be done in order to revive the mini-games. This time, I will fuse all the thoughts and ideas I had and post them in this topic while adding the new skill.

Let's start by reworking the mini-games!






Castle-Wars


I still think reviving the classic mini-game Emps-Wars is the best solution, but this will not happen. This is my suggestion of how to make this game more enjoyable.
In order to win this mini-game, you will need to steal the flags of your enemies. The goal is simple, but so is the current game. Most of the time, all the players run to the enemy base and take the flags one by one. Even though it is a "PvP" based mini-game, there is basically no fighting between players because it is not efficient. People who attack other players often get raged at for being a "troll".

My idea is it to make this mini-game a PvM based mini-game. The goal will be the same, but with new features. Let's talk throug the mini-game step by step.

1. You enter the portal and get placed into a team.
2. You get teleported to your base and can pick-up bandages.
3. You leave the barrier and try to get to the enemy base.
4. You can only use the "normal" way (the underground is blocked for you yet)
5. The castle including all floors and the island will be multi-target areas. The normal land-scape will be a single-target area.
6. In the centre of the map, you will see, that everything is full of barricades. I order to get to the second half of the map, you will need to make your way through. You will be attacked by the rangers and wizards of the enemy team while you make your way through. You see one of the enemy players and you try to attack him. You cannot! Yes, you heard it right. You will be no longer able to attack the enemy players. Once you made your way through the barricades and cross the second bridge, a big wave of warriors will target you. Since this is single-target aready, only one warrior will attack you. But do not worry. There are enough warriors for everyone and they know their business. They will have the same strength as now, but they will be able to ignore your prayers with the same chance as Verac, the defiled.
7. You can use the stepping stones to get to the other half of the map, but you will need an agility level of 85 (active membership) and a warrior will be waiting for you as well.
8. Once you open the doors of the enemy castle and enter their territory, the wizards and rangers will attack you and their attacks will hit all enemies at same time (aoe arrows and spells). You climb up the stairs and see one warrior as well as a new barricade blocking your way to the next floor. The warrior will have somekind of an earthquake attack that stuns players for 5-10 seconds. Using anti-melee pray is highly recommended. The barricade will have 1000 hitpoints and cannot be damaged by the warrior. The next floor will be a by-pass to the top floor where the flag is located at.
9. You take the flag and realize that you start bleeding (1 hitpoint/second). You will try to use the same way where you came from, but you cannot. You can only use the underground this time. You will come across the rocks, but you cannot mine them. Holding a flag results in you not being able to do any other actions, but running. You will not even be able to use the bandages you have in your inventory. But that is why you got your team behind you who can heal you, right? Your team mates will also mine the rocks for you so you can move on. In the centre of the map, there will be couple "Thomy" NPCs waiting for your arrival. A team mate should run ahead and tank the Thomys for you. If you die with the flag, the flag will return to the top floor of the enemy castle. Whether you choose to climb up the ladder or keep using the underground to get back to your base is up to you. The game is won after 5 flags have been stolen and succesfully returned to your base.
10. The amount of tickets you get will be based of how much "damage" you have done to the enemies. Returning the flag gives you 1000 damage. The maximum amount of damage you can get every game is 5000. This equals 50 tickets. Winning the game will give you 25 additonal tickets. Losing the game gives you 10 additional tickets.

The reward shop will be reworked with new prices and items.








Pest Control


This mini-game is played by "farming" the portals for maximum damage. Everyone who does not do that, gets heavily flamed. In order to make this a team based mini-game many things will need to be changed...

1. The Void Knight will no longer be targeted by NPCs. From now on he will lose 1 hitpoint everytime a player dies. Taking food with you is recommended.
2. The goal will be the same as before: Destroy all portals before the void knight dies.
3. NPCs will need a rework of their abilities:
Shifters get a new spawn location (portal) and they ignore prayers.
Spinners will never lose focus -> heal portal till the end (even if you attack them).
Splatters will follow you (no attack move) and lose 1 health every second until they die (they only deal damage to players).
Torchers additionally freeze you (10% chance) for 3 seconds.
Ravagers will be removed from the mini-game.
Defilers will hit faster and more accurate while having less damage
Brawlers will hit less.
4. Only one portal will be "open" at a time. Destroying a portal makes all NPCs stronger and they will spawn faster.
Shifters deal more damage and hit more accurate.
Spinners heal more and have more hp.
Splatters lose health even faster and deal more damage.
Torchers can additionally freeze you for 6/9/12 seconds for every destroyed portal.
Defilers get more accuracy.
Brawlers will have more hp.
5. Destroy all portals to win the game. The amount of tickets you get will be based on the damage you deal. 2500 is the limit resulting in 25 tickets. Damage done on the portal is multiplied by 3. Winning the game gives you 10 bonus tickets. Losing the game gives you 0 bonus tickets. The top 3 players with most damage done get +1, +2, +3 additional tickets.

The reward shop will be reworked with new prices and new items.





Soul Wars



How to get there?
Enter the portal located between Edgeville and Barbarian Village to teleport to the Soul-Wars 'area'.



How to start the mini-game?



Enter the portal (no capes allowed) to randomly get placed into a team (saradomin or zamorak).
Once you have got enough players (atleast 5 in each team), the countdown will begin (30 seconds). After that, all players will spawn inside their graveyard and the game begins.




How to win the game?

The goal is simple. Kill the enemy's boss  known as Avatar of Creation and Avatar of Destruction before they do. You will have 15-20 minutes to do that but that won't as simple as it sounds.

Anyways, at the beginning of the game the boss is invicible. He will have a combat level requirement of 150 to get attacked. To lower his combat level requirement, you need to collect soul fragments which will be dropped by two NPCs (spots marked as orange and green in the screenshot). The weaker npc will drop 1 fragment and the stronger npc will drop 2 fragments.

The area around these npcs will be single-target combat. However, everything else will be multi-target combat and this where the interesting part kicks in.
Once you collect some soul fragments, you need to sacrifice them to the obelisk in the middle of the map. Since this is a war and multi-target area, you can possibly die.
Do not worry, you will not lose any items except all the soul fragments you have collected. These fragments can be picked up by any other player since they appear visible for everyone at the moment you lose them. As soon as you use your fragments on the obilisk, the combat level requirement gets lower by the amount of fragments your team has sacrified.
But that is not everything. The lower the combat level of the boss gets, the weaker he becomes as well. Calculating how much time and fragments are needed compared to your team's damage output is the key to victory.

There will be a scoreboard that shows you the following things:
- team names (saradomin and zamorak)
- combat level of the bosses
- fragments sacrified
- hp of the bosses
(optional)
- time left


Some of you might have seen the capturable graveyards in the screenshot. They will have a usage as well.
The team that has more soul fragments sacrified captures the graveyard which is close to their base. This means upon death the 'winning' team(based on sacrified soul fragments) will spawn at their 'new' graveyard while the 'losing' team spawns at their base.
As harsh as it might sound for the losing team, there is still hope because they will have a closer way to their supply area, which means they stock up (bandages, explosive potions and barricades) faster and can possibly get back into the game by killing the enemy's attackers.



The Boss:

The strength of both bosses as well as their abilities will be equal. The only difference they will have is their appearance.
The total strength of each boss will depend on two factors: How many people are inside the game and what is their combat level.
Their appearence, as well as their abilities can be discussed here.



Rewards:

The team that kills the boss first wins the game and is granted with 8 zeal points (ZP). The losing team will get only 4 ZP. A draw results in 6 ZP for everyone.
The 3 highest damage dealers to the boss from the winner team will be rewarded with +1, +2, +3 extra tickets.


A reward shop with new items will be added.





New Skill: Mini-Games


Easy and simple. You will get xp while playing mini-games. But there will be more. Many rewards obtained from the mini-games will have lvl requirement. Basically, if you want to wear ava's accumulator, you will additionally need a mini-games level of 50.

A formula of how much experience you get at which mini-game will need to be thought of, but it should be based on the amount of tickets and stardust, tokkuls (and whatever gets added in the future) you get.

A skill based on playing mini-games will force players to play it in order to get their max cape or being able to wear certain items. The mini-games should have a huge collection of items for skillers and normal players.

I am open for suggestions which items could get added to the reward shops.


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3
Feedback / Re: Protection prayer update
« on: July 11, 2016, 09:24:26 am »
Well, I do not know why so many people cry about these changes....

Why should corp be killed by a single man multiple times per trip? The fact that it is possible in emps results with lower drop rates for their rare items.

However I agree that KBD is way too strong for his droptable. Nerfing the drop rates was a good idea in my opinion but there is still the biggest problem - the already existing items which destroyed the economy.

I think we really need more money sinks and no, its not by increasing the repairing costs for barrows. Duel Arena needs to get fixed and a staking fee needs to get added.

Thinking about all the ironman accounts, I think that the drop rate of visage is ridiculous. 1/1000 for the visage that we cannot use until 90 smithing, which is the longest skill to train because getting the ores takes ages, smelting bars takes ages and making the actual items takes ages as well. Other skills like herblore and crafting can be trained 10x-20x faster.

The drop rate of the normal dragon items is fine though and 1:125 seems fair.
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4
Suggestions & Ideas / Re: For Ironman
« on: July 08, 2016, 10:06:02 pm »
no no no no no...

better make "lucky" items like "lucky ags" that we can buy from shop or get from goblins. The downside is only that we cant trade it...

oh wait...
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5
Suggestions & Ideas / Re: ironman membership...
« on: July 08, 2016, 10:00:53 pm »
As much as this is a good idea, I still have to disagree for one reason.


Normal players needed to donate for a member ring. Donations run this server. Allowing 100+ ironman accounts to buy membership for "free" will hurt the server in the long run.

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6
Games / Re: mario clearing red buff!
« on: June 15, 2016, 06:45:16 am »
lol. was funny to watch.

Maybe you can guys can give me some advice how to gain elo :doge:
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7
Games / Re: when you come back after 6 months
« on: June 13, 2016, 08:26:40 am »
i swear getting S on top laners and junglers is so much easier than on supports... I need to have atleast 4 kills and a good kda ratio in order to get s on bard....
where is the kappa

there is no kappa. getting S on my main champ is hard as fuck...

I had a score of 6/1/21 as bard and our top laner had 7/3/6 as riven. He got s+, I got s. This system is just rigged.
I absolutely agree. Look at this score.

A+

And now look at this S+ score.



I don't see how this Thresh' score can be so much better than Taric's score.


Riot wants us to get kills on supports in order to get s grades which is not the role of a support...
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8
Update Notes / Re: Updates - May 24th 2016 - A new pet!
« on: May 26, 2016, 11:05:50 am »
adding new (and especially cosmetic) content is a lot less harder to balance than Pk updates, that immediately receive negative feedback about overbuffing or nerfing something (remember d claws tweaks)
moreover new content is usually more welcoming than tweaks to already existing content, especially when you have to be careful about overbuffing or barely tweaking it (first one leading to inbalance, second leading to almost none to zero interest in these updates)

doesn't it mean that the existing content was already implemented the wrong way and/or rushed into the game without thinking about the results and whether its a "balanced" update?

Unfortunately I was not active when most of the updates happened (d claws, tradable void, defenders, etc.)

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9
Update Notes / Re: Updates - May 24th 2016 - A new pet!
« on: May 25, 2016, 08:14:55 am »
Best updates I have ever seen. The new new pet! OMG!!!


EDIT:

Emps was known as a pk server and it had probably the greatest pk community back then.

Meanwhile emps is going down the drain and all you care about is adding new useless content such as pets and cosmetic items where literally everyone knows why they got added. Do you think it is not obvious? What will the community think of you when they find out who really is in control of the game?

Lars, one of the most honorable and most experienced emps players of all time is showing you the obvious flaws and mistakes that are in the wilderness and you just ignore him. But I somehow understand it. Why listen to somebody who doesn't earn you any money, right?

This was by far the best server I have ever played until you fucked it up by letting other people control you.

Well, fuck that. Atleast emps currency is still worth something.
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10
Update Notes / Re: Updates - May 13th 2016 - I'm back :)
« on: May 13, 2016, 08:23:39 am »
These updates seem kinda meh except the king black dragon armour. We need more of that fancy stuff so emps can get back to 200 players.

2 words that describe this game. Corruption & Denial.

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11
Casting spells when not in range:

This should definetely be fixed.



Onyx bolts (e) vs dragon bolts (e):

This is quite difficult topic. On the one hand you are right, but on the other hand these bolts are the most expensive ones. I still agree that dragon bolts should have the highest damage in pvp.

At first I would nerf the drop rates of spirit visage and uncut onyx by a sick amount. Getting an item harder means it becomes rares and not every1 likes to risk alot when the others dont risk alot. I wouldnt have a problem to buy 2k furies/stones/onyx and 500 dfs and drop them until they disappear just to fix this problem.
The next step I would do is change the effect of onyx bolts into heals 10% of the damage dealt vs players and 30-50% of the damage dealt vs monsters. These bolts could be made into something abosulety needed if bosses should get buffed.
Now let's talk about the dragon bolts effect. I think a dfs should work like anti praying. It should negate 30% of the dragon bolt special effect instead of making the bolts absolutely useless. Using an antifire pot could increase the rate to 60%.




The range of godbows

Godbows should never have the range of longbows or even the range of spells. Magic spells should have the highest range in the game. The only other weapons that have the same range as spells are longbows (+dragon bow) using the longbow style.




Attacking someone who is already under attack freezes your character

agree.




Food drops in the wilderness

Letting item drops appear seconds after dropping was added to stop 1 itemers from dropping items. But this is getting out of hand.
My solution to this is:
1. Dropping items or items lost upon death will appear after 1:30-2 minutes everywhere (go buy a ga ticket if you dont want to lose your bank in pvm).
2. You cannot drop any items when you are in combat (only in wilderness).

->> solves the problem with 1 itemers that they cant drop items and you cant ask your friends for food drops.




Freeze mechanics in the wilderness

agree.


Wilderness shortcut


agree + wilderness is a joke at the moment -> you can teleport from wilderness lvl 15.





Very nice suggestion :)
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12
1. Item Drops:

Most (if not all) 'rare' item drops are way too easy to get. What we also luck is creativity. Too many monsters drop onyx gems and and and.
What I'd like to suggest is that we either make items more exclusive (e.g. onyx gems can be obtained only from shooting star or caskets), lower the drop rate significally or buff all these 'strong' monsters. Some bosses should be soloable, but not all.



2. Challenge:


Emps-World has no challenge at all anymore. As I mentioned before, bosses are way too easy to kill, their rare drops are way too common and you can solo all of them.



3. Slayer Shop:

It is nothing special that people have more than 100k slayer points without spending them. There are just one or two items worth to mention, but they are easy to get as well. What we need is a shop rework. hunters cbow can be added to a 'strong' monster and leaf-bladed items can be removed I guess.
What I would change is to add two new items to the shop, anger staff and anger bow or cbow. All these weapons would be as strong as they are now until you 'charge' them for 10k slayer points each. Charging the items results in higher accuracy and more damage vs bigger NPCS. These new items will have 1k charges and all of them will be untradable.
People who spend time playing this game (i dont count staking or merching as playing) should get something useful in return that other people dont have.



4. Duel Arena:

In my opinion staking is the worst feature to have in Emps-World. People try their luck (all in most of the time) at duel arena. They win, they stay. They lose, they quit. There is a reason dicing was not introduced to Emps-World, but staking is not better as it is now.
What I would like to change is to allow only cash stakes (100m max.). A limitation will prevend people from losing their bank instanly and cash stakes will force hoarders to sell their items if they wanna stake (items will spread throughout the game).



5. Mini-Games:

Emps-World has no fun mini games. I have suggested a new mini-game before and said what I would like to change to make the current mini-game more interesting and challenging.

All of the shop rewards need to get wiped out though.

Here are my suggestion for the new shop rewards:

- Hybrid armour (trickster, vanguard, battle-mage): All parts will be untradable, they can be worn at level 1 and their stats scale with the representative level up to level 90 resulting in them being the strongest armour to ever exist. The downside of these items is that their effect works only in mini-games, which means they are just cosmetic items anywhere else. To spread the activity to all mini-games, castle-wars will have all helms, soul-wars will have all bodies, pest control will have all legs and jad-mini game will have boots and gloves. Additionally their set effect will work just like void (increasing your attack power significally) while having great defensive stats as well. To make these items even more attractive, all your ticket gains increase by 15-25%.

- XP rewards: Since these are combat based mini-games, you will be able to purchase tradable, combat based, xp lamps (which give 100k xp to attack, strenght, defence, ranging, magic or hitpoints) or exchange your points for 150k instant xp. People who do not play the game will able to buy the lamps from other people, but they get less xp than those who play the game. Adding prayer might be an option, but I personally dislike that idea.

- Brawlers: All mini-games will offer combat based brawlers which double your xp gained for 1000-2000 hits.

- PvP content: This items will mostly decide whether a mini-game will be played or not. Im open for suggestions, but I would like to mention that these items have to be very good. My suggestions are chaotic weapons (only tradable when out of charges), a new improved ring of vigour (tradable) and new strongest necklaces (untradable). All items will be spread towards the 3 main mini games (CW, PC, SW).

- Void: You will be able to buy all pieces in all mini-games (you can play your favourite mini-game for void). We will only have elite void sets (normal void sets will turn into elite), they will be untradable and you can wear them at any lvl. Same as hybrid armour, they will scale with your level up to lvl 75 while having the attack power of t85 because of their set effect.

- Cosmetic items: As much as I do not like them, they shoud get added just for the lols. Either keep the current cosmetics or add new ones. I dont really care.

What happens to the skilling brawlers? Skillers should not play combat based mini games to get their skilling rewards. Therefore skilling brawlers will be moved to crystal chests and caskets (all brawlers are untradable).



EP Shop & Events:

There is no guarantee that staff members will host these events on a regular basis. To make it easier for us players and less stressful for the staff team, you will have a 10% chance to get 1 EP everytime you play one of the 3 main mini-games (you have to play till the end to get the chance for 1 EP).



New semi-oldschools:

We all know Emps-World is flooded with money. In order to solve this problem and give something good in return, you will be able to buy a new kind of key (that does not exist in emps yet) for 5.000.000. coins. Keys are untradable and you can open a new chest that grants you junk most of the time, but also has some exclusive items e.g. 3rd age druidic pieces (super rare), bonecrusher, etc...




These are all ideas I got for now. Feedback is welcome. Thanks for reading. :)






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13
Suggestions & Ideas / Re: Improving the current minigames
« on: April 24, 2016, 09:59:21 pm »
Both mini games are poorly designed and got even worse after the rewards were made tradable. There is no grinding. There is no challenge. There is only garbage. These will be my suggestion how to improve these two mini games and maybe  make them attractive again.


Castle-Wars:

- new win condition: stealing 10 flags. (20 minutes to complete the goal, ends in a draw when the time is up).

- new reward for the winner team: doubles all tickets gained.

- holding a flag will make you bleed (1-2 damage every second; depending on combat lvl)

- holding a flag increases your defensive bonuses by 1.5 (not sure about this idea)

- new ways of earning tickets (every player will earn tickets by himself for doing following things):
succesfully stealing a flag (3-5 points)
killing a flag holder (1 point)
each 100-300 damage done ((players only, also depending on combat level) 1 point)
setting up 10-15 barricades (1 point)

- shop prices need to be changed according to the new ticket gaining.

- no time for afker/leechers: afking without doing anykind of damage or taking flags results in 0 points. Even if your team wins you get nothing.

- new rewards: too lazy to suggest now





Pest-Control:

- npcs will no longer target void knight (WTF, right?)

- void knight loses 1 health everytime a player dies (void knight's health increases with more players).

- npc rework:
shifter: new spawn location (portal) and they ignore prayers.
spinner: they will never lose focus -> heal portal till the end (even if you attack them)
splatter: they will follow you (no attack move) and lose 1 health every second until they die (they only deal damage to players)
torcher: can additionally freeze you (10% chance) for 3 seconds
ravager: no changes.
defiler: high accurate,(very) low damage, fast hitting
brawler: less damage

- only one portal will be vulnerable at a time. Once the portal gets destroyed, a new one will lose its shield.

- everytime a portal gets destroyed, all npcs get stronger:
shifter: more damage and higher accuracy
spinner:  more health and more healing
splatter: lose health even faster and deal more damage
torcher: can additionally freeze you for 6/9/12 seconds for every destroyed portal
ravager: no changes.
defiler: more accuracy
brawler: more hp

- everytime a portal gets destroyed, npcs spawn faster.

- 1 token upon losing.

- 10 tokens upon winning (top 5 players with the most damage dealt get 1-5 additional tokens):
damage done to npcs: x1
damage done to portal: x5

- minimum requirement to receive tokens: 300 damage (GGWP leechers)

- skillers can earn tokens by repairing gates and barricades (25 'damage' each)

- shop prices need to be changed according to the new token gains.

- shop rework: too lazy to suggest now






What was I thinking?

Castle-Wars is insanely boring. When both teams just afk-steal flags for 20 minutes and every1 gets 10-15 points, you know something went wrong.
With these suggestions, you really want to win because of the juicy reward (double tickets).
Additionally it is not all about the flags anymore, but also about how much damage you deal to your enemies (fighting is rewarding *kreygasm*). Of course stealing flags should give the most tickets because the main goal is to steal the flags.

I think Pest-Control is a total desaster (same as castle-wars :doge:). In a 'pvm minigame' where people fight more against themselves (attacker vs defender and flaming towards people who do not want to farm) than against the actual game is more than just retarded.
With my suggestions, I wanted to make sure that all players unite and try to win by doing the same thing: Dealing most damage (skillers got no rights). Making the npcs stronger and more annoying everytime a portal gets destroyed brings the game to the next level.


With this suggestions both mini-games will be unique (emps-world is known as having unique content) and leechers/afker have no chance to earn anything.
The rewards are also a big deal, but I honestly do not know what to add there since too much damage was already done (tradable void, etc.)




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14
Feedback / Re: Dropping items in the wilderness.
« on: March 31, 2016, 01:35:41 pm »
dont allow to drop items while in combat.

make the items visible after 1 minute after dropping.

problem solved
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15
Feedback / Re: The prices surprises me
« on: March 29, 2016, 10:26:41 am »
there are tons of items that got a bad price.

ring of stone (best ring ing) 700k
amulet of fury 700k-1m
dfs 3-3.5m

what could we possibly do to fix these prices?

1. lower drop rate of the supplies by alot.

2. add new effects to make these items more popular e.g. dfs spec or let onyx necklace boost obby mauler's damage?

3. wipe out a % amount of these items that are ing already.


I know all of you will disagree with deleting items without anything in return and it is even worse when your items get targeted. So what about letting us exchange a high amount of these items for an oldschool, which will be introduced sooner or later anyways.

My suggestion is to host some kind of a lottery where people put their items on stake, in this case dfs, furies, stones and maybe some other items as well. Items will be counted in points according to their value -> stone/fury 1 point. dfs 3 points

People will 'donate' their items and and get points and numbers in return e.g. if the first guy donates 100 furies he will have 100 points and the numbers 1-100. the next guy donates 20 stones and gets 20 points and the numbers 101-120. The third guy donates 50 dfs and gets 150 points and the numbers 121-270 [...]

Once 1000 points are collected the host will roll a random number (1-1000) and the winner wins the oldschool). Of course there will be a limit on the  max points you can have per oldschool to prevent people from straight up 'buying' the oldschool.

In my opinion i like these lotteries much more than all these social events and all of that other BS.


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