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Messages - Thomy

Pages: 1 2 3 4 5 6 ... 244
1
Resolved Bug Reports / Re: Flood at catherby at fishing shop
« on: March 25, 2024, 04:36:06 pm »
Hi!

Thank you. It will be fixed in a future patch.

2
Hello everybody!

Happy Easter! We're celebrating the festivities with a new quest this year. The Easter Event can be started by talking to the Easter Bunny south of the Grand Exchange. We also adjusted mechanics of group bosses to ensure a certain difficulty. On top of that we modernized parts of the homepage to simplify the process for newcomers to sign up.

Easter Event
Starting today you can participate in our Easter Event. The easter bunny can be found south of the Grand Exchange asking for help to find her little son Justin. He loves running away. Finding the little boy is rewarded with very special Easter eggs that can be eaten to receive loot. Strange, isn't it? Among the rewards you can find a Chocatrice pet and cape, sweets, playful marionettes and rares from the super rare item pool. This activity can be completed multiple times similar to the Christmas Event. On average you'll be asked to help the Easter Bunny once every 30-45 minutes of playtime. The event will be active starting today throughout Easter and ending April 15th. There will also be double drop chance enabled during the Easter weekend.


Group Boss Balancing
Certain group boss mechanics can just be bypassed by having a certain amount of dps. That goes directly against the intention of boss fight mechanics. Thus various bosses have had their unique fight mechanics buffed but their defence reduced:
  • Har'Lakk: Defence reduced by 10%. Minions now enrage after a certain amount of time. When enraged, minions will deal increased damage and reduce prayer points. Minion defence level has been reduced and HP scales with group size.
  • Kal'Ger: Defence reduced by 10%. Meteors now have a single hit application and apply a burn (bleed) effect when damaged. The area in which they fall down was also increased and their spawn density was reduced. The maximum amount of damage dealt by a meteor was reduced from 60 to 40 (plus 40 bleed). That increases the damage you take when hit but makes dodging easier. The HP of Kal'Ger has been increased from 2400 to 3000 to bring him towards similar difficulty of other demon bosses that spawn minions. That is an additional 100 HP per phase.
  • Yk'Lagor: Defence reduced by 10%. The Necroarcher's darkbow and poison arrow special attack have been made stronger. Lethal thunder attack now strikes in a 3x3 area and deals a maximum of 100 damage instead of 120. The amount of minions spawned depend on the group size. For groups of 4 players the total amount of minions spawned remain the same. Minion defence has been lowered and their special attack occurs every 5 attacks instead of every 4.
  • Nex: Defence reduced by 10%. Shadow, Blood and Ice area of effect special attacks are now neutral damage which cannot be protected. Continuing phases is no longer possible without minion kills. The melee attack range of Nex has been increased by 1 tile. Damage and HP of minions has been lowered and scale with the group size. As long as minions are active the normal attack of Nex's phase deals additional damage.
  • Vanstrom Klause: Blood siphon mechanic can no longer be dodged by standing near a wall or by being too far away. Attack animations no longer lack behind when vampires are moving.
  • Rot Caves: The rot attack from Lucien now scales harder with rot concentration. Additional loot can now be received by killing more monsters before facing Lucien.
With these changes we don't want to make fights more difficult but keep them future-proof. It shouldn't be possible to skip unique boss mechanics by having one item or high dps.

Homepage & Advertisements
The frontpage of our website now supports up-scaling. This change was made to have more space for the video and image gallery. I have also added an additional video to the slideshow. All account pages have been modernized with simplified templates for login, account creation, recovery, etc.
I was able to purchase an ad banner for 2 months on a popular RSPS list site called Runelocus. You can observe how well it works here: https://emps-world.net/stat#statplot,90
Page visit is counted for every click on the advertisment. Conversion means that a page visit also resulted in a login to the game.

List of changes:
  • Poison heal, deflect and purge auras no longer use a single charge when their effect is applied. Charges lost now depend on the amount of poison damage negated. The poison purge aura is now correctly classified as a tier 1 aura and has 1000 charges instead of 2000.
  • Teleblock is now correctly calculated on players.
  • The client's login logo is scaled up on bigger screens.
  • Animation calculations have received performance improvements. The game no longer renders animations for entities or objects that are not visible on your screen.
  • Rod of ivandis now has an aura model.
  • Various rivers have received water flow control mechanisms. Water will be flowing towards a given direction.
  • The mime event has been reworked to support multiple players at the same time. You'll also get a random amount of emotes (4-8) instead of a fixed amount of 8 now.
  • The drunken dwarf event has been re-enabled. He'll start hitting you if you fail to talk to him in time.
  • Aura lights have been adjusted to have their center on your right glove.
  • Lights in darker areas automatically gain intensity. This is a preparation patch for areas that are too dark to explore without proper light sources.
  • Iironman, moderator and wiki editor chat icons have been upscaled and sharpened with AI.
  • Lumberjack set effect now counts towards Firemaking daily task completion.
  • Defeating evil trees now yields additional rewards: Pile of evil leaves. These can be exchanged by Evil Dave for Lumberjack items. Moreover, the amount of logs you can receive from an evil tree has been capped at 1000.

Various parts of Karamja including Shilo Village have been configured. There will be new activities and dungeons for you to explore in the jungle in a future update. I'll keep you guys updated on the progress. :)

All the best,
Thomy

3
Off-Topic / Re: Lets count to 10,000
« on: February 22, 2024, 07:56:21 am »
3719

4
Update Notes / Updates February 6th - Various Quality of Life Improvements
« on: February 07, 2024, 08:39:15 am »
Hey guys,

In this update we're updating various things to improve gameplay. There's changes to the Giant Mole allowing you to bypass the dig mechanic and more items can be deconstructed. I've also added a dark cave in Shilo Village experimenting with lighting. There's also river flow mechanics through the village. Check it out and let me know what you think!

Game fixes / changes:
  • An issue was fixed that disconnects you when withdrawing larger amounts of items from looting chests.
  • Various fences and gates now allow arrows and spells to fly through them.
  • Chaos elemental's attacks that unequip items have been fixed.
  • Using a special attack no longer clears a full teleblock duration.
  • Promethium drops in the Rot Caves can now contain promethium boots and gloves.
  • Selling items to non-general stores no longer increases their amounts. This addresses an issue where it's possible to mule large quantities of runes from main to ironman accounts. This is heavily going against the principle of obtaining items on your own aka the ironman mode. With this change the restock speed of the runes shop has also been increased.
  • Ranger boots, obsidian cape and various christmas reward items can now be deconstructed.
  • Various issues with the giant mole have been fixed. Moreover, you can now skip the burrow mechanic by freezing or teleblocking the mole before she starts digging.
  • Promethium hatchet now only loses charges when logs are obtained instead of when a new chopping timer is calculated.
  • Dragon (g) and (sp) can now be deconstructed for treasure and dragon energy.
  • Amulet of fury and its ornament version can now be deconstructed.
  • Clue scrolls can now be purchased from the EP store.
  • Shilo village gem rocks can now be mined. There is also a hidden entrance to the gem caves somewhere in the village.
  • It's no longer possible to get the exact same clue step twice in a row. That fixes an issue where Uri would spawn twice.
  • Trapdoors can no longer be assigned as daily Construction task.

Engine fixes / changes:
  • Clickable areas for small items on the floor have been improved.
  • Special attack hover information for god blades has been added.
  • The visuals of triggered bird traps for the Hunter skill have been improved.
  • Various floor tiles inside buildings now support hard edges on highest floor quality setting.
  • An attempt of water moving away from a central point has been made in Shilo Village and Barbarian Village.

I'm not quite sure what the next big project will be. I currently have a few ideas in mind: Shilo Village & Jungle area configuration with various new monsters and a short quest. Other than that Summoning or another group dungeon where you'd face Nomad. That could potentially all be within or around the jungle area of Shilo Village. :D

All the best,
Thomy

5
Help me! / Re: linux user
« on: January 10, 2024, 11:59:58 am »
In the terminal. Alternatively you can try to double click Emps-World.jar and see if your system detects it as java application. :)

6
While reading you got me thinking, his writing style changed. It is very smooth and professional. But, it makes for a very corporate read. I honestly prefer the self written notes.

Aside from that; looking forward to the December month! Great events planned, I honestly never expected double PvE drops! Does it stack with the double solo kill drops, and the dungeon clear boost?

It works on every direct monster drop and is calculated separately for every single drop. You'll get two droptable rolls and the game gives you the rarer item.

7
We do have an official emps Discord: https://discord.gg/emps-world-307890747116486658
Old players visit from time to time :D

8
Greetings, Emps-World Adventurers!

This update introduces an expansion to the Invention skill, introducing Treasure energy as a new resource, and unveils an unprecedented December 2023 event calendar. Additionally, enhance your combat prowess with the newly released Vanstrom rings, boasting exceptional power upgrades.

December Events
The entire month of December is packed with unique events, each running for a week.
  • Free Member & Double Minigame Tokens
    Enjoy free membership and double minigame tokens from December 1st to 8th.

  • Free PvE Death
    Dare to face any monster without fear of losing your items from December 8th to 15th. (Please note, this does not apply to HCIM accounts.)

  • Double Drop Chance
    Experience the thrill of double loot from December 15th to 22nd. Every drop table roll yields two chances to acquire the rarer item, significantly boosting your odds of obtaining precious rewards.

  • All Events & Double Experience
    Celebrate the end of the year with a grand finale from December 22nd to January 3rd. All previous events will be reactivated, and you'll enjoy double experience rates throughout this period.

Christmas Holiday Event
The beloved Christmas Event returns from December 10th to January 14th with new items added to the super rare drop table. Unwrap festive goodies and spread holiday cheer! You can now obtain a Gorilla Mask and a Gilded Scarf as additional super rare loot.

Invention Expansion

Expand your Invention prowess with these exciting additions:
  • Deconstruction of Unique Clue Scroll Rewards: Convert unique rewards from clue scrolls into Treasure energy, a valuable resource for creating powerful items.
  • Clue Scroll Skippers: Use Treasure energy to craft clue scroll skippers, allowing you to skip certain steps in clue scroll challenges.
  • Reward-Enhancing Ring: Craft a ring that enhances the rewards you receive from clue caskets.
  • Flattened Level Requirements: Enjoy a more streamlined Invention experience with flattened level requirements for grouped deconstructable items. This means you can deconstruct all steel items once you reach level 12 Invention, rather than having to reach higher levels for specific subsets.
New items available for Deconstruction:
  • Staves
  • God capes & staves
  • Halberds & spears
  • Promethium
  • Clue scroll rewards
  • Vanguard, Trickster and Templar
  • Chalkos, Sidero, Atsali & Chrysos
  • Necator
Invention Skill Interface Items are now grouped together more logically for easier navigation. The maximum level requirement for deconstruction is now displayed primarily, reducing confusion about the required level for specific items. Vanstrom rings can now be enhanced with powerful upgrades, further boosting your combat prowess.

Enhanced Floor Quality
Floor sampler code has been updated for the highest quality setting. Textures are now dynamically blended together, resulting in improved floor quality. Support for highest floor quality on older openGL versions has been dropped to ensure optimal performance.


Game fixes / changes:
  • Vyrewatch Amulets: Vyrewatch amulets have received a 1% and 2% lifesteal bonus, providing additional survivability in combat.
  • Spell Autocasting: Superheat, low-level alchemy, high-level alchemy, and all enchant spells can now be applied multiple times with a single click. You can autocast these spells up to 28 times before having to click again. These spells can be used during combat but will reset once you start moving or attacking.
  • Poisonable Promethium Weapons: Colored promethium spears and daggers can now be imbued with potent poisons, amplifying their potency against specific foes. This refinement also resolves an issue where poisoned Promethium Daggers would vanish upon death.
  • Clue Scroll Drop Rate Boost: Clue scroll drop rates have been increased when fighting bosses or completing slayer tasks, rewarding your dedication.
  • Slayer Helmet Level Requirements Removed: All level requirements for slayer helmets have been removed. Instead, the helmet's effectiveness scales with your stats up to level 80, providing a more flexible and rewarding experience.
  • Item Deconstruction During Combat: Item deconstruction can now be performed during combat, allowing you to manage your inventory more efficiently.
  • Collection Log Fixes: An issue where noted items did not count towards collection log completion has been resolved, ensuring accurate tracking of your achievements.
  • Pathfinding Improvements: The server-sided walking queue processor has been rewritten to ensure your character accurately follows your commands and reaches the intended destination. This addresses issues caused by timing discrepancies and lag.
  • Ammunition Effectiveness: Basiliskbane and Wallasalkibane ammunition now correctly apply their respective effects, ensuring your combat strategies are more effective against specific enemies.
  • A Promethium pickaxe charge depletion issue during mining has been addressed.

Open Moderator Positions
We're seeking enthusiastic and committed individuals to join our team of moderators. Moderators are responsible for maintaining a positive and productive community environment by enforcing our community guidelines, responding to user concerns, and fostering engaging discussions. If you're passionate about our community and have excellent communication and problem-solving skills, we encourage you to apply. Staff Applications can be submitted through our online form: https://emps-world.net/forum/index.php?action=helpdesk;sa=newticket.


We hope you enjoy these exciting updates and events. We wish you a happy and prosperous holiday season!

All the best,
Thomy




P.S. These patch notes have been rewritten by Bard. Do you prefer professional writing by AI over my personal one? (I do xD)



Patch notes December 8th:
  • Invention level requirements for the deconstruction of Demon items have been lowered from 95 to 90. Vanstrom necklaces and rings now require level 90 and 92 Invention to make.
  • An issue was fixed where item weights wouldn't properly update when taking items from the bank.
  • The coalbag has completely been reworked to properly function with ore smelting and the superheat spell.
  • A bug was fixed where the maximum amount of steps that need to be completed for clue scrolls would never refresh.
  • Green, blue, red and black dragonhide have received separate Invention level requirements for deconstruction.
  • The experience drop system has been reworked. Bonus xp is now shown separately. Unique item drops and deconstructed items through invention now also appear in the experience drop list.
  • Multiple issues have been fixed that affected clipping around doors. This also includes an issue where your character would suddenly stop walking.
  • Vanstrom's bouncing spike projectile is once again visible after the initial bounce.
  • Free PvE death respawns no longer happen in the air.
  • An issue with invisible floors on lower quality settings has been fixed.
  • A problem that takes away your GWD killcount and doesn't open the door was fixed.

Patch notes for December 16th:
  • Fixed a rare issue where a double drop would result in no drop.
  • Gilded scarf & Gorilla mask are now tradeable.
  • Daily Invention tasks containing Treasure energy will no longer be assigned.
  • Added DKIM records to postfix mailserver to improve delivery and avoid mails from landing in spam folder.

9
Update Notes / Halloween 2023 - Double Experience Days and Skull Event
« on: October 25, 2023, 10:23:33 am »
Hey everyone!

We'll have a few days of double experience rates starting on October 31st through November 6th. Our annual Halloween event has also started. Kill monsters and get your hands on skulls which can be exchanged for unique rewards. The Grim Reaper in Draynor Manor can tell you more about the skull collection event.


Skulls from the Halloween event can be collected until November 15th.

All the best,
Thomy

10
Help me! / Re: Emps-scape not working.
« on: October 21, 2023, 03:30:10 pm »
What steps did you try already?

11
Help me! / Re: Emps-scape not working.
« on: October 21, 2023, 03:04:34 pm »
Hi,

Does this help? https://emps-world.net/forum/faq-and-rules/troubleshooting-18745/

If not I recommend uninstalling Java completely and download the windows client: https://emps-world.net/play

12
Help me! / Re: emps download help
« on: October 21, 2023, 08:05:08 am »
Hi,

Unfortunately emps is not supported on a chromebook.

13
Hey guys,

In this updated we're revisiting balancing for PvP. Various items with PvP specific block modifiers have been balanced. we are also introducing negative accuracy bonuses for equipment to encourage gear switches. The run energy system was also reworked to overall restore energy faster but to also drain faster with heavy equipment.

PvP Equipment Buffs
Accuracy and damage mitigation for equipment was lust lacking for PvP. With this update the pvp damage block modifier is also added to your accuracy. This doesn't only give PvP great defensive capabilities but also increases hit chances. Following items have been adjusted:
  • Zuriel, morrigan, vesta and statius: 1.0 --> 3.0/4.0
  • Corrupt zuriel, morrigan, vesta and statius: 0.5 --> 1.5/2.0
  • Third-age: 0 --> 2.0/3.0
  • Barrow: 1.0/2.0 --> 2.0/3.0/6.0
  • Trickster, vanguard and templar: 1.0/1.5 --> 2.0/3.0/4.0
  • Clue scroll reward items: 0.0 --> 1.0/2.0
  • Zaryte bow: 0.0 --> 4.0

The aim of this change is to have different specialized gear for PvP and PvM. That makes buffing and nerfing equipment a lot easier while also not destroying item balancing completely for either PvM or PvP.

On top of these changes negative equipment bonuses are also added. Equipment received negative accuracy bonuses for opposing combat styles. For a melee equipment piece you'd get full negative bonuses for mage and some for range accuracy. Following equipment slots have negative bonuses:
  • Body: -30 to counter combat style and -15 to weak combat style
  • Legs: -21 to counter combat style and -11 to weak combat style
  • Helmet: -6 to counter combat style and -3 to weak combat style
  • Gloves: -5 to counter combat style and -3 to weak combat style
  • Boots: -3 to counter combat style and -2 to weak combat style
  • Shields: -8 to counter combat style and -4 to weak combat style
Negative bonuses will promote gear switches for increased accuracy. So no more casting in full metal plate armour. There are no negative bonuses for melee accuracy. You can always use a melee special attack weapon without suffering from any gear penalties.

Here are two example setups:


Following mechanics related to PvP have also been changed:
  • Protection prayer damage reduction for PvP has been reduced from 60% to 50%.
  • Protect from magic no longer reduces any freeze timers.
  • Using a special attack on another player puts a short teleblock on yourself in the wilderness.
  • Revenants cave is now single combat only.

Run Energy Rework
The way run energy drain and recovery is being calculated has been reworked. You restore 4x more run energy when standing still and even more when resting. Run energy is restored at a reduced rate when frozen. The factor at which you restore run energy is heavily impacted by your Agility level as well. Unless you are wearing heavy armour you have pretty much infinite run energy at higher Agility levels.

Your run energy reduction is determined by the amount of weight you carry. To keep things simple your run energy drain per second is 5% of your weight. If you carry items that weigh a total of 20kg you lose 1 run energy point every second. The weight of 20kg is roughly what a melee setup with a full inventory of manta rays weighs.

The weight values of various items have been updated. This includes skilling resource items, equipment. etc. It's impossible that I've set a correct weight value for all items in the game. So please let me know if there are mistakes! Moreover, equipped items only affect your total weight by 50%. If you have to carry heavy armour or weaponry it is recommended to wield it instead of having it in your backpack.


Game fixes / changes:
  • An issue was fixed that kept forgetting the clan chat you were in.
  • Guthans had his lifesteal mechanic fixed. He was healing too much too randomly.
  • Lifesteal effects for npcs received a visual indication.
  • Broadcasts inside dangerous pvp zones have been disabled. It's unfair to wait for a message to run to a given spot and hunt down a player.
  • Protect from magic no longer reduces freeze timers.
  • A bug was fixed where sending a private message by clicking a name from the online clan chat list didn't work.
  • The projectile system (magic spells, arrows, etc.) has been improved. Projectiles are now calculated from one entity to another rather than from stationary coordinates. This fixes visual issues where arrows or spells drop out of thin air during combat with a lot of movement.
  • Teleporting now cleares the in combat timer allowing you to instantly logout or bank after a successful teleport.
  • The logout delay inside the wilderness has been increased from 20 to 30 seconds. It should be impossible to get away from a fight by closing the game client.
  • You are now notified about new Collection Log entries.
  • Revenants are once again dropping third-age. The drop rate for a random third-age piece is half the drop rate of statues.
  • With the introduction of negative magic bonuses the experience gain system for magic has been reworked. This allows you to create a setup where you permanently splash your spells. Your Magic experience gain is now divided into two parts: flat experience per spell cast plus damage dealt on enemies.
  • Energy potion now restores 15 run energy up from 10. Super energy potion now restores 30 run energy up from 20.

Engine fixes / changes:
  • An option to the "Interface Settings" has been added that improves text readability. By default it is set to 50%. This setting sharpens text and increases its contrast. Moving the sharpness slider to the left completely disables the option and renders text as it always used to.
  • A bug was fixed where loading sprites could result in the engine locking because it was waiting for the file system. This happened when installing another game (this is how I found out about it) or reaching 100% disk read usage by other means.
  • The model for female torva helm has been corrected.
  • The lighting and water system have seen minor performance improvements. There were fps issues when many lights had to be rendered on the scene, e.g. Slayer Tower.
  • Lower light quality settings no longer render small light sources, such as torches, candles or lanterns mounted to walls. This improves performance by a lot for only a small change in scenery.

I hope you're enjoying these changes and test out some PvP! We've got more things planned for the wilderness. Please give feedback on how the current changes affect gameplay. We frequently discuss ideas and changes on Discord.

All the best,
Thomy

14
Help me! / Re: Hey thomy!
« on: October 02, 2023, 07:57:55 am »
Hey George!

It sure has been a while. Most of our community is on Discord now. :D Feel free to join: https://discord.gg/emps-world-307890747116486658

15
Hello everybody!

We're extending the veteran ranks of up to 16 years. The item pool that can be dyed has been expanded with Chrysos, Promethium and Necator. There have also been changes to the Mining skill lowering level requirements for existing. We also added bane ore, which can be smithed into powerful ammunition against certain types of enemies. Moreover, the lighting system has reached its final stage allowing us to configure material properties.

Specular Lighting and Material Properties
The lighting system is reaching its final state. We introduce global illumination aka the sun light. This means that small amounts of light is cast on everything in the game. This results in more realistic scenery. The specular lighting system was improved, which allows us to give materials different reflective properties. Meaning that light shining on metal looks different from light shining on grass. These properties have been applied to various different kinds of armours and floors. Please let me know if something is too shiny or not quite shiny enough. Defining reflective properties of materials is still work in progress and takes quite some time to for finetuning. If you want to check it out by yourself try equipping some metal armour and move the camera around. Here's a screenshot of what it looks like:


Mining Rework
The Mining skill has been reworked to make it more user-friendly and afkable. Pickaxes and Mining levels now also have a heavier impact on ore retrieval speeds. Following things have been changed:
  • You no longer get 2 ores per successful mine action. You get single ores at faster intervals now.
  • Your pickaxe bonus was doubled. This directly reflects the speed at which you get ores.
  • Rocks containing ores now have a resource count which represents the amount of ores you can obtain before switching to an empty state. You can obtain at least 4 ores per rock. The higher level rocks contain around 8-12 ores.
  • The mining animation was changed. It's faster and thus offers you more ticks at which you can obtain ores. This results in faster mining speeds for lower level ores.
  • Several level requirements to mine ores have been lowered. They have been made equal to the Smithing requirement for smelting a bar. Mining difficulties, which determine when you get ore remained untouched.
The aim of this change was to let the Mining skill feel similar to other gathering skills, such as Fishing or Woodcutting. It is definitely become more afk-able resulting in better experience rates and less clicking.

Dye System
Our dye system has completely been reworked making it much easier to add new items. With this change the recolor algorithms for Barrow, Shadow, Blood and Third-age dyes have been adjusted to give colored items more depth. You've already been enjoying this change for weeks by the way. Here's an image of all new recolors you can create now:


Veteran Ranks
I didn't think I'd ever expand the pool of veteran icons in the game. Nonetheless, I am proud to expand the pool for veteran icons in the game. By today we are officially older than 9 years. You can now choose from icons of up to 16 years. Let's see if we have to expand the veteran icon pool again in 8 years. ;)

Bane ammunition
With the change to ore requirements for the Mining skill we've got quite some space left for the higher levels. This gap is filled with a new type of metal to mine: Bane ore. Starting at level 85 Mining you can obtain one out of 4 Bane ores. You can smelt those into bane bars which are futher refined into arrows and bolts. This ammunition deals additional damage against certain higher level Slayer creatures. Bane ore can be found in the Glacors cave, just before visiting Yk'Lagor.


Game fixes / changes:
  • A bug was fixed where dropped items would not show after using stairs or ladders.
  • The login code has been overhauled and made more robust. This was done in an attempt to fix a bug that gets you stuck during the login phase.
  • It is no longer possible to get duplicate slayer tasks from the task selection interface. This also fixes a problem where you'd not always get the full task selection prompt.
  • Promethium maul and 2h weapon now count as 2 items towards the promethium set bonus.
  • Various teleportation spells received proper experience gains.
  • Antirot potion can now be created.
  • The probability for slayer tasks of slayer creature has been lowered. Metal dragons have been combined into a single task and Shenven no longer assigns every slayer creature. Have a look at the wiki for all changed tasks lists.

In the coming updates I'd like to revisit Hiscores and think of another Competitive season during winter. I think that we could have Hiscores for who earns the most xp every in a given cycle. Maybe 3-6 months and reward the top ranks with unique weaponry similar to Competitive season winners. What are your thoughts on this? Feel free to comment here or on our Discord.

All the best,
Thomy

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