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Messages - Hugo Terwiss

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46
Introductions & Farewells / My time here is over
« on: November 08, 2017, 02:14:49 am »
I have been playing this game since I was 7 and now I'm 17! I have changed as a player and had many great times and memories that I will never forget! I made friends that tought me many things and each have great personalities! Had very great times and bad times playing thing game and made many good and bad decisions! But I lost all interest in this game and my life has changed a lot so I don't get time to play even if I still had the joy of playing. I have work, lots of home work and I need to spend time playing basketball with my friends. I will honestly miss this community. I know a lot of people do not like me for many reasons, I really don't blame them and I know I do stupid and bad things, I always regret those things I do! I still love the people that play this game and I will miss you all, i will once in a while check how things are doing! Farewell and I wish all of you and this game the best of luck!
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47
Suggestions & Ideas / Important add-on
« on: November 07, 2017, 10:23:06 am »
For the duration of December can we make Kappa wear a santa hat
:kappa: to
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48
Showcase / Re: IRL pictures thread
« on: October 30, 2017, 09:13:59 pm »



Made myself a mod crown, first time using a plasmacutter, nerd ik.

Do you know this guy ?


I don't know if its only me, but you look alike lol
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49
Showcase / Re: IRL pictures thread
« on: October 30, 2017, 07:49:55 pm »



Made myself a mod crown, first time using a plasmacutter, nerd ik.
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50
Goals & Achievements / Re: 250M Agility!
« on: October 29, 2017, 06:19:18 pm »
Gz on 250m botted xp, gl on botting more
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51
Suggestions & Ideas / Re: Bank expansion
« on: October 29, 2017, 11:46:03 am »


Seriously how fucking hard it can fucking be. It's also fucking hilarious how you havent got the hint yet after suggesting the same shit 10 times and not seeing the shit brought in game.
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52
Hey guys,

It's been a while since the last update and thus this topic is a little longer. I've done my best to keep things as short as possible, so that everything can be read quickly. We've got a new boss and some tweaks for the Ranging skill introducing proper longbows, new arrows and new bolts!

Engine / Performance Tweaks
Quite a lot of people were complaining that the game was lagging. I've investigated the issue and was able to tweak some things in the engine that will improve fps rates overall. I was able to identify and fix a few problematic rendering issues. The game runs best on a dedicated graphics card. If you've got a laptop with 2 graphics cards, make sure Emps-World runs on the high performance one! Intel HD chips (primarily on laptops) are known to be slow and really can't get you 60+ fps with maxed out settings. I'll now be stopping to improve the game's performance, because it's been the only thing I was able to do in the past weeks. I want to focus on content updates rather than improving the game engine more and more. I've also received quite a few reports about invisible players, areas not loading properly, flickering objects, etc. I'm still working on getting all graphical glitches fixed, but it should already be in a really good state right now. These problems are coming from the aggressive loading method I'm using. If you enter a new area, your game doesn't pause and loads new data on-demand resulting in smooth loading processes. While this sounds really nice in theory, it's a nightmare to program it. That's the main reason for certain objects not loading properly or players disappearing. However, it's already working out quite nicely and will be free of bugs in the future. ;)

Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.

Har'Lakk
Up for a similar challenge as Nex? Har'Lakk is going to give you another tough fight! You can enter the boss lair north-west of the Barrow hills. If you cannot find the spot, use the minimap and simply search for Har'Lakk. The boss drops items for the 4 top damage dealers and can be instanced. It is highly recommended to face this enemy as a team. The best drops you can get are the Demon longbow and Demon crossbow; new level 85 Range weapons. These weapons allow you to fire Ancient arrows and Ancient bolts, which will boost your dps by a significant amount.

I've tried my best to get Har'Lakk down on my own... but I couldn't get it done. Maybe you can show me how to properly get a solo kill? ;)

Here's the Demon longbow and crossbow:



More Ranging Tweaks
I'd like to make longbows more useful in the game and am thus introducing their weapon type. Whenever arrows are used with a longbow, they give you additional +30% Ranged strength to compensate for their slower attack speed. This results in much higher dps and makes them a valid alternative to shortbows.

The Ranged requirement and thus crossbow requirement for enchanted bolts has been increased by some levels each. You now require a level 71 or 72 Ranged weapon to fire dragon or onyx bolts. The strongest ammo shouldn't be usable with lower level crossbows, because it results in too much damage on weaker equipment. Enchanted crossbow bolts with their level requirements are now also existing in the Range skill guide.

I'm changing the level requirement of dragon arrows and introduce 2 new arrow / bolt types:
  • Dragon arrows: require level 60+ bow
  • Barrow arrows: require level 71+ bow
  • Ancient arrows: require level 82+ bow
  • Ancient bolts: require level 83+ crossbow
The point of this change is to create a gap between low and high level Ranged gear. Prior to the update you'd get almost the same damage of any bow that used dragon arrows. You can now use higher level arrows with higher level bows, which gives higher level bows a real power-up. However with this changed I am forced to nerf the arrow strength of arrows by 10%. Otherwise the newly introduced arrows would outperform everything. Barrow and Ancient arrows can be poisoned as well. The projectiles of poisoned dragon, barrow and ancient arrows have received a different model. It can now clearly be seen when you're firing a high-level poisoned arrow.


Engine changes:
  • Fixed screen mode updated. It's now usable and scales appropriately with your monitor. If you've been a fan of the fixed screen mode, I recommend trying it out now and adjusting the frame scale setting in order to make it bigger.
  • I've identified quite a significant fps drop when new regions are loading. I can't remove this completely, because loading a new region just requires some loading time. However, I've changed the way a new region loads a little. The minimap is now refreshed after the region is fully loaded, which has a smaller impact later on on fps drops. I've also sped up the way floor is loaded. Overall the fps drop still exists (has no fix), but is a lot less impactful than before.
  • Fog calculations overhauled. I now have support for more foggy areas and the way fog is calculated was also adjusted. This may result in an increase of fps on slower systems and fixes some transparency issues with distant objects.
  • Animated objects are now properly replaced and are no longer flickering. This issue existed pretty much only in Agility courses, especially in the Karamja one.
  • A bug with character / npc clones has been fixed.
  • The option to select Pick Mode has been removed. By default the software pick mode is now used, which is faster and isn't an ancient openGL technique that's long deprecated.
  • Minimap viewer has received some improvements. Certain maps would not load and edges of walls wouldn't display.

Game changes and updates:
  • Kolodion respawn timer changed from 30 minutes to 15 minutes.
  • Certain minigame npcs have had some of their combat issues fixed: Spectrals, barrows, etc.
  • Zamorak and Saradomin bows have been buffed. Their unique arrow effect has been turned into more reliable and flat +8 arrow strength bonus when used with their appropriate bow.
  • Karamja Agility course has received a little overhaul. Animation timings were improved and a few bugs have been fixed.
  • The dragon arrows reward in the Barrows chest has been replaced with Barrow arrows.
  • Nex and ancient warriors/rangers/mages now drop Ancient arrows.
  • Dragon arrows can now be fletched. All dragon arrow drops have been replaced with dragon arrowtip drops.
  • New arrow types (barrow and ancient arrows) can now be fletched.
  • Crossbow stand animation has been updated. Crossbows will no longer be inside the player model.
  • Bolt animation updated. You can now see what type of bolt you're shooting (includes enchanted ones). The start and flight animations have also slightly been improved.
  • Non-members can now use one additional bank tab and members two. Resulting in a storage of 11 bank tabs and 1200 items in total.
  • Halloween event has been removed. You can no longer get any skulls as drops. However, the miniquest including Roddeck and the Grim Reaper can be done any time.
  • The spawn timer of Shooting Stars has been reduced by about 60 minutes. A new star can now spawn in 60-90 minutes instead of 120-180 minutes.
  • Cabbages can now be harvested! You may have to re-plant them in order for this fix to apply.

The past weeks have been quite stressful for me, because I had a lot of other irl things to do. I'll now be looking into the Christmas event. After that I'll make sure Melee and Magic also get a brand new tier 85 weapon with a similar boss challenge!

All the best,
Thomy
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53
Introductions & Farewells / Aye
« on: October 27, 2017, 02:28:46 pm »
Im back, hello everybody ::)
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54
Guides / Re: AFK Traning at Abyss
« on: October 25, 2017, 10:30:20 pm »
Reading feedback
https://media.giphy.com/media/yoJC2Olx0ekMy2nX7W/giphy.gif
Welcome to the guides section, enjoy your stay.
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55
Showcase / Re: IRL pictures thread
« on: October 25, 2017, 02:23:42 am »


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56
Showcase / Re: IRL pictures thread
« on: October 24, 2017, 07:03:25 pm »
This has turned into an IRL degeneracy thread, please fix
why no IRL picture
could post it but then i'll get a perm ban again yee lma0
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57
Guides / Re: Glacors
« on: October 15, 2017, 04:12:53 am »
Requirements
  • 80 (preferably 99)
  • 70 (preferably higher)
  • 96 (to make overloads)*
  • 92 (active membership)
*Overloads aren't completely necessary, however they make everything a lot more convenient.
You should consider not mixing requirements and recommendations. Either keep it limited to requirements, in which case remove herblore requirement and mention membership in a separate line if it's necessary or simply have two lists, one for requirements and the other for recommendations.

Location
They are located deep within ice cave. There is no agility requirement to get to them. You may get frozen by ice strykewyrms on your way there, pray mage to prevent that from happening. The quickest way to get there would be teleporting to port sarim, this is easily done with a mounted glory in a player owned house.
If you're at a POH, then you might as well just walk from Rimmington, there's no need to make it so complex, setting home teleport to Rimmington is probably better advice. Adding construction as another recommendation would be unnecessary for this guide considering how little benefit this actually has.

These look like unedited screenshots that don't really add anything because nothing in these grabs attention. I'd recommend that you zoom out the first one and have it include Rimmington teleport location and edit the pictures to try to bring out the destination of each map more. Right now at first glance people see the areas that these maps show and then have to try to figure out why you're showing them.

Setup
Ranged is the optimal combat style to use. Their melee attacks can be avoided by safespotting and their mage attacks mostly hit 0 on ranged armour. Onyx bolts (e) allow for longer trips due to lifesteal. You will use a large amount of ammo per kill however, so cheaper alternatives are viable. Due to crystals currently being cheap An upgraded abyssal bow might be worth using, it does provides better dps than onyx bolts. I'll give two example gear setups. I don't recommend doing glacors in cheap gear. Your inventory setup varies depending on your gear and how good you are at killing them, I've provided an example but you should try different ones.
Aww, apart from the small hiccup while describing the path to glacors, you were doing so well with using passive voice, why ruin it in this and the next paragraph?
You mentioned safespotting, you could add an image or a 404 - image not found for the location of the safe spot.
Don't end sentences or parts of sentences with the word "however", it doesn't add anything.
"Viable" isn't a good word in that sentence either, try something along the lines of "cheaper alternatives can be considered".
No need to mention current prices of equipment, doing so would likely mean that the guide won't age well and there can be sudden changes to prices, so it might not even be true in the near future.
I'm pretty sure that glacors won't care about the value of your gear, so if you want to advise that people shouldn't use weak gear then say so.


*Shenven can assign Glacors as a slayer task. On a slayer task you should use a full slayer helmet and chaotic crossbow.
If you're going to point out something about the gear then stick to talking only about the gear.

Mechanics
Glacors have a few different mechanics you should know about and pay attention to if you wish to kill them efficiently. They attack with all three combat styles. They swing with both arms if they use their melee attack. They lift up their left arm for ranged and their right arm for magic. They have a big magic attack that targets the square you're standing on, this can be sidestepped. It will go right through prayer and armour so be wary of it, I've seen it hit up to 86. The animation for it is fairly long, so it shouldn't be too difficult to dodge.
Use plural when talking about things relating to multiple glacors, each of them has a left arm, so you're talking about multiple left arms or alternatively get rid of plural, in which case you can talk about what each glacor is like. Either change reds to singular or blues to plural.


The magic attack, ranged attack and big magic attack.
Nice error.
Once at x hp glacytes will spawn, there are three kinds of them. They have 80 hp and if left alone will sacrifice themselves to heal the glacor for 80 each. If they die they boost the glacor's stats in a certain way. The enduring will boost defense bonuses, the unstable boosts offense bonuses and the sapping will give the glacor lifesteal.
If you don't know something then remove it, x hp doesn't say anything.


Glacytes spawning and sacrificing themselves.

Drops
They drop the new best in slot gloves that match the boots ice strykewyrms drop. I don't really think they'll be worth killing for money after the price of gloves drops as more enter the game, their common drops aren't that great for something with more hp than most bosses. Their slayer exp is kind of bad too, but they are fun to kill imo.
Nice errors and the drops section is completely unnecessary.
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58
Screenshots / second in game?
« on: October 13, 2017, 01:32:35 am »
https://imgur.com/a/DpW0a
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59
Hey guys,

I've got many different changes and updates ready for today. Please take your time and read through them, especially our spooky Halloween event! ;)

Halloween
I've added a new miniquest for the event! Talk to Roddeck in Draynor's Manor. I won't spoil you with any details, but here's a screenshot of Muncher:

Who's Muncher? You'll find out during the quest.

DPS and Accuracy
I've added your current dps and accuracy values to the attack style tab. These values depend on current enemy you're fighting, so don't be upset if your dps becomes lower on bosses! In detail: The last enemy you've hit. With this update, I've also tweaked the accuracy formulas a little bit to make sure you're not constantly hitting 0s on your enemy. This also affects the accuracy of enemies though. This change is only felt in situations where you or your enemy are be really tanky, so boss fights or high level PvP scenarios. Your weakness is no longer protecting you literally almost completely from damage. It also makes sure that your minimum hit chance doesn't fall below values where you're basically not going to hit anything anymore.


I've also furtherly taken a look at the current dps values and found quite a few flaws in the system, especially with how bows and crossbows work. Bows are in general faster than whips and staves, so their max hit should be lower.

Here's a summary of what combat balancing changes were done:
  • Thrown weapons were nerfed, because they were outclassing other ranging weapons by far. I've reduced their strength bonus and accuracy by about 15-20% to make sure they are in a spot where they are useful, but won't be overperforming. They are more useful against low defence targets, but will get inaccurate against stronger enemies and thus less effective.
  • Morrigan thrownaxe special attack buffed.
  • Spirit shields: They are just way too strong. I've reduced their offensive bonuses from 15 to 10 and strength bonuses from 10 to 7. In my opinion a shield with defensive bonuses and a useful operate option shouldn't straight up outclass defenders.
  • Arrow strength reduced by 25%.
  • Bolt strength buffed by 20%.
  • Special attack of magic shortbow and seercull has been nerfed, the 2nd hit now deals 60% of its original damage. This change was necessary to ensure your opponent cannot 1 hit you by just pressing on the special bar. Fast weapons have their strength in speed and not special attack.
  • The accurate ranged style now gives 20% bonus accuracy instead of 10 additional accuracy. You give up 0.5s of attack speed when using this attack style, so you should really benefit from it.
  • Dark bow special attack max hit buffed. With the nerf previously done to arrows, this needed to be adjusted.
  • Accuracy bonuses of Dharok and Guthan increased from 121 to 138.

Engine updates:
  • Shadow angle has been adjusted. Before the patch shadows were drawn as if it was sunrise or sunset, whereas now as if it's noon. Please bear in mind that this doesn't mean that game times are possible. There's still a lot of lighting work required for that to work well.
  • Further improvements to ground textures. The game now detects more different kinds of grounds.
  • Major adjustments to the maploader have been done. Alpha and non-alpha models are now correctly separated and rendered. This increases performance on slower computers and ensures correctness of what's behind windows. I've also identified quite a few problems when new regions were loading, such as mispositioned npcs and/or objects in the scene. I've intensively tested and fixed everything that I could come across. I wasn't able to reproduce npc or object misplacements anymore, but please let me know if they still occur to you! Most reports I've seen came from Emps-Wars or Pest Control.
  • Resting animation no longer shows particles and weapons/shields.
  • Local teleporting (no new map is loading) no longer refreshes the player list. You'll feel this change especially in crowded agility areas or at boss fights where you can be knocked back.
  • Shadows of roofs or terrain above you (Slayer tower) is now correctly casted without having to reload the upper structure. This is basically a small bugfix for shadows.
  • Music player overhauled. New songs now buffer while the current song is fading out. Resulting in a smoother transition between old and new songs. Quickly switching between songs will now also cancel out old ones and only play the new one.
  • A bug was fixed where animations could completely cancel out on slower machines, e.g. mining.
  • Fixed an issue with items being dropped while the map was loading. This could rarely bug out items and make them invisible.

Game changes and fixes:
  • Poison purge aura has been fixed. It now heals correctly.
  • Effect Restoration code for leaving special areas (houses, duels, minigames, etc.) has been changed. You'll no longer lose all potion effects and stat restoring now depends on the situation. Leaving houses will no longer restore your prayer points or clear poisons. However leaving minigames will still do so. I've reviewed that part carefully and picked situations where negative effects should be cleared and where not.
  • Shop value for colored max capes increased.
  • Following monsters now also get the Slayer helm damage bonus on their minions: General Graardor, Kree'arra, K'ril Tsutsaroth, Commander Zilyana, Nex, Glacors, Smoke Demon Champion, Nechryael and Chronozon. The effect was already working on minions in fight caves, but I'll mention it here nonetheless.
  • Nex combat has received slight adjustments to ensure that all of her important animations are shown. Phases are now checked once every attack cycle and thus cannot cancel out some of her attacks. Moreover, aoe attacks now freeze Nex for 2 seconds instead of 1 to ensure everyone can clearly see that a dodgeable attack is incoming.
  • Items lost at the Smoke Demon Champion are now dropped outside of the boss room.
  • Inferno Adze can now be used while being in your inventory.
  • Godswords attack speed decreased (buffed) by 0.5 seconds. This has been a bug for a long time that I haven't ever noticed.
  • Attack speed of gladiator maul decreased (buffed) by 0.5 seconds.
  • Wilderness obelisks are now teleporting correctly again.
  • Certain music areas have been expanded (dungeons, GE, etc.)
  • Nex is now dropping a pet version of herself.

Modelling
I've created a custom model format for emps, which allows us to import and create models from 3rd party programs. We've created a mini nex version and flying pet dragons:


Oldschool Emps-World
I haven't really found time to develop it besides the current game and also probably won't in the future. I'm going to drop the project, because it won't be worth the time and effort. Creating a completely new game is imho a bad decision and would split the community apart. We've also recently grown and I'd like to continue developing what's proven to be successful. Nonetheless, I'll have a look at optionally enabling an oldschool look in the game for a more classic feeling.

I hope you enjoy this update! Let me know what you think of it with a reply below. I'm also sorry for not releasing a new boss by the end of October as promised, but the Halloween event, combat rebalancing and dps investigations were quite a hit on the development stack. I'll see to get it done as soon as possible. However, I am revealing some details of the upcoming bosses: It will be a similar challenge to Nex and 6 new weapons are planned; 2 per combat style. The requirements will be 85 in the respective combat skill and the weapons are coming as 1h and 2h variant. My aim is to make those weapons rather accurate than strong, so that they'll be useful in PvM but mediocre in PvP.

All the best,
Thomy



Fixes and Changes of 28th:
  • I've taken a closer look at spirit shields and their equipment alternatives and reverted their bonuses back to their original state. However, with this change, I'm also adjusting the ice shield: It now has the defensive bonuses of a tier 80 shield, but has its strength bonus changed from 10 to 5. I do realize that this is quite a big change, but it effectively can't just be a power-up to a spirit shields. I would like to keep spirit shields in their current state of being power shields. Meaning that they are giving you good offensive bonuses at the cost of defensive bonuses. This only works if other shields don't follow the power shield trend and thus the ice shield had to be adjusted.
  • Doors in houses are working again.
  • A bug with obelisks in the wilderness was fixed, which could get you stuck.
  • Certain pets can now be used as non-members: Muncher, Raven, Pet dragons and Present imps.
  • Pet following formula has been updated. Pets won't disappear anymore when teleporting and won't get stuck after using stairs.
  • Maxhit tooltip for magic shortbow and seercull updated.
  • The bolt ranged strength buff of 20% is a little bit too much. I've adjusted it to be 15% of their strength before the update, so it's now a 15% buff instead of a 20% one.
  • A bug was fixed where teleport graphics would flicker.
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60
Screenshots / Re: Emps-World Meme Center
« on: September 30, 2017, 04:47:46 pm »
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