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Topics - Junkz

Pages: 1
1
Suggestions & Ideas / PvP
« on: August 04, 2018, 05:05:30 am »
After reading the latest update notes, I decided to stop playing this game entirely, because there will not be an oldschool version of emps (and I do not mean graphics by that).

However, I still do want this server to be succesful again, even though the chances are quite low, because of player/items ratio and some other huge imbalances that cannot be fixed without a reset and big changes beforehand.

Anyways, here is a list of things I had in mind to make PvP more interesting. The things I suggested below focus on the pvp mechanics only and not on items.

1. New PvP settings/mode:
- People could choose between normal or pvp mode.
- The pvp mode does not allow you to chat (compare rs3 chat vs abilities).
- You can toogle pvp mode on/off with "enter" (compare rs3 system) or with a key binding.
- You can set your pvp related options (special attack on/off, prayers, spellbook, etc.) to any key you want.
- You can toogle "always attack" on/off, which allows you to either attack your target with a left click or allows you to loot items with a left click.
- You will see what hit you are about to hit on the top right of the screen (this is similar to the xp drops you see when you skill or deal damage. Instead of using your brain to calculate what xp drop equals to what hit, the system does it automatically).

This allows players to customize their pvp keys individually and remove all unnecessary options that are not related to pvp at the same time.



2. Advantage for skillful Pkers:
The best option to reward skillful pkers is one ticking. In my eyes, having this mechanic is even more important than having pvp settings. The current attack speed in seconds would need to get changed into game ticks to make this option work.



3. Combo eating and more different food:
This allows you to stack different type of food/potions to heal the maximum amount of health in one game tick (0.6 seconds). To make this work, food needs to be categorized in different types:
- main food
- support food 1
- support food 2

Main food should be anything above sharks. The better the food, the longer will its consumption take e.g. sharks take 4 game ticks to eat and manta rays take 6 game ticks. Main food cannot be stacked.
Every player needs to find out how many game ticks they can afford to sacrify in order to attack sooner.

Support food 1 can be stacked with main food during the main food eating animation once. This type of food can be consumed instantly with no animation cancelling or delay when eating only.

Support food 2 can be stacked with main food during the main food eating animation once. This type of food can be consumed instantly with no animation cancelling or delay when doing anything e.g. you can drink brews between your attacks without cancelling your attacks.

the food for each category can be discussed later.

Benefits:
- You can heal for 50+ health in one game tick. Good against big hits (PvP, PvM).
- More food diversity (PvP, PvM)
- Less max health in inventory -> Makes fights shorter/more explosive (PvP) and shortens trips at bosses (PvM).



4. Quick Prayers:
Simple mechanic that won't have a big impact for skillful pkers, but comes in handy for others, especially for prayer flickers.



5. Old combat system with positive and negative stats:

It is important to have positive as well as negative item stats to add more strategic gameplay. This can be applied to the wilderness to bring back the old combat triangle as well as bossing to add more diversity (weaknesses and strengths).



6. Lock XP:
I think this is absolutely needed to allow people to create any type of pking account they want. You will be able to train to any combat level you want without worrying about levelling up after. This comes in handy especially for pures who do not wish to level up to quickly or people who care about power spikes.

Using xp locks should be a member feature only.



7. Item/skill strenght bonuses:
Couple years ago, there was an update in scape that nerfed (max risk) low level pking to the ground by adding level requirements to increase your max hit.
Before that update, your max hit at strength level 1 one was a 7-9 with max gear. After that update your max hit was 1.
Since max hit was influenced more by levels and accuracy more by items, pures had no reason to risk anything at all, because they have no defense bonuses in the first place. Wilderness was flooded with 1 itemers and pure pking died out.



This are all suggestions for the moment.
Feel free to discuss or ask questions.
Remove my moderation.
Kthxbye.




2
Suggestions & Ideas / Oldschool Emps-Scape
« on: August 15, 2017, 08:42:05 pm »
This is my version of what features OSES should have. Please have in mind that these ideas are based on the experience I made in Emps-Scape and Emps-World. Even though I do not like the current game at all, there are still some features that I would like having in OSES as well.



Table of Contents

1. Skills
2. Donator Shop
3. Bosses, other Monsters and Items
4. Quests
5. Voting
6. PvP
7. Mini-Games
8. Miscellaneous






1. Skills


At first I would like to name the skills of Emps-World that should not exist in OSES.

1. Thieving:
This skill reminds me of picking snowballs at the grand exchange. It is boring and it has no benefits other than getting seeds from master farmers.

2. Hunter:
As much as I like the value of chinchompas, I do think that making a whole skill around them was unnecessary.

3. Construction:
As far as I know the community of Emps-World wanted this skill to get added. I do not know any reasons why we should have skills like this in OSES. Yes, you can add an additional money sink by making planks, but what about the players who play the game for PKing? They would never train a skill that has no benefits for them. Regarding prayer, I do have a different solution that I will mention later.


This is the part where I will discuss the changes of the skills that should exist OSES.

Combat (Melee, Magic, Range):
I do think that having 5x RS xp rate is the best way to start as a newcomer. Early and mid game content does not get skipped that fast and players have more time getting an item based on their combat range (getting a dragon scimitar feels more rewarding at level 80 than at level 120).

Hitpoints:
I think copying OSRS formula where you get 33% of the combat xp rate is the best way.

Prayer:
When I think about prayer, I think about dagannoths. The whole dagannoth cave became dead area with 2-3 updates.
The first thing was reducing the experience of dagannoth bones (making them worse than dragon bones). The other reason was the release of farming. With the introduction of farming and the amount of seeds that were dropped, it was not even worth going to dagannoth at all. With the removal of Avatars in Emps-World, this area became dead content. I do think that making dagannoth bones the best bones in the game (600 xp) is essential, because it was the main reason why they were killed at all.
What I would also like to keep are the t70 prayers for ranged and magic. But I feel like all the "Piety" prayers need a quest to get unlocked.
Additionally, you can train your prayer on any altar in the wilderness (double experience).

Magic:
My favourtie skill of all time. I do think that with the OSRS item stats, this skill will be in a good shape. The only thing I would like to change though is the removal of lunar spellbook. The spell "vengeance" will be moved back to the ancient spellbook as it used to be in old Emps-Scape days. Unlocking this spell will require the completion of a new quest. You should also be able to train your defence with magic as well.
Additionally I would add a small fee of 10,000 coins whenever you want to change your spellbook. Moving Dark Mage back to the wilderness is something I would like to see as well.

Fishing:
This skill is in a perfect shape and no changes need to be done.

Cooking:
The only thing I would like to change is a nerf of cooking gauntlets. They should boost your cooking levels by 5, allowing you to cook fish sooner and making you burn less food because of the skill boost. The cooking skill cape will have the old effect of cooking gauntlets.

Woodcutting:
This skill is in a perfect shape and no changes need to be done.

Firemaking:
This skill is in a perfect shape and no changes need to be done.

Fletching:
This skill is in a perfect shape and no changes need to be done.

Crafting:
The only think I would like to change is the option to tan noted dragonhides.

Smithing:
The only thing I would like to change about this skill is the animation speed when smelting bars or smithing items. This skill should be as fast as crafting or herblore.

Mining:
You will no longer mine double ores.

Herblore:
I think that adjusting the level requirements of high level potions to the OSRS level requirements would benefit OSES the most. Essential potions (e.g. super attack and super strength) will be unlocked sooner and help you to progress faster. To compensate the lack of high level content, new custom potions that work the same way as super combat potions will be added.
Wrath Potion: zamorak brew, super attack and super defence combined.
Paladin Potion: saradomin brew, super strength and super defence combined.
Archer Potion: saradomin brew and range potion combined.
Wizard Potion: saradomin brew and magic potion combined.
Overload: saradomin brew, zamorak brew, super attack, magic and ranged potion combined (untradable).
Unlike the overloads known in OSRS, the stats of these potions will go down like any other potions. But they will not have the damage dealing effect when you drink them. Additionally any of these potions (except wrath potion) work as a saradomin brew and boost your max hitpoints and heal you as well. Note that zamorak brews will not boost your hitpoints level.
The other features I would like to add is filling noted vials with water, making noted unfinished potions and decanting noted potions. All of these features should be done by a new NPC for a small fee of 100-500 coins each.

Farming:
There should not be any farming patches other than herbs and trees. Also to not repeat the mistakes from Emps-World seed drops should be considered as (very) rare.

Slayer:
I think that adding features from OSRS like unlocking new tasks and blocking tasks with slayer points (and a level requirement), as well as task extensions are absoluetly needed.

Runecrafting:
Runecrafting is a boring skill. But there is nothing we can do about it. The only thing we can do is make it more rewarding. Changing it back to the classical abyss runecrafting method without the additional rune altars is the way to go.

Agility:
This skill gets a rework to make it worth training and one of the most valuable skills in OSES. The stamina bonus you get normally should be nerfed slightly. Other than that, this skill will now interact with other skills.
Basically the feature that RS has with thieving, where you can pickpocket multiple times at same time will be applied to OSES with the following skills:
Woodcutting: Depending on your agility level, you will have the chance to chop 2-4 logs at once.
Fishing: Depending on your agility level, you will have the chance to catch 2-4 fishes at once.
Mining: Depending on your agility level, you will have the chance to mine 2-4 ores at once.
Farming: Depending on your agility level, you will have the chance to pick 2-4 herbs at once.
Runecrafting: Depending on your agility level, you will have the chance to craft 2-4 runes at once. This will stack with the multiplier of making runes in general. At level 99 runecrafting and the right agility level, you could make 12 death runes out of 1 rune essence, if you are lucky.
The chances for this to happen should be around 15-25%.






2. Donator Shop

I do think that the donator shop needs a complete rework. This items will be available through donating:

Member ring: Grants membership for 30 days.
Whip Dye: Colours an abyssal whip into the colour of your whip dye (and slightly increases its strength).
Mystery Box: Contains one random reward. The rewards could be any of the donator rewards (dyes, member ring, blades, phats, hweens, wings and santas) as well as multiple oldschools (there could be a cycle for oldschools on a weekly/monthly basis or you add different coloured mystery boxes that relate to the oldschool rare).
Blades should be a strong weapon with a strong special attack to make strength pures have a place in OSES. I think that dark bow dyes, tails and kbd outfits are not needed in the donater shop.

Ranks: Two ranks will be unlocked upon donating to OSES.
Donator: Make your first donation to OSES.
Super Donator: Have a specific amount of total donations (unlocks additional emotes on forums).






3. Bosses, other Monsters and Items


I was thinking about how far we should go back. When Emps-World returned, many players still thought that kolodion dropped zamorak godsword, etc. I do think that GWD was a good addition to make getting end game items more challenging. This is the list of which bosses we should have in OSES.
GWD:
Same way as usual. The bosses should not be so deadly. Making the bosses hit hard (40-50 without prayer), but not that accurate while the minions hit low (5-10) and very accurate is a nice approach to let players focus on minions first. The kill requirement to enter chambers should be 40 at the beginning.
I was thinking about adding a quest related to GWD that lowers the kill count to 20 when you complete the quest.
Items such as god bows (and arrows) and all the additional armour items (boots, helms, gloves) that we did not have in Emps-Scape should get removed from the game. Zamorak boss will still drop battle robes (no boots and gloves), making it the "T75" magic gear that is on par with bandos and armadyl.

Chaos Elemental:
This should be a boss related to magic items only. I think that adding rod of ivandis (also known as armadyl battlestaff in Emps-World) as a super rare drop will make this boss one of the most popular bosses.

Kalphite Queen:
This boss should drop a ranged weapon that will be on par with rod of ivandis. The first bow that comes into my mind is Twisted Bow from OSRS. This boss will also drop the ranger set.
I also feel like this boss needs a buff regarding its anti prayer. You should be forced to take atleast two combat styles to kill this boss, if you do decide not to use veracs armour.

Smoke Demon Champion:
Instead of dropping rod of ivandis, this boss will drop dragon claws now!

King Black Dragon:
This boss will be the only monster that drops uncut onyx. Another super rare drop will be the draconic visage which is also dropped by brutal green and mithril dragons.

Avatars:
It is time for their return with the drops they used to have: third age armour.

Kolodion:
One of the most popular bosses in Emps-Scape when it used to drop zamorak godsword (which had the same effect as armadyl godsword). This boss will drop trimmed amulets now.

Zulrah:
The only new boss OSES should have. it should drop the main items from OSRS (tanzanite fang, magic fang and serpentine visage).



Monsters that we have in Emps-World will no longer be available in OSES:

Tormented Demons:
Donator Whips should be the strongest whips in the game.

Wildy Wyrm:
Dragon claws will be dropped by Smoke Demon Champion leaving this monster without a place.

Ancient Cave Monsters:
This update is way too "new" for OSES and the custom items were out of place.

Frost Dragons:

These dragons were only killed because of the assigned slayer task. With the removal of these dragons, there is no reason to have access to "Neitiznot" island. However I do see a place for them in future.

Revenants:
Their whole cave should get removed.

Ice Strykewyrms:
This was my most favourite slayer task in Emps-World. They were rather easy to kill, dropped the best boots in-game and you got alot slayer experience.
I do feel like they are too new for OSES. Their boots however, should get introduced at a later stage of the game.

Spectrals:
PvP items were simply too strong for Emps-World. The fact that you could charge your items basically for free made other items become useless.

Aquanite:

I think that having amulet of fury and amulet of glory(t) are more than enough for rangers This is why there is no place for this monster.

Mutant Tarns:
I do not feel like they fit into OSES.



Other Monsters:

Dagannoth Kings:
They should drop berserker, archer's and seers rings as well as the helms. The ring upgrades will be obtained in a different way.

Brutal Green Dragons:
They will drop the ranger set and draconic visage.

Mithril Dragons:
They will drop draconic visage and zamorakian spear.

Black Demons:
Nobody liked them having as a task. I think that making them the only monsters to drop dragon and onyx bolt tips will increase their popularity.



Items:

Zamorakian Spear:
Making this a one handed item (attack requirement of 70) as well as introducing strength and weaknesses to bosses and other monsters is the best thing to add strategic gameplay to the OSES. People would need to adapt to weaknesses in order to kill monsters more efficient

Twisted Bow:
This bow will work like god bows known in Emps-World. It will be the strongest ranged weapon.

Rod of Ivandis:
No changes.

Dragon Claws:
Now that dragon claws will be a super rare drop from one of the strongest bosses in OSES and we now longer have the combat triangle from Emps-World, the special attack of this item will be as fearsome and deady as it is supposed to be.

Armadyl Godsword:

No changes.

Zamorak Godsword:
I think that this weapon needs a buff to make it more viable: This is the only weapon that can freeze bosses as well.

Saradomin Godsword:
Saradomin Godsword should have a fixed recovering amount of 10 + the hit you do with its special attack.

Bandos Godsword:
Bandos godsword should have a fixed defence reduction of 10 + the hit you do with its special attack. Also remove the cap of defence reduction to make this one of the best special attack items in the game.

Dark Bow:
This bow never had the power that everyone desired. I do think that this bow is doomed to be viable for pures only.

Seercull:
With mutant tarns no longer being available, this bow will be obtained from clue scrolls. The special effect of it should be reverted where it reduced the stats of the enemy.

Master Wand:
I think that obtaining this item the way you obtain defenders by upgrading Beginner's Wand is the best way to make all of the wands have a use. Beginner's Wand can be bought from the Zaff's shop for 100,000 coins. The monsters that drop the upgraded versions are Wizards (Apprentice Wand), Monks of Zamorak (Teacher Wand) and Infernal Mages (Master Wand).

Boots:
Dragon/Bandos Boots, Infinity Boots and Ranger Boots should be the best boots ingame. Adding an upgrade to them (turning them into T75 boots) by either adding cerberus (which I am against) or making other removed monster from Emps-World drop the scroll/crystal to upgrade them is an option, but not needed as of now.

Helm of Neitiznot:
Only obtainable from a mini-game.

Barrow Gloves:
The overall best gloves for magic, ranged and melee. They should be dropped by multiple stronger monsters (no bosses).

Fire cape:
The best cape for melee. They will be obtained the way it always was, killing Jad. Fire Capes will become untradable. If someone kills you in wilderness and you lose the fire cape, the killer gets a cash drop of 1,500,000 coins instead and you need to get a new fire cape.

Ava's Accumulator:
Only obtainable from a mini-game.

God Capes:
Only obtainable from a mini-game.

Defenders and Fighter Torso:
Untradable and need to get recharged upon death. The cost varies depending on the item. I think that Warriors Guild should get removed and the original way of obtaining these items by killing giant champions in Rimmington Dungeon should get added back to OSES.

Void:
The void set should be counted as a set with 3 items again (helm, body, legs). The parts will work the same way as defenders: Untradable and need to get recharged upon death. Only obtainable from a mini-game.

Rings:
I think that berserker, seers and archers ring should be the best rings in the game. Their upgrading scrolls (tradable) will be obtained from a mini-game. Warriors ring would be a cheaper alternative. Ring of stone will be only stronger when used with blade or an obsidian weapon.

Toxic Blowpipe:
One of the new Zulrah items. This weapon should have the strength of magic shortbow (when used with dragon darts) and the speed of darts.

Toxic Staff of the Dead:

One of the new Zulrah items. This weapon should have the same strength as a master wand.

Serpentine Helm:
One of the new Zulrah items. This weapon should have neutral stats.

Hunter's Crossbow:
This item should have identical stats as a rune c'bow. Its new effect will increase the accuaracy and strength during slayer tasks.

Anger Weapons
With the old item bonuses and added weaknesses to certain combat styles (hopefully), anger weapons can become one of the best weapons for PvMing.





3
This server has undoubtedly one of the best coders a private server could ever have. But what can someone in Thomy's position do when most of the ideas he worked on (even his own) are garbage.

Emps-World went into the wrong direction for quite a long time now. More and more RS3 stuff is getting into the game while the player count is shrinking. I know many players try to help with their suggestions, but let's be serious. Most of these ideas aren't helpful. Why? Because too many players act for their personal benefits ingame (e.g. construction and all the useless cosmetic items you can donate for).

It is impossible for me to list all changes that need to be done because I did not play this game for quite a long time. I also know that many players won't agree with this suggestion either because of what they have achieved so far. But this is my attempt at "fixing" this server.





1. Complete Reset: Accounts and Items

This is the biggest step that needs to be done. In order to fix all the issues at once, a full reset is the only solution.




2. Rework Drops:

I do not know the corrunt drop rates and amounts of dropped items at the moment, but the drop rates as well as drop tables were horrible when
I left. Dragon claws used to be the strongest special attack weapon at some time with a drop rate of 2% I think. Just to make this clear. You were able to kill 20+ wildy wyrms with one inventory of food/potions and there were multiple locations of the same NPC as well.
Same goes for GWD and many other items.

-> "Very strong items" (strong items and Emps-World? IKR) need to be rare AF (0,5-1% drop rate depending on the difficulty).




3. XP Changes:

The XP rates of some skills need to be changed. Herblore, farming and prayer needs to be harder to max for sure while some other skills are debatable.



4. One Mini-Game:

Pest Control and "Emps-Wars" should get removed and Soul Wars needs to get added instead (ignore the rewards for now)




5. Removal of "useless" items:


Emps-World has way too many useless items which were added for no reason e.g. mjolnirs dropped by t95 slayer monsters and much more. Most items obtained by donating need to get removed as well (Do not worry Thomy. You will get your money, but not with this crap). Giving a full list now is not needed since it is unclear whether a full reset will happen or not.[/s]



6. Shop Reworks:

The biggest issue I see are the amounts of runes you can buy from store. As an ironman, getting 99 magic was the easiest skill to achieve.

Since there will be only one mini-game there will be also one reward shop and no, there will be no option to buy XP (I wonder if you still can buy 99 prayer with 10k PC points).

Soul Wars will have mainly rechargable strong and very usefull items. Void armour (gloves getting removed) will be the best armour in the game, but it getting it will take a long time (1% chance to get a random void piece you do not own for winning the mini-game and 0,5% for losing it). The other items are unclear yet.

Slayer shop also needs a huge rework (no, the latest update is not what I meant).




7. Rework of JAD:

The only way to obtain fire cape will be killing jad. However it will be the way it used to be in Emps-Scape.




8. Removal of unhealthy items:

- PvP armours
- GWD gloves and boots




9. Special Weapons:

Dragon claws, Obsidian claws and korasi's are some of the items I remember that were complete trash. There is no point in adding items that meant to be bad in the first place. The way of obtaining them as well as their strength needs a rework. Of course there are many more items like this, which I will not list now.



10. Grand Exchange:

I am not quite sure about it yet, but removing GE is something I thought about some weeks after it got released.



11. Advertising

All of the changes mentioned  above won't be that useful if nobody knows about them. The hype we had when ironman mode was introduced needs to be replicated with a full reset as well. Adding a timer to FB, wiki and all other medias/forums where Emps is represented could help alot. The timer depends on amount of time our coder has to work on the changes. 1 month should be time enough assuming Emps is getting changed every day.






This list seems quite harsh already and as I mentioned in the beginning, it is not the full list yet. But I do not see any other way to fix the issues this server has, especially not with the direction this server went for such a long time.








This is the kind of feedback I kinda expected.


7. Rework of JAD:
The only way to obtain fire cape will be killing jad. However it will be the way it used to be in Emps-Scape.
Not necessary and will completely flop if you don't remove all existing fire capes from the game. Ironmen would generally stay away from getting a fire cape because they're at a severe disadvantage due to them not being able to buy gear. Fight caves could be made somewhat more difficult by adding the healers, I wouldn't mind that but I don't think it's necessary either.

Just to make this clear all the changes I suggested are a package. You cannot take one single change and expect that everything is getting fixed. Therefore I will ignore comments like this for the moment.



Let's get back to the topic where most of the worries are coming from.

I will explain all the changes I suggested and add a priority number from 1-5 (5 being the highest) to make clear how important these changes are.





1. Server Reset (5)

Nothing is gonna change without a full reset. I see some players are open minded about that while many other players are not. I also agree that a full reset was needed when Emps-World was launched. The ironman mode showed how balanced the server was when you started from scratch without being able to trade. The problem was that all the normal players had the stats to farm all the items with the overpowered drop rates in the first couple months (this was the time when Thomy left the server for 3 months I think while drop rates were increased 1-2 weeks before).

I am surprised that JP is willing to give up all the things he has achieved for the sake of the server. Quite nice that I am not the only one who cares more about the server than the personal achievements ingame and this is why he has my biggest respect (JP = Emps-World). For those who do not know me, JP and I competed for the ironman rank #1 while my main account was probably the richest player ingame when I quit Emps-World. I also doubt that anyone has more unique accounts than I do.



2. Rework Drops (4)

As I mentioned before, I do not know the exact drop rates and amounts but as far as I know most ironmen used to make money from jelly tasks because of their low slayer requirement vs the valuable drops (alchables). I am sure I will find many flaws up till now when I take a look at the drop tables. Drops should be adjusted according to the difficulty or made very rare instead.



3. XP Changes (3)

Reducing the XP for all the combat stats was a very good move by Thomy. But it does not affect most of the players anymore. Why did I suggest making herblore harder? Because you get tons of seeds from thieving and PvM while farming is one of the easiest skills. You can easily collect white berries or eye of newts and power train herblore to 99 if you go for XP. What I am trying to say is that many ingredients are obtained way too easy/fast for this xp rates. Either change the xp rates or change the way + amount of the ingredients you get.



4. One Mini-Game (2)

This one has a low priority. Why? Because not many people will focus on mini-games when Emps-World gets a reset. Having one mini-game with 250 players max in ucoz times was more than enough. Back then the rewards were also more appealing. The mini-game I am suggesting does not have to be Soul Wars, but Pest Control is a mini-game we do not need for sure and never needed. I guess Emps-Wars can be made even more interesting than the classical version, but the rewards need to be different as well.



5. Removal of useless items (1)

At first we would need to discuss which items are useless and which are not. I think we all can agree that mjolnirs are one of these. There are many more items like this and most of them were added by Mary, a creature that is problably the most iconic player when it comes to having a personal benefit of updating the server.

Since this list has a low priority, it does not have to be changed immediately. I know that many players like fashion-scape. I guess moving all these items to a single shop with a decent price (-> money sink in exchange for cosmetics LUL) could solve the problem.



6. Shop Reworks (4)

As I mentioned before, some items and the amount you can obtain from shops are way too overpowered. Runes are the best example. Combine the low requirements for jellies vs their alchables, add them to rune costs + the amount of runes you can buy at once and there you got 99 magic by spending 20m only. Runes should be mainly obtained by doing runecrafting only making magic a valuable and effective time consuming skill. I do not know how often magic is used nowadays, but back then it was the best way to do any PvM activities.

This would mean that the skill runecrafting would also need a rework to make it more enjoyable and profitable.

The other shops that need a rework are all mini game shops, slayer, donation store and general store.



7. Rework of JAD (1)

This is also a mini game that has low priority. Why? Because it takes quite a while to get the fire cape when you start from scratch. The very first version of obtaining a fire cape was a mini game that made people come together. Competing with other players over an item or a win is way more fun/interesting than the Pest Control type of mini-games.

The shop would need a full rework as well.



8. Removal of unhealthy items (4)


This one has a high priority. Items such as bandos helm, and all the other boots and gloves pieces were never needed. GWD drops way too many valuable items. I still believe that the only person benefiting from this update was Mary.

PvP armors were also very unhealthy for the server. I admit that it was also my fault that these items got into the game the way they did. They dominated the server for quite a long time and led to alot frustration across the server even though a much stronger version of them was planned before they got released.



9. Special weapons (4)

This is something that Thomy has his own problem with. He never liked the idea of having strong items. You can see that the first releases of specific items were complete garbage e.g. korasi's, abyssal cannon, obsidian claws and the nerfed versions of the melee pvp items. He was so focused on his formula based on level requirements that he made every item look like trash that got into the game for the first time.

There should be weapons like korasi's and claws that are only good for one thing - their special attack. But having an excuse like "look how easy you can get it" is what made him stop making these items strong back then. These items should have never been obtained that easily in the first place.

Emps-World needs more items that benefit players in certain situations e.g. vs slayer tasks (good job on that), weaknesses, health and defense based special attacks and much more.



10. Grand exchange (1)

This is an idea that barely made it to the list and that I am not quite sure about it yet. The only reason I suggest to remove it is to force players to interact more with each other. But I guess the grand exchange has way too many positive benefits to offer.



11. Advertising (5)

For those who did not understand my idea behind that. We should advertise that Emps-World is having a full reset e.g. on FB while linking the page to forums for more information. It would have a similar effect like the Deadman Tournament on OSRS where everyone is hyped for the whole week. It is proven that streamers get way more viewers during this time or any other huge update (e.g. release of raids and inferno on osrs).

While other people see the timer when Emps-World is getting a reset (e.g. 1 month), Thomy has this time to work on the things that need to be changed to not replicate a launch from 2014. All of the changes made during this 1 month would be made public to hype the "Comeback" even more. I know that this will be stressful for Thomy, but it is not getting any better the way it is now either...



12. Auras (4)

They should have never entered the game.





4
Suggestions & Ideas / Last Man Standing (New Mini-Game)
« on: August 20, 2016, 12:24:55 pm »
Some of you know of the new mini-game in Runescape. It is one of the most popular mini-games already because you are able to earn money with it while killing other players. I have seen suggestions about adding a similiar game like LMS to Emps-World, but none of the suggestions were 100% complete. That is why I am suggesting my version of LMS which can be called anything you like (LMS, Hunger Games, Ultimate Survival, Vote Trump or even Tuck Fhomy :kappa: ).

The game will be available only in competetive mode, which means you have to pay 1 LMS ticket (which can be exchanged for 100k cash) entrance fee to join this mini-game. The game starts when there are atleast 15 players in the lobby. The goal is simple. Be the last man standing alive. The last three players will be rewarded with 1 LMS ticket (#3), 3 LMS tickets (#2) and 10 LMS tickets (#1). LMS tickets can be sold back to the shop for 100k ea. There will be no requirements to play this mini-game. Even level 3 accounts will be able to participate.

Let's get into rules and mechanics of this mini-game.

1. The game will start after atleast 15 players have joined the lobby. You will need to have 1 LMS ticket in your inventory to join the lobby and it will disappear once you get into the game. No items except the LMS tickets are allowed to be taken with you. The game starts after 30 seconds.

2. All players will be spawned to 1 out of 3-4 LMS maps (for more diversity) and they will appear at different positions.

3. All players will have the following stats: 99 attack, 99 strength, 80 defence, 99 hitpoints, 99 magic, 99 ranged and 10/99 prayer. All other stats will be 1 since they are meaningless in this mini-game. All players start with the normal magic spellbook.

4. All players will have the following items in their inventory: 1x bronze scimitar, 1x shortbow, 100x bronze arrows.

5. All maps will be filled with crates, boxes and chests which you can loot only once to receive random items that you can use in order to win this mini-game. The chest rewards will be explained further below.

6. All players can kill other players to get all of their items (except LMS tickets) and they will additionally receive a "bloody key" which can be used to loot a chest, that has been already looted. In addition to that, using a bloody key on a looted chest will fully restore your health and give you 30 prayer points.

7. All maps will be filled with "shop keepers" who buy certain items that can be obtained through out the game and they will also sell useful items as well. The currency inside the mini-game are blood points. You get blood points for selling items and you can buy new items from the shop with them as well. Shop details will be further below.

8. After 1:30 minutes a fog will appear that hurts players who are inside it. The longer you are inside the fog, the more damage you will take. A router on your mini-map will show you the location that is not filled with fog. The fog will fill up to 99% of the map and always leaves a single-target area unharmed.

9. The game ends when there is one player left and a new game can be started.





Possible rewards that you can loot from the chests:


Pool 1:
- 2-5 monkfish (60%)
- 2-5 sharks (30%)
- 2-5 manta rays (10%)

Pool 2:
- 1x prayer potion(1) (40%)
- 1x prayer potion(2) (30%)
- 1x prayer potion(3) (20%)
- 1x prayer potion(4) (10%)

Pool 3:
- 1x rune platebody (8%)
- 1x rune platelegs (8%)
- 1x rune kiteshield (8%)
- 1x rune scimitar (8%)
- 1x rune 2h (8%)
- 1x granite maul (6%)
- 1x dragon scimitar (5%)
- 1x dragon 2h (5%)
- 1x dragon med helm (5%)
- 1x dragon sq shield (5%)
- 1x dragon longsword (5%)
- 1x dragon chainbody (4%)
- 1x dragon platelegs (4%)
- 1x dragon claws (4%)
- 1x dragon dagger(p++) (4%)
- 1x abbysal whip (3%)
- 1x zamorakian spear (3%)
- 1x 3rd age platebody (2%)
- 1x third age platelegs (2%)
- 1x armadyl godsword (1%)
- 1x zamork godsword (1%)
- 1x saradomin godsword (1%)

Pool 4:
- 1x magic shortbow (10%)
- 1x blue dhide vambs (10%)
- 1x blue dhide chaps (10%)
- 1x blue dhide body (10%)
- 1x black dhide vambs (9%)
- 1x black dhide chaps (8%)
- 1x black dhide body (7%)
- 1x robin hood hat (5%)
- 1x ranger boots (5%)
- 1x seercull (4%)
- 1x dark bow (4%)
- 1x armadyl body (3%)
- 1x armadyl legs (3%)
- 1x saradomin bow (3%)
- 1x zamorak bow (3%)
- 1x 3rd age range body (3%)
- 1x 3rd age range legs (3%)

Pool 4.1:

- 50-100 adamant arrows (60%)
- 50-100 rune arrows (30%)
- 10-50 dragon arrows (10%)

Pool 5:
- 1x mystic robe top (18%)
- 1x mystic robe bottom (18%)
- 1x ancient staff (18%)
- 1x infinity boots (13%)
- 1x mage's book (10%)
- 1x master wand (7%)
- 1x staff of light (5%)
- 1x ragefire boots (5%)
- 1x 3rd age mage robe top (3%)
- 1x 3rd age mage robe bottom (3%)


Pool 5.1:
- 1x fire wave runes (40 bloods, 200 air runes, 280 fire runes) (40%)
- 1x entangle runes (80 natures, 100 earths, 100 waters) (40%)
- 1x ice barrage runes (80 deaths, 40 bloods, 120 waters) (20%)


The looting system will be like this: Every player who loots a chest gets one reward from pool 1, one reward from pool 2 and 3 rewards from pool 3, 4, or 5. Players who get a reward from pool 4 will also get a reward from pool 4.1. Players who get a reward from pool 5 will also get a reward from pool 5.1. All rewards can be obtained only once per chests which means you will not be able to get two or more items of the same kind per chest.





The shop keeper will have following items to offer:

- rune arrows (1 blood point for 10 arrows)
- sharks (2 blood points each)
- prayer potion(1) (2 blood points)
- ½ fire wave runes (20 bloods, 100 air runes, 140 fire runes) (3 blood points)
- ½ entangle runes (40 natures, 50 earths, 50 waters) (3 blood points)
- ½ ice barrage runes (40 deaths, 20 bloods, 60 waters) (5 blood points)
- granite maul (5 blood points)
- dragon gloves (5 blood points)
- dragon scimitar (5 blood points)
- black dhide body (5 blood points)
- black dhide legs (5 blood points)
- mystic robe top (5 blood points)
- mystic robe bottom (5 blood points)
- rune platelegs (5 blood points)
- rune platebody (5 blood points)
- ancient staff (5 blood points)
- magic shortbow (5 blood points)
- ancient magicks swap (10 blood points)
- barrow gloves (10 blood points)
- amulet of fury (10 blood points)
- abyssal whip (20 blood points)



The shop keeper will buy following items:


- monkfish, sharks and manta rays (1 blood point each)
- any kind of prayer potion (1 blood point each)
- rune scimitar (1 blood point)
- rune 2h (1 blood point)
- rune kiteshield (1 blood point)
- dragon longsword (2 blood points)
- dragon 2h (2 blood points)
- blue dhide vambs (2 blood points)
- blue dhide chaps (2 blood points)
- blue dhide body (2 blood points)
- dragon scimitar (3 blood points)
- black dhide body (3 blood points)
- black dhide legs (3 blood points)
- mystic robe top (3 blood points)
- mystic robe bottom (3 blood points)
- rune platelegs (3 blood points)
- rune platebody (3 blood points)
- ancient staff (3 blood points)
- magic shortbow (3 blood points)
- granite maul (3 blood points)
- dragon gloves (3 blood points)
- barrow gloves (5 blood points)
- amulet of fury (5 blood points)
- abyssal whip (10 blood points)





I think that we need multiple maps to make the game more exciting and interesting. These are the locations I have thought about so far:














Green: single-target
Red: multi-target
White: shortcuts need to be added or made possible
Blue: New bigger objectives need to be added (e.g. houses)










5
Screenshots / Got this earlier
« on: July 29, 2016, 12:02:55 pm »
Got myself a visage a day ago and 90 smithing for it.


6
At first, I'd like to say thanks to everyone who gave me enough feedback to come up with this final suggestion.
The goal is to add item/money sinks to stabilize the economy and enhance PvM.


Step 1: Add Duel Arena Tickets, that can be bought for 100k. Players will need to pay with one duel arena ticket in order to do one stake. The system will be the same as in the warrior's guild, where the ticket disappars from your inventory when you accept the stake.
This system is way more simple than adding percentage stake fees and everyone will understand that.
Duel Arena will be an expensive place where you can either win big, or go home losing everything. Some stakers will sell their items in order to keep stacking resulting in more items getting brought to the normal players.

Step 2: Now that items are cheaper than before, more people will afford them. To make sure that items leave the game, the game itself needs to be more dangerous. This can be done by making bosses harder (in a creative way) and lowering the timers of when items appear/disappear. On top of that, the guardian angel needs to be removed. People will die more often. They will lose items more often. But they also will use more potions and food more often because the bosses are harder to kill now resulting in a continious demand of supplies.
When items get out of the game, the price will go up and more people will consider doing PvM again.

Step 3: Buff/rework the items that are supposed to be strong to attract more players to get and use them again. Now that many things are harder to get, less items will get into the game compared to now.

Step 4: Add new challenging dungeons, monsters and bosses where people need to team up in order to be efficient and/or use alot of ressources (if they go solo).



7
Feedback / Emps-World, the safest game ever & more.
« on: July 26, 2016, 08:54:50 am »
Under normal conditions, you cannot lose your items outside of wilderness and duel arena. You can die anywhere else (except SDC) and make it in time to loot back your items. No wonder the server is crowded with items. They never leave the game, they only change the owner. On top of that, there is the guardian angel, that protects you even more. Double protection is good, don't misunderstand me :kappa:, but not in this server.

I managed to drop an item at the saradomin chamber, teleporting away and going back for another trip. Guess what? The item was still there.

I know many people complain about how bad the current condition is and that Emps-Scape was way better than Emps-World because of whatever reasons.
Honestly, most of you do not even know how Emps-Scape really was. All you know is there were other graphics (not hard to see obvious difference, right?),the drops were "better" (-> economy was better) and it had more players making Emps-Scape look like the better server.

Bandos and other good items were expensive (even though they were dropped quite often by weak NPCs) back then. But back then there was also a balance between items getting into the game and out of the game. Every death caused by a disconnect meant 100% item loss, because you would not be able to see the drop anymore.

Does anyone of you remember when you were fighting at kolodion and you and your opponent died at the same time? You had a slim chance of getting your items back by using the Lassar teleport to the castle in lvl 13 wilderness (saved crucial time). Otherwise your items would be gone.

Regarding the player count between Emps-Word and Emps-Scape, there are many reasons that cannot be counted single-handedly. But let's be honest. How many players did not have an e-mail registered to their account and couldnt not get notified when Emps-World returned? How many players created an e-mail merely for Emps-Scape and did not use it after the server was shut down? I know Thomy tries really hard to make the game more attractive for newbies by adding new (updated) content. But he also tries to make it great gaming experience for the older Scapers as well. I know he cannot do it all by himself and god damn, nobody should blame him for that. Do yourself and Thomy a favour by trying to recruit new players.

Emps-World is a great server (probably the greatest RSPS to ever exist) and yes it has some flaws. But instead of ranting of what Emps-World does not have anymore, try to be comprehensible and appreciate the things that we do have and the things that we will get in future. After all it is not that easy to compete with a company, that used cheap tricks to shut us down because they cannot admit how great the server that Thomy created really is.

Well, that was enough off-topic for today. What I wanted to suggest is to lower the timers of the items appearing and disappearing. in the wilderness it should be like 1 minute for you and 1 minute for all until the drop disappears. Outside of wilderness it could be twice as long.
If you are afraid of losing your items, buy a guardian angel.

Thanks for reading.

8
Resolved Bug Reports / Drops not appearing on ground
« on: July 24, 2016, 11:19:38 am »
I was doing my slayer task today when I started to realise that I did not get some of the drops even though they were shown on the mini map.




It happened when I killed Revenant Hellhounds.

9
I do not know where to begin. This items are so unhealthy for the economy and the game that getting items such as bandos or armadyl became pointless. Spectrals have literally no requirements to get killed and I have even seen a level 50 killing them. Their drop rate is so common and if you get any corrupt item (which are all trash), you get your 3k ancient energy to repair your important items. There is so much ancient energy in the game that you can repair a full set for under 10m. People use these items everywhere they can without even worrying of losing them. Let's compare the ancient items with some other "popular" items in the game.


Zuriel's Staff: Damage wise on par with Rod of Ivandis but way easier to get and to maintain. Utility wise Zuriel's Staff is stronger because of being AoE.

Statius' Warhammer: For me the probably most balanced item of all. It has a nice special ability that helps you with your PvM (bossing) activity. However this item is considered bad and cheap because there are not many people left who kill bosses (GWD) as their money income. I do not consider the Bosses outside of GWD and Smoke Dungeon as bosses, because even level 70s can kill them. The corrupt version is only good for ancient energy.

Vesta's Longsword: This sword was supposed to be a very dangerous weapon. Unfortunately this is not possible in Emps-World because it is a one-handed item, making it less accurate and way weaker than his two-handed brothers. The corrupt version is only good for ancient energy.

Vesta's Spear: From zero to hero and now back to zero again. The corrupt version is used by some pure PKers because of the high base damage.

Morrigan's Javlelins: There is no ranged weapon that can compete with this item except the Morrigan's Throwing Axe (what a surprise). Even hunters' crossbow bow is weaker because of the fairly common used dragonfire shields. The only good part of this weapon is that is only used in the wilderness (like all of the items were supposed to) because of the high cost.

Morrigan's Throwing Axe: The (slightly) weaker version of Morrigan's Javelins, but still very strong.

Zuriel's Robe Set: The best magic armour that costs around 20m to get. The only reason it is so cheap is because Magic is not a popular combat style in general due to the high splash/fail rate even when wearing the best gear possible. Battle-Mage robes seem to be on par with Zuriel's, but not used that often because it is almost twice as expensive as Zuriel's while being weaker. The corrupt version is used in the wilderness because magic seems to work totally fine vs pures.

Statius' Armour Set: The strongest set in the game that costs you around 80m. I have seen sets going for less and going for more depending on the situtation. A full bandos set is only a little bit cheaper while having more parts (boots and gloves including), but not because it is good. No, it is because the set is harder to get and considered rare. The corrupt version is only good for ancient energy.

Vesta's Armour Set: A full set is counted as the two Vesta's parts and the Statius' Full Helm. The same stats as the Statius' Armour Set but (way) more expensive because it "looks" better. The corrupt version is only good for ancient energy.

Morrigan's Leather Set: The most strongest ranged armour that has dropped in price lately (from 100m to 50-60m). I do not know the reason for the radical drop, but it is still twice as expensive as the full armadyl set. The corrupt version is sometimes used in the wilderness, but more for ancient energy.


Changes need to be done as soon as possible
. At first I would decrease the charges of armour to 1.5k (instead of 3k) and increase the repair cost by twice as much resulting in ~3k ancient energy being needed to repair a piece that is about to fully degrade. Weapons will have only 1k charges since they are meant to be "finishers".
The next thing that needs to be done is addinng some requirements to spectrals and lowering the rate of the drops. All pieces, no mather if normal or corrupt should have the same drop rate: One in 500.  Regarding the ability to kill them, I think making them members only with a slayer level of 78 (because of T78 armour) is reasonable even though I would add a slayer requirement of level 95 because of how broken these items are.

I would also try to bring all the corrupt armours back into action. I do not know if it is possible to give them a defence requirement of lvl -10 resulting in them giving negative defensive stats while making them wearable at lvl 1. To counter the damage output at a lower level, the magic spell Vengeance would need to get a defence requirement level of 45. Now that I mention vengeance, is it possible that there is no delay when casting the spell? Making the spell activate when you click on it and not the end of the animation will make the fights in wilderness more bloody.


Regarding corrupt and normal melee weapons, I would add a high base damage to them because of them being T78 weapons.

The Corrupt Vesta's spear could be similar to the Zamorakian Spear (hitting abit more while being way less accurate).
The Vesta's Spear will hit as much as the corrupt version and will be more accurate than the Zamorakian Spear as well. A new special attack will be needed because the current one is so messed up. My idea for the new special attack is that the spear will perform more accurate attack than the normal attack (no damage increasement), while absorbing the next hit taken. The hit you would haven taken (but will not take) will be shown as yellow. The effects of Vengeance and Ring of Recoil will be activated if you get hit while having the one-hit-immunity buff on you e.g. if you have 1 hp on your character and you use the Vesta's Spear special attack while having vengeance activated and the ring of recoil equipped and your oppenent hits you with a 60 afterwards (the yellow hit works like a 1k hp shield where you still can take alot damage even though your actual hp is low), you will take no damage because of your special attack and your enemy gets the full counter of 51 instead (45 from vengeance + 6 from ring of recoil). The special attack will cost 33%.

The Corrupt Vesta's Longsword will be hitting less than the Corrupt Vesta's Spear, but you will be able to still hit very accurate and high because of most people having a dragon defender equipped.
The Vesta's Longsword needs a unique special ability to be effective. Maybe you could add the original effect of the dragon spear where the enemy gets "stunned" for three seconds (the same duration as the attack speed of this weapon). During this duration, your oppenent cannot do anything. He cannot move, eat, pray, teleport or hit you. The Special attack will not increase in damage, but only in accuracy. This will be a very popular set-up item for any combo weapon like the armadyl godsword special effect because your enemy will be able to eat 1 food (instead of 2) at the same time you use your special attack. Vesta's Longsword will be also very popular in Duel Arena when special attacks are being enabled since you deal damage without receiving any. The special attack will cost 50%

The Corrupt Statius' Warhammer will be the same as the Corrupt Vesta's Longsword.
The Statius' Warhammer should receive a buff with its special effect by lowering the defence level by 20 instead of 10 due to the global monster buffs (including defence i think) that were added to the game making it a very viable PvM weapon. The same goes for the Bandos Godsword where the defence lowering ability should be reverted to how it was before.


I think these changes need to be done to slowly recover from the damage that has been already done to the game and the economy. People will reconsider going to spectrals with all of the requirements added and might start playing the game in a more healthy game than going to spectrals, waiting for a good drop, selling the item, go to duel arena to stake, lose, repeat until you get bored, quit.

I know it was a wall of text but all the points mentioned in the feedback were necessary. I would also like to hear the feedback of the community regarding this feedback.

Thanks for reading. :)


10
Feedback / Prayers & Boss Feedback
« on: July 22, 2016, 11:38:17 pm »
I have done a little bit of slayer lately and solo killed almost all bosses.

Please take into account that prayers will get nerfed abit, so you will be able to get less kills per trip.

At first, I used magic or ranged against all bosses because melee is totally overrated and requires more ressources. Pretty much all bosses with only 2 attack styles became afk-able except the GWD bosses because of them being able to move through units.

KBD: using antidragon/dfs/anti fire potion and magic pray are enough to kill 10+ per trip. Given the fact that it should be the weakest boss and prayer nerfs incoming, he is at a pretty good state except making the visage drop rate more common sounds reasonable.

Chaos Elemental: Nearly everyone uses magic/range to kill this monster and I was able to kill 1 ele every 10-25 hp loss and stopped after my slayer task was done. I think she could get a small buff in form of a prayer draining ability. Dragon boots should be removed from the drop table and the god capes should be more common. I also think chaos ele should only drop magic based items. Elemental bow will swapped with elemental staff and more rune drops (especially death and nature runes) should get added to her drop table (e.g. 100-250 air, water, earth or fire runes as always drops + one item of the other drop table).

Kalphite Queen: By far the most balanced monster (ability wise). You need to react to her attack animations in order to switch prayers accordingly. She has a slow magic attack that drains prayer and a fast ranging attack which catches you off-guard sometimes. I do not know how her attacks work when facing a team, but I think that her magic and range attacks should be aoe. Additionally her anti prayers need to be buffed so people will be kinda forced to take two combat styles in order to be efficient. Of course she would need an additional juicy reward (elite clue scrolls maybe?) to give her the attention she deserves.

Chronozon: This boss is another boss that can be killed while being afk. The only reason he is killed is for his great slayer xp and the bars that are seeked by ironmen. Other than that, he is a very poor boss - item and ability wise. His bouncers do nothing because all players pray against magic attacks. Even though he is afkable it takes quite some time to kill him because of his high hp.  I would buff him the following way: All bouncers will have 20 hp. The attacks of them drain 2 prayer points with a 33% chance. You will run out prayer pretty quick if you ignore them. With the prayers nerfs, he will also deal like 10-12 damage through pray like every 2 hits. You will be able to kill 1-2 chronozons per solo trip instead of 5-6. To reward players and make him more attractive he needs a full rework of his drop table.

Corporeal Beast: If you afk this boss, you can kill him 3-6 times per solo trip. If you dont afk him, you can kill 8-15. The strongest monster (combat wise) should not be one of the easiest bosses to kill while having the best shields in the game (even though they are also lackluster). This boss needs to be deadly. The thing that I would change about him is to make his aoe damage being able to ignore prayers and it should hit up to 70. Another thing that can be changed is how often the boss does this attack. The lower his hp gets, the more often he should use his spirit wave and the amount of "danger zones" should be increased as well to make sure that people just dont move one step aside to dodge the ability, but are literally forced to get their asses out of the danger zone by running miles. Same as the KQ, the anti prayers would need to get a serious buff so people take 2 combat styles to beat the boss. Additionally, his normal magic attack should turn of the prayers. As a compensation the shields would need some kind of buff sooner or later. Too bad, that bosses like this one who had so much potential and "good" drops were implented with the difficulty of goblins in the first way...

Smoke Demon Champion: This is one of the bosses that has been consistently very strong and he deserves the title of being the strongest emps boss. I used the best way to kill him by blocking him at the wall to make sure I do not have to deal with his strong melee attacks and I still lost quite abit hp because of the consistant damage he does through prayer. If you mess up the bodyblock, you will need to deal with his minions as well, which can cost you your life sometimes.There is nothing I would change about this boss except his drop table which is complete garbage. I would remove everything except the chest key, the barrow gloves, the hasta, the cash and the rod of ivandis. I would add a completed steel key ring (untradable), which would be as rare as rod. Other possible items could be noted mantas as a common drop and various other noted supplies.

Commander Zilyana: At first, the wiki information is wrong and Zil forgot how to use her magic attack. But that is okay because her melee attacks hit 70+ if not protected. I was able to kill her once with couple food left, but I would be able to kill her 2-3 times, if I had better food.
Her minions are quite annoying (which is good) and I would suggest teams to kill minions first because they do not spawn until the boss is dead. Unfortunately her drops are not very appealing to some ironmen making her a boss to skip for many people.

K'ril Tsusaroth: This guy is the 2nd strongest boss I have fought (after SDC) and it is not because of his damage which is balanced because of the minions also dealing melee and magic damage. What makes this boss so difficult to beat is his fast magic attack. You got less than a second to wait for the animation to switch your prayers and he will fight you in melee range (moves through minions) resulting in his magic attack reaching you in less than a second as well. The biggest problem is the delay of your prayer switching which is the reason why this boss is so hard to beat.

I did not try to kill General Graardor or Kree'Arra yet.





The second part of this feedback is about activating prayers and switching prayers during combat.

I have the feeling that prayers need abit too long to get activated. I do not know how much the delay is but I think they should be active as soon as you click on them resulting in you being able to absorb damage, that is literally about to hit you.

And is there a chance to get quick prayers? They are not that hard to add and many people will benefit from it.



11
Feedback / Obsidian Claws and some other things
« on: July 22, 2016, 08:36:50 pm »
I am not suggesting to make them stronger damage wise or anything because I got told they are getting a buff already.

What really bothers me is the special attack. The animation and idea behind this was actually great, but the biggest problem is the range and missile speed of the special attack.

Here are the ranges of some items:

dark bow: 12 steps
god bows: 12 steps
magic spells: 9 steps
ele bow: 9 steps
magic short bow: 7 steps
obby claws: 5 steps


How it should be:

dark bow: 12 steps
god bows: 11 steps
magic spells: 11 steps
ele bow: 9 steps
magic short bow: 7 steps
obby claws: 10 steps


Magic, a skill known as casting spells from far away gets outranged by a "shortbow". It would be only natural to buff the range of magic spells to the same range as god bows, while making god bows having a shorter range than dark bows. A dark bow should always have the longest range in the game without any other item being able to compete.

Now lets talk about obsidian claws. The special effect is a nice idea. Adding a new source of damage to the weapon makes it unique and special. But there is no reason to add a long-ranged attack to it when there is no surprise effect. 5 range is the max range when using the special effect from a straight line. You will not have this situation in 90% of your fights which means your range is shortened even more.

How would i fix this? At first it should have way higher range. It is a T80 weapon with a long ranged surprise attack. So why not giving it the range of T80 items as well? The next problem is the missile speed. The "dragons breath" moves faster than your character which makes it same a player simply using a magic attack followed by a melee weapon's special attack.
What I would do is to make the missile speed slower to make your hits being able to stack. Runescape has an item like that and it is called "heavy ballista" Having the same kind of mechanic would make stacking hits possible and the granite maul (T50 item) wouldnt be the only item that could do it..

here is a short video that shows how stacking works:




12
Feedback / Looting items from ground (PvP)
« on: July 22, 2016, 10:37:31 am »
I do not know if it was changed intentionally, but it is pretty annoying when you kill a player in wilderness and spam click on the ground, you start looting the food first.. Back then you looted the most valuable items first.


13
Suggestions & Ideas / (Ironman) Suggestions
« on: July 14, 2016, 06:28:15 am »
Some would say it is too early to make ironman suggestions since it came out 1-2 weeks ago, but I think changes need to be done not just to help out ironmen, but all other players as well.

1. Daily Tasks:
Some tasks are too ridiculous compared to other's e.g. planting 40+ herb seeds of a certain kind instead of harvesting 40+ herbs, which takes only 2-3 seeds and the actual time training this skill.
Another very difficult task is fletching because most of the time you will get told to fletch certain arrows or bolts, but the system doesn't take your smithing level to make the arrow/bolt tips into account.


2. Slayer:
I think there should be an additional reward for doing 10 slayer tasks (without changing or cancelling them). This could be additional slayer points based on the slayer points you collected in the last 10 tasks or additional slayer xp working the same way or even both.
Cancelling a slayer task should not cost 1.000 slayer points. 200-500 slayer points depending on the task you want to cancel sounds more reasonable.

3. Spectrals slayer task:
- Spectrals got a nice mechanic that if you pray you lose constant health resulting you can kill 3-5 spectrals per trip.
- Spectrals give nearly 3k slayer experience with slayer helm, boots and gloves equipped! That's 100% boss level xp. I do not want to say that they dont deserve the xp, but the amount of spectrals you have to kill compared to some other tasks (e.g. mithril dragons that are a joke now after prayer buffs) is way too high (30-80?). I would lower the task amount to 10-20 for them.


4. Drop tables & drop rates:
- Turoths drop the same items as white knights
- Gargoyles have a drop rate of 1:40 for granite pieces and jellies have the same armour dropped at 1:20. They even drop a dragon longsword with a drop rate of 1:40 while dragons got the same thing at 1:100. I think the dragon longsword needs to get removed, granite needs to be rare (1:100) and blurite crossbow probably 1:150-200.
- Chronozon is huge mess up considering him being a boss. He drop the magic watering can (1:100) which can be obtained from crystal key chest and smoke dungeon chest as well at much higher rate. He drops splitbark armour which is probably the most useless armour in the game because it does nothing and probably doesnt even have a good alching rate. It drops dragon gloves. Really? Why would you add barrow and dragon gloves to all npcs together? Give some weaker dragons the dragon gloves and let bosses drop barrow gloves only...
The only thing that Chronozon is worth killing for are his skill supplies. So why not make him a boss with this type of drops? Add some mid-high lvl noted herbs, some logs, rune essence and other bunch of skilling supplies and let him become a viable and popular boss.
- Draconic Visage is way too rare. 1:1000 for all dragons (that drop it) is unbelievable. Black Dragon should have it at 1:1000, brutal green at 1:800, mithril at 1:650 and kbd at 1:500.
- Uncut onyx should be removed from all drop tables making it only available from shooting star which is not hard to get from.
- black dragons need to get an updated drop table on wiki, same as probably many other monsters that im not aware of yet.

5. Dropping items in wilderness:
I do not understand the idea behind this mechanic. Most of the time ironmen want to drop their vials in order to get more space or leftover food to replace it with a drop that they have gotten. Sure, some people could say it was made to stop ironmen from dropping their items when they are being killed by pkers, but adding the rule that you can drop items while being out of combat would solve the problem for ironmen and pkers will still be able to get all items.

6. Smithing:
This skill takes so long to train. Not because of the bad xp rates, but because of the slow smelting and smithing times. Burrying bones, cutting gems and even fletching bows is way faster than making a smithing a full bag of bars. In the normal world, smithing is a skill known as being rich because there is no player (except unofficial ironmen) who trained their skill without buying the ores/bars. They just bought them because they know how long it takes to make the bars (after mining the ores).

7. Prayers
Prayers are ridiculous now. Most of the bosses that got multiple attack styles can be fced using range/magic making them only use 1 attack style (magic most of the time). I did my 4 kbd task with 1 inventory, my 5 wildy wyrm task with 1 inventory and gonna do all the other boss tasks with 1 inventory (except kalphite queen) as well. I do not know what Thomy is thinking about making a jump from 60% to 90% is just stupid.





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