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Messages - Sam

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46
Goals & Achievements / Re: 99 Construction!
« on: October 23, 2018, 11:24:55 pm »
Congratulations Sam! What will be your next goal?
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47
General Discussion / Re: Corporeal Beast 2nd Form
« on: October 16, 2018, 02:28:18 pm »
The Salve Amulet does not work against the second form of the Corporal Beast. Eventhough it is an undead form, Corporal Beast isn't an undead.
The following users liked this post: Sam

49
Suggestions & Ideas / Enhancing, new skill + equipment sink
« on: October 09, 2018, 01:59:22 pm »
Before reading any further: This is a concept, this is by no means something that SHOULD be added. This is what an item sink skill would look like and what benefits it could potentially offer.
Instead of commenting this or that is not needed you can tell your ideas on how to improve it. This is only a concept for those who have talked about item sinking for the past year or two.

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

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

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

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

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

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

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

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

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

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

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

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

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


If you managed to read this far I apologize if it's just a messy wall of text (what it basically is) but I felt like writing it because I see so many people complaining about items getting cheaper and cheaper and the game requiring an item sink immediately without giving any kind of context, how to sink them etc... So.. Here you go. Hope it's something that actually makes sense.
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50
Screenshots / Re: Emps-World Meme Center
« on: October 07, 2018, 11:41:21 am »
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51
Screenshots / Re: Emps-World Meme Center
« on: October 06, 2018, 02:55:39 pm »

52
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.


Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses:
  • Fire: Ice wyrm, Glacor, Vyrewatch
  • Water: WildyWyrm
Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat:
  • Commander Zilyana: Attacks faster and harder with melee attacks.
  • Kree'arra: Ranged attack is now a Mage attack. It can hit a maximum of 30 unprotected.
  • K'ril Tsutsaroth: Melee damage of 2 fast hits increased. All melee attacks are now multi attacks hitting an area of 3x3.
  • General Graardor: Melee attacks are now multi attacks hitting an area of 3x3.
The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
  • Ice shield freeze reduction timer fixed - it was 2.5s instead of 5s.
  • A bug with spell casting has been fixed that sometimes caused you to attack with your staff. It also makes casting spells manually smoother and less delayed in PvP situations.
  • It's no longer possible to click objects when frozen. That means that using stairs or dungeon entrances is now impossible when frozen. The logic behind this change is that being frozen means being unable to move and using objects is actually moving your character.
  • The wilderness teleport lever in Edgeville is now working.
  • Horvik can now make Dragonfire shields and Godsword blades for 1,000k each. You don't require level 90 Smithing when doing so.
  • Killing opponents in the wilderness now gives more ELO. The rules for farming kills and killing the same opponent(s) have been made stricter as well.
  • The combat power of Spectrals in the wilderness has been reduced. They now have 242 HP and their defensive bonuses have been reduced by 20. They are already in a dangerous area and thus don't need to be that strong.
  • Teleporting now clear freeze timers.
  • Projectiles now properly hit flying monsters in the air: Armadyl GWD monsters, flying vampires and KQ 2nd form.
  • Weapon poison (p++) can now be noted.
  • The equipment screen now shows damage types.
  • Autocast button now shows the spell you will be casting.
  • An issue with beards on the slayer helm has been fixed.
  • A bug with the 2 set piece bonus not activating on Vanguard, Templar and Trickster has been fixed.
  • The Demon halberd special attack no longer deals 25% additional damage. You still have 2 hits on larger enemies though. This nerf is necessary, because the halberd just hits way too much in PvP.
  • Special attack with dark bow using a quiver has been fixed. The special attack damage wouldn't increase.
  • Magic shortbow and Seercull special attack buffed. The first hit now also deals 100% of the damage.
  • The Karil set effect has been changed. Your attack speed is now decreased by 0.5 when successfully inflicting damage. It's also no longer possible to fire bolt racks with other crossbows.
  • Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!
  • Gilded chaotics can now be bought from the Slayer reward shop. They cost 200,000 Slayer points each.
  • A rounding issue for weapon repairs has been fixed. Chaotics should no longer cost an additional 10k to be repaired.
  • The barrow rewards chest now has a 1 in 1000 chance to give you one of the 6 new Barrow pets. They are miniature versions of the actual Barrow npc models.
  • Monsters that cannot be reached by melee attacks can now be attacked with spears or halberds. In general weapons that increase your attack distance.
  • Some Grenwall spawns have been added to the wilderness. The green area south-west of Red Dragon Isle.

Engine fixes / changes:
  • The internal way of how animations are pre-loaded and cached was updated. You should find newly loaded animations flicker less in crowded areas.
  • The kill logs interface has been overhauled. It should cause less performance issues and no longer flicker. You now also have a button at the equipment tab to open the interface. The ::killlogs command was removed as well.
  • Spell icons now appear when viewing spell names in menus.
  • On-demand fetcher has been updated. The timeouts of requesting model files have been increased. Every download is now also initially enforced through the custom protocol before trying a http request. Overall this will reduce initial loading and downloading times.
  • Searching for items in the bank or for npcs in the kill logs now resets scroll position.
  • Worldmap viewer has been optimized. It's now loading the map faster on multi-core systems.
  • Destroy option can now be navigated by clicking keys 1 or 2.

Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


All the best,
Thomy
The following users liked this post: Sam

53
Guides / In-game icons
« on: October 02, 2018, 04:24:42 pm »
You can choose your icon in-game by going to equipment tab and click the "show equipment stats button". It's highlighted with a red box.
Once you've opened your equipment stats interface; right click your name and you can choose from the icons that are available for you.



For full list of icons that are available in the game you talk to Emps Pker at Edgeville.
If you want to know your account age you should visit player center. You can also get to this page by typing ::pc or ::account in-game.
Player center page will also display your lifetime amount of Emps-Credits on your account. You can unlock donator items based on that.
The following users liked this post: Sam

54
Feedback / Capes
« on: October 02, 2018, 10:00:46 am »
  • Buff fire cape to be equivalent to abyssal cape. It would then be bis melee cape offensively. Max cape would still be better overall as it's hybrid.
    • Melee attack bonus 5 -> 15. All defense bonus and prayer bonus -> 0. Stats comparison is below the text.
  • Remove requirements to wear abyssal cape. Currently it requires 80 range and magic to wear it.
    • Add ava's accumulator effect to it as well.
If these changes were made I think we could make the abyssal cape ranged only in the future and introduce a new cape for magic that's on same level as fire cape for melee and abyssal cape would be for ranged.
This magic cape would have similar effect to ava's but instead of saving arrows it would have a chance to save runes as you cast spells. It could be obtainable from Zilyana perhaps?

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55
Goals & Achievements / Re: 250m Construction !
« on: April 01, 2017, 10:17:08 am »
one time was funny.. get out
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56
FAQ and Rules / Troubleshooting
« on: January 12, 2017, 02:13:47 pm »
Hello!

Don't be upset if the game isn't starting anymore or crashes. I'll do my best to fix it for you. Before we start investigating the issue in detail, please try the steps below to make sure it isn't just some standard problem.

0) Computer Restart
Why is there an option 0? Restarting your computer can often fix a lot of different problems. I recommend doing it before we start to investigate your problem at all. :)

1) Disk Space
Make sure you have enough disk space available in your home directory! Emps-World needs about 300MB free space.

2) Anti Virus / Firewall
Anti virus programs often block everything that us unknown to them. Please add Emps-World as an exception to ensure that it's able to connect to the game servers.
Are you behind a firewall or does your ISP have a firewall? Enable or ask your ISP to enable following ports: 23, 24, 43592, 43594 and 43595.

3) Correct Java Installation
Your Java installation may be wrong or you have multiple versions. Also, newer Java versions make the game run faster!
Uninstall Java completely and get the latest version here: https://www.oracle.com/java/technologies/downloads/#jdk17-windows

4) Graphics Card Drivers
Are your GPU drivers up to date? There's a pretty good guide on the Minecraft site:
https://minecrafthopper.net/help/pixel-format-not-accelerated/#win

5) Windows Client
Windows users only: Which client are you using? Jar File or Windows? Try both, some computers have difficulties running a specific one:
www.emps-world.net/play

6) Reinstall Game
Sometimes game files get stuck or are installed incorrectly. Giving it a fresh install can solve a lot of problems.
You can either delete the .emps_world folder in your home directory manually, or use the uninstaller:
www.emps-world.net/uninstall

7) Still not Working
Still doesn't work? Looks like your problem may be more difficult to solve. Please make a helpdesk ticket here and I'll take a look at it personally: https://emps-world.net/forum/index.php?action=helpdesk;sa=newticket
Please provide screenshots if possible. It makes it a lot easier for me to find the problem. Also provide crash logs if they are available. You will find them in the .emps_world folder in your home directory. In Windows that is usually under 'C:/Users/YOUR_USER/.emps_world/'
There may be a sub directory called crashes (if crash logs are available). Please append these in your helpdesk ticket, so that I can see what went wrong for you.

Debugging - Only if Requested
Sometimes we need to debug the game on your computer to really find the problem. We always investigate bugs on fresh installs to make sure no local files are corrupted. Please follow the steps below and upload the results to the helpdesk.
1) Close all Emps-World clients and delete the game files at: C:/Users/YOUR_USER/.emps_world
2) Don't change ANY settings!!
3) Log into the game and type ::redirectoutput
4) Play / Wait until it crashes
5) Check C:/Users/YOUR_USER/.emps_world for error / crash files and upload those
6) Check C:/Users/YOUR_USER/.emps_world/console and upload both of those files
7) Wait until I've done my magic :)

All the best,
Thomy
The following users liked this post: Sam

57
Games / Clash of Clans
« on: December 17, 2015, 08:05:30 am »

Hello everyone, I've came with the idea of collecting as much players as I can from Emps-World who play Clash of Clans on their smartpones. The main goal of this idea is to find if there is a possibility to create a clan in which we all can be members of. In addition, there will be ranks just as Leader, Co-Leader and Elder. However, if I don't get over 12 serious COC players, there will be a problem of creating a clan.
In the clan, we'll have so much fun. You can rise your knowledge about the game by asking the experienced players of the clan, you will undoubtedly be helped. When a member request for certain troops we must all donate what he/she requests for and you will be surprised that we will have high levels members that could donate maxed and high leveled troops. You will definitely enjoy the CLAN WARS because you'll gain some strategies of how to attack a different kind of bases by watching the other experienced members of the clan, let's also keep in mind that you will have so many benefits just like high amount of loots once a clan works as team and wins the other clan.
Well, as you guys read the details I've provided, let's see who's ready to join us!

Please each player copy this application and fill in the requirments!
Code: [Select]
Emps-World Username:
Clash of Clans username:
Town hall level:
Your level:


Example:
Emps-World Username: Esam121
Clash of Clans username: Esamx3m
Town hall level: 9
Your level: 103

Players list:
Esamx3m (Esam121)
Bubblebeam2 (Bubblebeam2)
Blue Bird (Blue Bird)
Theoneofall (Theoneofall)
XxMaplezxX (Dan7)
Donny (Nerami Siela)
lord purralot (Zeepleeuw)
sir rambo (Sir Rambo)
D0ll4r (0wned Man)
Anubis (Xdogzz)
The following users liked this post: Sam

58
Update Notes / Updates 07/01/2015
« on: January 07, 2015, 10:14:35 am »
Hey guys,

I've got a lot of bug fixes ready for today. I'm only mentioning the largest changes:
  • Barbarian agility course overhaul. Timing is better now and bugs have been fixed where you could get stuck.
  • Item pickup issue fixed. You're even able to pickup items that are 1 step away from you. That should fix all pickup issues in general.
  • Guardian Angel issue fixed. Everybody who's died yesterday has received a GA. That debugging option was disabled.
  • Ardougne castle stairs added. You can now climb to the top.
  • Ardougne windmill configured. You can now go up and down there.
  • You can no longer drop items on farming patches, so loot wont float into the air anymore.
  • EDIT: I've also added a 'Thank You' modification to the forum. It allows you to say thank you to forum posts.

All the best,
Thomy
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59
Resolved Bug Reports / Re: jail bug
« on: September 24, 2014, 02:06:18 pm »
It's not a bug, How did you get in there?
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60
Resolved Bug Reports / Re: Server problems dc
« on: September 24, 2014, 02:04:27 pm »
It's not a bug though, sometimes The server receives some random crashes which lead you to disconnect.. Those weird issues have been decreased lately.
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