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Messages - Nocturnal

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76
Suggestions & Ideas / Re: New Bank Option
« on: October 14, 2018, 12:59:57 pm »
Suggested this aswel some time ago. Would still like to see this ingame!

https://emps-world.net/forum/suggestions-ideas/preset-withdrawal/msg163845/?~21115#msg163845

77
Suggestions & Ideas / Re: Phoenix - Boss for New Players
« on: September 28, 2018, 05:45:09 pm »
I like the idea, but it has to be well thought through for it not to become dead end content, like Ameer mentioned.

First of all, I like the location, Al-Kharid desert is dead at the moment, except for some random shooting star spawns, and players passing through to get to the Smoke Dungeon. Don't really think people should be afraid of getting killed there, since barely anyone goes there. And if something happens, its not an issue since you won't lose your items.

Secondly, the droptable needs a buff in my honest opinion. If you want to keep it worth killing it should drop different types of skilling supplies; gems, bow strings, herbs and rune essence.

Also, about the armour set. I do think it looks great. Although I think having it scaling up along with your levels would make it more worthwile. If it has a minimum requirement of 60 magic, ranged and defence, and let it scale up all the way to a 75 level-tier armour. That way it'll be more worth to get it, and keep it for some time.

78
Feedback / Re: Bosses
« on: September 24, 2018, 07:59:23 am »
The concept of the 3 top damage dealers that gets loot is a good idea which in my opinion brought the life back to PVMing. Before PVM was dead. Thanks to this idea it's more alive now. It's true that a lot of players can get many drops but still this idea should not be removed.

Don't get me wrong, I think this was a great update, and I never would want to revoke it. It indeed brought more life into PvMing, which is great! It just needs some small adjustments in my opinion.



You are probably a maxed player with near maxed gear. The drops from gwd bosses such as Bandos and Kree'Arra are no more aimed at players of your level. However, those bosses are way more challenging for players whose gear is Barrows armor at best. If you want to group, do Nex and the demon bosses. Not every single piece of content needs to be aimed for the top 0,1% of the players.

Yes I am, but I don't think that's relevant here. Like you said, the GWD bosses are originally made for players with lesser gear and lower levels. But they already were pretty hard for players like those when you could only solo them. I'm sure it wasn't meant for them being THIS easy when the GWD was added.

79
Events / Re: Mass PVM - choose your boss
« on: September 23, 2018, 01:07:07 pm »
Voted K'Ril, but any GWD boss is fine I think :)

80
Suggestions & Ideas / Re: Daily bonuses
« on: September 23, 2018, 08:13:06 am »
Day of the Gatherer
50% Fishing, Cooking, Farming and Herblore experience.
30% chance of getting an extra herb or fish while Farming and Fishing



Anyways, I like this idea! Should motivate players to train a specific skill!

81
Feedback / Bosses
« on: September 22, 2018, 03:09:09 pm »
I've been bossing quite a lot recently, and I think some could use some tweaking.

God wars dungeon

After the recent 3 man group update, it has become too easy to kill these bosses. Some bosses weren't even hard to kill in the first place, but now with 3 people killing them they're dead within notime.

What can be done to level this out?
  • Adjustive stats, growing along with the amount of people within the bossing chamber till a maximum of 3 players. This way it is easier to kill the boss with a big team, but the only way to make that happen is when not everyone gets a drop.
  • Making all attacks-multi target. At the moment the bosses focus on one player, making it easy for the other attackers to save food. This could be done like Kal'Ger, hitting everyone within a 90 degree angle.
  • Buff the minions. This is mainly meant for the minions at K'ril Tsurath and Kree'Arra. At both bosses the minions hit with the same attack style as the boss, that way you can easily protect incoming damage with the protect prayers. Giving the minions different attack styles, or the ability to hit through prayer (only small percentages) should make it more difficult. (maybe this could also be adjusted to the amount of people within the boss chamber)

Kal'Ger

The boss itself is great the way it is. Doing decent damage through prayer, while not being too overpowered. The only think that is overpowered with this boss in my opinion, are the meteor attacks. They happen really often, are pretty hard to dodge and deal up to 50 (25-25) damage. This should not be a problem, if they wouldn't neglect all defensive prayers, but they do. Making it impossible to tank them.

What can be done about this?
  • Make the metheor attacks less frequent.
  • Make the meteor attacks (partly) blockable by prayer.
Like I said, overall is the boss great, but I think it's slightly too hard with the current economy. Comparing it with other bosses, and what the items are worth (Demon Saber 65-80m, Demon Halberd 140-160m), I think It does too much damage on some grounds.


Yk'Lagor

Yk'Lagor is a really easy boss, attacks with only two attackstyles, of which one can be protected by prayer, and the other one can easily be dodged. What makes it up for this boss are it's minions. Dealing decent damage, and healing the boss pretty significanlty. Although the boss is decent, I think that it could be buffed a little bit more.

What could be improved?
  • The base damage of the boss could be buffed slightly, making it harder to dodge all its incoming damage.
  • Make it impossible to outrun melee damage. At the moment, if you see Yk'Lagor lifting his arm, you could run out of range, canceling all incoming melee damage from him. If that's no longer possible it would make it harder to stand in the right spot to deal damage without receiving any.
  • Make the minions's defence slightly stronger, or spawn 1 or 2 of each more each life. When making the defence stronger this should only be for the not protected damage. (The Necrolords have a protection from magic an ranged. If that defensive bonus gets even stronger it would make it almost impossible to kill them with those attack styles).
The items it drops are worth way more (Demon Orb 200-250m, Demon Wand 250-300m) than e.g. Kal'Ger, but it's equally difficult, maybe even easier.


Har'Lakk

In my opinion the boss is perfectly balanced. Good offensive damage, strong minions with good valuable drops. There is one comment though, which isn't about the boss itself, but about an update done some time ago. The run energy rework kind of messed the whole thing up.

Why is that

Before this update you could easily outrun Har'Lakk in the final stage. Killing this boss requires lots of running to get away from the melee hits, the magic hits, the minions, and the jumps. At the end of the kill (~ last 800 HP) Har'Lakk starts to jump more frequently, from which you have to run away from, or else you get dealt a lot of damage. But once you get to that stage, especially after a few kills, you will have ran out of energy, and will get killed. The only way to counter this is to bring 3-4 super energy pots for 1 trip, giving up 1 or 2 kills per trip. I only have one idea how to fix this, but I don't know how it'll fit in the new running system.
  • At the moment (as far as I know) the restore of the running energy will stop once you start moving. If it would regenerate while running, it could be changed just right, that you can keep on running to finish the kill, and then rest when the kill is over.


Although all these ideas are just suggestions, I don't think they should all be added. This would make some bosses way too overpowered.

82
Goals & Achievements / Re: Collecting all pets
« on: September 13, 2018, 12:43:33 am »
Updated after a long time. I got lucky by getting a back to back baby corp drop, and an arcane sigil, not many kills later.

This goal is so unrealistic. Get a more realistic goal such as 250m slayer xp and 4b xp total. Jk, Good luck with corporal pet, her rng to drop pet is too rare.

I have started this very same goal for a long time ago and haven't yet completed.
Corp pet kc 82 btw haHA
Pls.

83
General Discussion / Re: Progress!
« on: September 12, 2018, 06:25:33 am »
What kind of voting system is it?

We're voting on 8 different RSPS top list websites. This can be dome from the home page of Emps-World, but can also be accessed ingame by using the command ::vote.
After voting you can claim 1 point for every website you've voted on, and add them to the account you first log in to. Rewards can be found here.

84
General Discussion / Re: Progress!
« on: September 11, 2018, 05:38:05 am »
Most of the new players come from the Facebook and Google advertisement campaign, but yes, it is great to see our community growing. Last two days we've hit 100 three times!

85
Introductions & Farewells / Re: ^_^
« on: September 02, 2018, 07:25:21 am »
Oi.

86
Screenshots / Best preparation...
« on: August 27, 2018, 09:52:49 pm »
...to go bossing is taking a dump first. It really pays out! :D


87
Screenshots / Re: sorry
« on: August 17, 2018, 07:35:43 am »
Only just now realized you were killing nex with reg food.

88
Suggestions & Ideas / Re: Skilling outfits
« on: August 16, 2018, 06:23:46 pm »
100 would take way too long however. But this could work.

The numbers were just to set an example. Could be each 10-15 tasks too. Imo it shouldn't be less than that, since the armors are supposed to be exclusive, rigth?

89
Suggestions & Ideas / Re: Skilling outfits
« on: August 16, 2018, 06:59:03 am »
An idea just popped into my head.

What if these skilling outfits would be linked to the daily tasks? Like when you have completed, lets say 50, woodcutting tasks, you get one piece. This could either be random, or designated.

Thoughts?
I'd say too much rng involved, first you'd need rng to get the task and then the piece .
They were supposed to be hard to get in the first place. This way there's no rng involved while skilling, and making it a premium item for the hardened player.

But I agree with you, there shouldn't be another rng for the actual gaining of the item. Maybe a droptable like;

  • 25 completed tasks, hat
  • 50 completed tasks, boots
  • 75 completed tasks, top
  • 100 completed tasks, legs

90
Suggestions & Ideas / Re: Skilling outfits
« on: August 15, 2018, 08:46:28 pm »
An idea just popped into my head.

What if these skilling outfits would be linked to the daily tasks? Like when you have completed, lets say 50, woodcutting tasks, you get one piece. This could either be random, or designated.

Thoughts?

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