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Messages - Est Mauler

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31
Suggestions & Ideas / Re: Reset the servers?
« on: May 17, 2018, 04:35:05 pm »
Can someone please remind me what problems can a reset fix ? ( that can't be fixed on other ways )

EDIT : For real guys, can someone make a list ? ( You are free to include HD water there just saying )
The gap between rich player and average

A reset won't teach shitty players to play better.
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32
Finally an update that's mostly about medium levels,
I don't know about the member change if it is a good idea or not, people had to buy mem tickets to train some skills which creates a good market for member tickets,
Have nothing to say about the virtual change of skill levels you made, since with it or without I am at 99 lol.

Good update overall, apart from
The changes you're doing on water, Please stop before you start working on 4k Water
We do appreciate the effort you're putting on making it look better however people don't really care if they're fishing in a HD water with great edges or just flat water ( even lava they won't notice it at all that it has changed ), that's like the 4th or even 5th update you've made and mentioned the improvement of water.
The following users liked this post: Est Mauler

33
Goals & Achievements / Bye bye barrows!
« on: April 20, 2018, 06:42:58 pm »
Finally finished all sets : ) 547 chests !



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34
Hey guys,

Kal'Ger - Level 85 Melee Weapons
A new 4-man group boss challenge awaits! The lair of Kal'Ger can be found deep down in the Barbarian dungeon. It is highly recommended to initially fight the boss with 4 people to learn the mechanics.

This is Kal'ger:


And here are the new Demon weapons:


Good luck on beating him! It may be difficult in the beginning, but once you learn the mechanics it's easier. You also benefit greatly be using a dedicated tank in this boss fight, because a tank can mitigate a lot of incoming damage on your team!

Voting - Unique Rewards
You can now vote for us in order to receive useful and unique rewards! Have a look here: https://emps-world.net/vote
Voting rewards can contain a gilded pirate hat, scythe or cavalier. They are new rare items that can be obtained with a chance of 0.1%. The voting reward tables in general contain many useful items though. So even if you don't get the new rares, you'll still find the items useful. You can choose from 4 different reward boxes, each costing a different amount of Voting Points (VP) simply by talking to Bolkoy:
  • Beginner box (5VP): Weapons, armours, resources, teleports, etc.
  • Adventurer box (6VP): Weapons, armour, food, potions, ammo, etc.
  • Veteran box (7VP): Skilling resources, xp lamps, runes, etc.
  • Rare box (15VP): Contains 1 Beginner, 1 Adventurer and 1 Veteran box.
Each box can contain the rare gilded items! We will put the full reward tables onto the wiki as soon as possible.

SEO - Search Engine Optimization
I've been working on this for the past 2 weeks. I've improved our web services, so that they can be found easier by search engines and be indexed better by web crawlers. This is increasing website traffic and search rankings in the long run. I've changed the following:
  • Thumbnail images on the front page for news, screenshots and the background.
  • JavaScript and CSS minification. Put everything into 1-2 files and minified it.
  • Removal of inline css and old html tags, such as <center> or <font>.
  • The changes above greatly reduced site loading times. It will be faster and thus be ranked higher for search engines. It's also less likely for people to leave the page during the initial loading time.
  • Image and link description tags when hovering over them.
  • User-friendly and readable forum urls. Don't worry, you can still use the ::forum command in-game to get topics. The number after the hash symbol (#) displays the topic id when browsing the forum.
  • New Play Button popup with proper Windows, Java and MacOS icons.
  • Player counter always visible and lazily loaded once player count is available.
  • Main page background lazy loading: Thumbnail loads first and full quality fades in when complete.
Minifications and page load speeds apply to the main page (https://emps-world.net) only. The forum is work for another time. I also doubt it's worth the change, because the initial page landing is always on the main page, rarely ever the forum.

NPC Drawing Distance
I've been thinking about this for quite a while and am now implementing it for 4man group bosses. You gain additional viewing distance on monsters during these fights. This will make it easier to spot bosses on larger terrains. I plan on giving you a setting to manually increase the npc and player drawing distances outside of boss rooms. This won't work in the wilderness though!

Additional Bone Drops
I've added small, medium and large demon bones. They give similar prayer experience when burying as to big, wyvern and frostdragon bones. By default all demons drop small demon bones. Following monsters drop medium / large versions:
  • Medium: Black demons, K'ril Tsutsaroth minions.
  • Large: Smoke demon champion, Har'lakk, Yk'lagor, K'ril Tsutsaroth, Chronozon and Tormented demons
Appropriate drops have also been added to all GWD bosses and Nex.

Daily Activities
You can now gain additional EP by completing special daily activities. Following activities can be completed:
  • Duel Arena
  • Emps-Wars
  • Pest Control
  • Warriors Guild
  • Barrows
  • Kolodion
  • Kill any Boss
  • Kill a God Wars Dungeon Boss
  • Kill any Group Boss
The activities above are listed in ascending difficulty, which is reflected by your combat level. You can get the Duel Arena activity at level 45 combat and the group bosses are assigned for combat levels of 120 or higher.

Additional Membership Benefits
I've taken a look at the membership scenario and identified a few flaws with the system. I am very thankful for membership and am adding additional perks that improve your gameplay:
  • Additional 10% minigame rewards: Pest Control, Emps-Wars, Warriors Guild, Fight Caves (Jad) and Barrows
  • Additional 10% stackable drops: coins, noted items, seeds, etc.
Har'Lakk, Yk'Lagor and Kal'Ger
I've had a little chat about this and thought about possible flaws with these boss fights. They aren't as popular as Nex, because the fight takes much longer and the drops are comparably worse. I'm increasing the drop chances for Demon weapons from 0.6% to 1%. Resource drops have also received a little overhaul increasing their stacks and replacing some items that aren't very valuable. Overall the reward for killing these bosses has been increased.

Game fixes / changes:
  • Another offsetting issue was fixed, which was causing players to not see each other when having awkward timing during teleports.
  • Random events can now happen only once every 15 minutes are and much rarer.
  • Health regeneration is now disabled during duel arena and death animation. A lucky regeneration tick can no longer protect you from death.
  • Equipping Hunter skillcape now activates the skillcape emote icon.
  • You can no longer spawn 2 Barrow brothers when passing through doors.
  • A door orientation bug was fixed at the south-western Barrows room.
  • Colored abyssal items have received an additional level 72 tier. Meaning that if you have level 72 Attack, Ranged or Magic colored abyssal bows, whips and staves now give +3 additional accuracy and +2 additional strength bonus.
  • Duellist caps can now be operated and will play an animation.
  • Rod fishing animation is no longer constantly replaying.
  • All fire giants now drop big bones.
  • A bug with decanting noted and unnoted potions has been fixed. In some scenarios the Decanter would handle a noted potion stack as a single item and thus delete the entire stack. I'm sorry for this, it's fixed now!
  • A bug with the combat power of dragons has been fixed. Some had a Magic level of 0 resulting in them not hitting anything with the dragon breath.
  • Droptables of Ancient gladiators, Ice demons and Abyssal watchers have been improved. All drops are now noted and drop amounts have been increased.
  • Finishing a potion no longer adds an empty vial to your inventory.
  • Void knights can no longer be attacked with magic.
  • Hatchling dragon drops are now Dragon eggs. The egg can either contain a Hatchling or Baby Dragon. Where Baby Dragons are new and are larger than Hatchling Dragons.
Engine fixes / changes:
  • Clan chat messages now receive line breaks when they are too long.
  • Water can no longer pop through the ground in Catherby.
  • Zombie green skin color and ancient wings lilac have been added to the character design screen.
  • Character design screen updated. Some torso models have been bugged and were flickering.
  • Loading process improved. Objects close to you now have priority when the map is loading. This is the first step towards really large rendering distances. The process has also been put into another thread, meaning that multi-core processors can now load the map without affecting fps too much.
I'm now starting to work on more community features and have the following in mind:
  • Daily, Weekly and Monthly Highscores with rewards for the top ranks.
  • ELO system: Separate rankings for Wilderness, Duel Arena, Emps-Wars, etc. There will be also rewards depending on how high your rank is. I'd also work on a PvP shop that provides you with supplies when fighting players in the wilderness.
  • Activity counters: e.g. how many times you've participated in a minigame or how many tasks you've completed.
A lot of text this time, but there's been a lot of changes! Many thanks for reading. :D

All the best,
Thomy



Fixes 21st of May:
  • Kal'Ger instances.
  • Voting issues: It's a bit confusing and I've already got a little overhaul coded. It will work on IP addresses rather than on usernames. So VPNs will work and the homepage can always correctly tell you if you've already voted or not. I've also found an issue where voting points aren't saved correctly. Terribly sorry, but it's already getting a fix!
  • Barrows multi spawn problem.
  • Kal'Ger dropping items outside of the boss room.
  • Clicking areas on the floor when moving around.


Fixes 25th of May:
  • Spectrals and Warriors Guild spawns fixed.
  • An issue was fixed when planting herbs and mud patches would still stay.
  • An issue with rendering shadows and water was fixed, which caused parts not to be taken into consideration for processing. So places that were actually casting shadow or reflected objects wouldn't show.
  • Demon saber and halberd now require level 85 Attack and Strength to be worn. Requirements are also shown in the skill interface now.
  • Activity tasks now correctly reward you with a combat experience lamp
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35
Suggestions & Ideas / Notes
« on: April 09, 2018, 10:56:21 am »
i was wondering if it's possible to add notes icon to the inv interface, it would be nice to write down shit-list and things to do ^.^
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36
Screenshots / New Mod Hax
« on: April 07, 2018, 08:20:37 pm »
#Selfie
omg he can run on water!!! and sometimes he even flies!


Est  Mauler steadsfast boots hax.
the next barry allen (the flash).
:kappa:

edited:
________________________________________
hax confirmed
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37
Feedback / Boss tasks xp nerf
« on: April 05, 2018, 04:48:39 pm »
So here's my feedback to the nerf. I think the xp was nerfed way too much. The added sp ruins it even more cuz now you get Max chaotics/ angers before you even 99 slay. There's a reason why so little people have 200m+ slay. Content tops out way too soon. No point in training slayer if you have everything you can get from it at 99 or less than that. Ravioli :)
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38
Hey guys,

Quite a long list of changes this time. I'd say Virtual levels and Membership are the biggest changes, but you'll also find the Decanter and Experience lamps as rewards for daily tasks useful! ;)

Barbarian Dungeon
I've improved the drops of monsters inside the Barbarian dungeon. The area is supposed to be beginner friendly and give people a decent start into the game. Low and medium level monsters with appropriate drops can be found there:
  • Skeletons: drop mithril items
  • Ghosts: received a magic attack and drop ghostly robes
  • Bats: bones give good prayer xp
  • Unholy cursebearer: weak mini boss with drops for up to 4 players
  • Chaos dwarfs replaced with fire giants
  • Elite dark knights added: stronger black knights dropping medium level armour / equipment
  • Baby blue dragons received a droptable.
Here's the unholy cursebearer:

Virtual Levels
You can now level past 99 without gaining any additional benefits. It shows your progress up to level 128 (= 250M xp) the same way as you were leveling from 1 to 99. This option can be disabled in the game settings if you don't like it! There's now also a badge on your skill when reaching the following milestones:
  • 110: Bronze star
  • 120: Silver star
  • 128: Gold star
The screenshot below shows how the skill tab interface with virtual levels enabled looks like. The green total level shows your virtual total level, which can go up to 2,944 when being completely maxed! :)


Membership
I've decided that the membership system is very outdated and I've removed the requirement from following things:
  • Astral rune smelting.
  • Entrance to Al-Kharid and the Desert.
  • Using pets.
  • Pollnivneach teletab.
  • Crafting skill.
  • Fletching bolts and bolt tips.
  • Agility obstacles & dungeon entrances.
  • Hunter.
  • Shooting star information.
  • Thieving.
  • Slayer.
To keep track of what's still included for member, here's a list:
  • More bank space.
  • More GE slots.
  • 10% experience boost.
  • More space for your house.
  • Additional daily task.
This sounds like a drastic change, but I really feel that it's a good step towards making the game feel more enjoyable. I will update the list of member benefits to make sure it's clear what you get with the package! :)

Daily Tasks & Experience Lamps
You now get a Combat lamp by completing combat related daily tasks (no Slayer). You can choose in which combat skill you want to gain experience. The experience gain curves were taken from RSWiki and interpolated. It's not an exact copy, but very similar rates. The task system was also updated to use the same experience curve. That means that lower level tasks gain less experience and higher ones more experience. The turning point is at about level 60 if compared to the previous system. Moreover, I've also added these lamps as rewards to the EP shop. Lamps are not affected by any experience boosts but membership!

Potion Decanter Bob
You can now decant potions in any possible variation you wish. The mechanism works with noted and unnoted items and always costs 1,000gp per inventory. You have predefined options to decant potions into 3 and 4 sips. However if you wish to decant them into 1 or 2 sips (maybe 5 or 6 in the future?) you can use the Decant-X option to do so.

Improved Graphic Settings
You're now able to pick from a selection of predefined graphic settings called Automatic Setup:


Yk'Lagor
The boss has been out for quite a while now but seems to be really unpopular. I've taken a look and have to admit that he's quite a powerhouse regarding his combat strength. The strength isn't determined by his raw combat power but by the npcs he spawns. I'm therefore reducing the combat level, combat strength and health of the minion spawns:
  • Necrolord: 121 combat & 91 health
  • Necro archer: 119 combat & 90 health
I have also increased all amounts of noted item drops to make sure this boss is worth killing.

Mail Server Issues
I was able to identify and fix an issue with our mail server postfix. The hostname that it was sending was incorrect, which resulted in some mail providers rejecting our mails completely. I've patched it and there should no longer be mails that aren't delivered. If you are still having problems with the mail system or aren't receiving e-mails, please make a helpdesk ticket and I'll have a look!

Game fixes / changes:
  • Granite shield alch value increased and noted version added.
  • NPCs around Barbarian village now drop talismans.
  • A clipping issue around the Kalphite Queen entrance was fixed.
  • Thrower trolls now count towards the troll Slayer task.
  • A bug was fixed where opening passable doors while the map was loading wouldn't show.
  • The slayer experience gained for group bosses has been increased.
  • The prayer experience of bat bones was increased from 90 to 150.
  • Swapping two special attack weapons no longer resets special attack activation.
  • Fancy and Fighting boots can now be found on the Grand Exchange.
  • Bolt effects (only 1 word) are now shown in the equipment interface. The full effect can be viewed by hovering over the bolt item.
  • The weapon animations for dharok's axe, anger battle axe and anger mace have been updated. The previous versions were a little buggy and I found a set of animations that fits their style better.
  • Multi target spells no longer increase their range when attacking larger monsters. Also a bug has been fixed which allowed you to target enemies with multi target spells through walls.
  • Pet dragons can now be found in the GE.
Engine fixes / changes:
  • The performance of rendering players on the minimap has been improved. The code that determined if players are in your clan chat or are on your friends list had horrible complexities and were costing some fps. All fixed and improved now though. :)
  • A bug was fixed where the minimap wouldn't update properly when crossing Agility obstacles.
  • Animations are now properly preloaded when equipping items. This fixes an issue where equipping a 2h sword and walking would shortly pause your walk animation because it wasn't previously loaded.
  • Ground item system improved. You can see up to 5 different items now and all doubles are filtered. So if you drop coins and 10 mantas on top of it, you'll be able to see 1 manta ray model and 1 coins model. This will make it easier to see which items are on the floor.

Water Edges
I've given the water calculation an additional depth test that determines how transparent the edges are. It creates smooth coastlines giving water an even more realistic look. I've also updated swamps, because dirty water has very dithered reflections.


In other News
I've started a discussion about future updates and how the game could be improved. You can read all the details here: https://emps-world.net/forum/index.php?topic=20986.0 There has already been some discussion on-going and I am now working on following things:
  • Voting system: already got the scripts working really well, now looking into the rewards. My plans are to create voting boxes, which contain random useful loot and a rare chance to receive unique pets. My aim is to not let these rewards affect the economy at all but it should be worth your time. Probably dyes for existing items that are tradeable and small experience lamps. Thoughts on that?
  • Daily minigame task: I'd pick a different minigame every day that is featured, so teaming up becomes easier.
  • Daily boss task: An additional challenge once having reached a certain milestone. I definitely want to include the 4-man group challenges too.
  • Difficult game mode: This mode will have experience rates lowered by a lot and will get separate highscores. I also plan on receiving unique rare items when reaching certain milestones at this game mode.
I cannot say when all these changes find their way into the game, but I'll be working on them from now on. I've also delayed the new boss a little bit more, because I just haven't been able to get things done yet. Lots of smaller projects and idea compilation were taking up my time.

All the best,
Thomy
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39
Screenshots / Re: Emps-World Meme Center
« on: March 12, 2018, 12:39:16 pm »
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40
Suggestions & Ideas / Daily tasks
« on: March 04, 2018, 01:33:41 pm »
As rewarding as it can be daily task completion upon every 100th, 250th, 500th and so on should be more rewarding than just 25 EP. Considering one player does those tasks on daily basis, how about buffing the amount of EP he receives every now and then? With this buff also in EP shop I suppose we could add items like 20 minutes double exp scrolls which could be colored in other color to not get mixed with 1 hour ones. If this is not what we are looking for. Jp's idea(https://emps-world.net/forum/index.php?topic=20746.0) of bonus exp by doing daily task mixing could be the feature. But that's it for now. Wanna hear some opinions on it. Also if there is anything wrong with this topic(admins/mods!) can edit if I made some mistakes here and there.
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41
Videos / Maxing an ironman
« on: February 22, 2018, 11:32:22 pm »




 ;D
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42
Screenshots / Helped a friend with a slayer task
« on: February 22, 2018, 08:39:27 pm »


Got it in a 1 kill trip


KC BTW :
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43
Screenshots / Re: ~800 Abyssal Demons
« on: February 11, 2018, 06:22:56 pm »
Weak. Buy better rng.
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44
Purpose behind this idea is to make double xp system as a whole more expandable feature and have more options in the future.
Double xp could be used as a reward from voting (if it's ever re-introduced), reward from something community releated (i.e "well of goodwill" -> deposit gp and once a certain milestone is reached double xp can be turned on for some time -> gold sink!) etc... whatever comes to your mind.

My idea would be to completely remove double xp scrolls from the donator shop and introduce "bonus xp scrolls" to replace them. Would have to introduce the whole bonus xp system as well.
They still function the same but they are far more "casual" user friendly, might even become more overpowered than the current scrolls. If they're changed to function like this you wouldn't be "time locked" anymore. You can go do something else if you get bored instead of being forced to sit one hour straight at your computer. You wouldn't feel bad if you accidentally waste half of your dxp scroll or suddenly need to leave and end up wasting the whole scroll.

How do bonus xp scrolls work?
Simple: Pick a skill you want to get bonus xp in and once chosen you'll consume the scroll granting you an x amount of bonus xp in that skill.
I.e You pick agility to put your bonus xp into and then you would get 300k bonus xp in agility skill. For the next 300k xp your agility xp is doubled. (Example amounts)

What this would also mean is that you would be able to store bonus xp in a skill, consume 10 scrolls and put all the bonus xp into a single skill and gain 3m bonus xp in that skill. (Or multiple)
Of course you would be able to only consume 1 scroll at once so you don't accidentally consume the whole stack in a single skill.

Thoughts? Questions? Yay or nay? And why?
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45
General Discussion / Re: Quest-stories!
« on: January 28, 2018, 06:20:45 pm »
Player1: Hello
*started quest*
Npc1: Hello there
*quest finished*
Player1: See you around.

The end. (quest reward: 2147m gp)





:kappa:
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