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Messages - Tomtim1

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61
Screenshots / First time nex... 0% luck 100% skill
« on: November 03, 2018, 07:11:42 am »
We are going on an adventure! Today I made the first ever trip to NEX... and it was worth it!

First ever NEX kill got me this drop:



After the 7th kill, another shiny drop was on the floor:



Many thanks again for Tanked Uup for teaching me the mechanics and gameplay. In total 10 NEX killed, died 5+ times but worth it :P.
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62
Suggestions & Ideas / Plank Make
« on: October 29, 2018, 12:01:23 pm »
Since we have Rune bag released we can use full inventory space. Why not make plank make to make 14 planks per spell, not 13?
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63
Suggestions & Ideas / Re: Overload
« on: October 28, 2018, 06:59:44 am »
Every post you've made so far contradicts logic and reason. This is a terrible idea.
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64
Suggestions & Ideas / Re: chaotic staff
« on: October 25, 2018, 07:08:47 pm »
you can use slayer staff to set autocast for that spell and then just simply wear chaotic staff and still have it autocasted for you

Adding the proper autocast option for Chaotic Staff would still be nice for the sake of general game polish. The staff is meant for high level slayer anyway.
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65
Suggestions & Ideas / Re: Agility
« on: October 24, 2018, 01:18:39 pm »
We used to have cap of around 250 at 99 but then some idiot got a bright idea and thought that it was too OP and then the cap was reduced to 100.

Tbh it didnt matter how much was the cap before, you simply never lost run energy. it was literally broken

In which way it broke the game exactly? Other than making the most cancer skill in the entire game worth training.
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66
Goals & Achievements / 99 Construction!
« on: October 23, 2018, 10:49:20 pm »
After some hard work :)





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67
Suggestions & Ideas / Re: Agility
« on: October 21, 2018, 11:11:42 pm »
We used to have cap of around 250 at 99 but then some idiot got a bright idea and thought that it was too OP and then the cap was reduced to 100.
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68
Suggestions & Ideas / Re: Sorta about everything.
« on: October 20, 2018, 10:38:28 pm »
You can train fletching the cheap way with logs only or pay up for the bowstrings to speed it up. IMO that is perfectly balanced as it is.

The crafting req for the rabbit foot necklace is indeed pretty dumb. Something like 65-70 would be fine I think.

Chronozon and Wildywyrm do not need their drop quantities tripled. Their drops have no demand in the market as it is.

Yes for the lunar spells.

Banker or a deposit box at Falador mine would be nice.
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69
Suggestions & Ideas / Buff some slayer monster drops
« on: October 19, 2018, 04:09:44 pm »
Right now over half of the slayer monsters have worse drops than goblins. These include, but are not limited to:

Cave crawlers, Cave slimes, Cave bugs, Bloodvelds, Warped Terrorbirds, Cave Horrors (excluding black mask), Aberrant spectres, Goraks, Nechs, and many more monsters that can be gotten as a task but require no slayer level. Goblins have 10 hp, some of these monsters have 100+. Either nerf the goblins or buff these.

Edit: I suggest adding either an alchable table (similiar to the goblin one where there's a lot of rune items on the same roll, but you only get one), more noted/stackable items or even experience lamps.
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70
Off-Topic / Re: fake thomy
« on: October 19, 2018, 09:50:06 am »
Mfw people think it’s the real thomer  ;D ;D
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71
Suggestions & Ideas / Re: Golden Smithing set - Goldsmith gauntlets!?
« on: October 17, 2018, 10:41:15 am »
Giving it a high chance (maybe 50%) chance to consume the ores you mine to give full smelting experience (maybe even extra? Like 150%) would make it very attractive and very useful outfit to get.
1 ore = 1 bar, so as you mine you'd get xp for smelting 2 bars. Coals smelt into steel and uncuts from gem stones give crafting XP when consumed.

Edit. That's a full set effect
This gathered quite a few likes in another thread a while back. Some similar effect would be nice I suppose.

Instead of consuming the ores the full outfit effect could have a chance that mined ores turn to bars as you mine them. Proccing would grant you full smelting XP.
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72
Hey guys,

I've started pushing the emps engine towards its limits and am now offering you even further Rendering Distances! There have also been several performance improvements and tweaks that ensures less lags and smoother loading screens. I want the game run well on toasters while also offering good graphics. The game will now run smoother, especially on multi-core computers.

Larger Viewing Distances & Performance Tweaks
You're now able to set viewing distances of up to 160 - the previous maximum was 100. The map size is now also scaling with the viewing distance. Please bear in mind that large viewing distances are currently only possible on really powerful computers! This requires loading way more data and also more performance in drawing everything. I've also reworked the way the floor is loaded resulting in better loading times as well as increased quality - floor textures loaded in an atlas with anisotropic filtering. Water shaders have also slightly been reworked. The depth calculation was wrong and the blue water didn't seem very natural. Reflections are now also brighter - they were missing a brightness coefficient. I've also changed the clicking areas for npcs that are far away from you. The additional clicking area factor now depends on the distance from you to the entity. Making it easier to click close entities and more difficult to click the ones far away. This can only be felt when playing with large rendering distances. I often miss-clicked on npcs that were too far away and identified that their clicking areas were just too big.

There have also been performance improvements that makes it easier for the game client to handle large amounts of models. Ground decoration is now also rendered in a separate call and only the closest models are rendered. Distant grass or rocks on the floor are no longer rendered when too far away giving you less performance loss at large rendering distances.


Game fixes / changes:
  • The NPC death animation system has been reworked. I have taken the timers from the actual animation configuration out of the client to determine how long an animation takes. Monsters should no longer have flickering death animations and will now drop their items exactly when the animation ends. Some monsters may drop their items sooner and some later after this patch. I have also fixed an issue where an npc would still be alive for 1-2 seconds until starting to play the death animation. The timer is now between 0 and 1 second depending on the death animation duration. Please also bear in mind the server needs at least 1 tick (0.5s) to determine and flag an NPC as dead. So that's the minimum amount of time a death animation needs to be delayed. I've also added an additional delay to the death animations of KQ and Corporeal Beast to ensure they don't get stuck between a walking and death animation.
  • Aggression radius inside Fight Caves has been fixed. Sometimes npcs wouldn't walk towards the middle in order to attack you.
  • The drop system has been rewritten. It's now internally based on the player's name instead of the player's id. That fixes a problem where people would randomly get the drop of another person when logging in and receiving a recycled player id.
  • Har'Lakk minion spawns have been tweaked. They should no longer stop attacking you and thus also not stay alive when Har'Lakk dies.
  • The amount of vials in the General store have been increased. I cannot put noted vials into the store, because they could simply be bought in 1 go, making the shop run out of vials constantly. I am still thinking of solutions to be able to obtain more vials though!
  • Vyrewatch necklace (b) no longer turns into dust when lost.
  • KBD's defence level has been lowered from 145 to 135. It's supposed to be an easy boss for medium levels and may be too difficult to kill with low-level gear.
  • The game is now listening on ports 23 and 24 again. This means that connecting from school and uni networks should be possible again! ;)

Engine fixes / changes:
  • Water planes at Aquanites have been fixed.
  • Brightness setting has been fixed.
  • Issues with clicking NPCs has been fixed.

I'm continuing work on wilderness updates. There will be a new boss and also a new fishing spot. I'm trying to keep Trello as up to date as possible: https://trello.com/b/QGPVa5en/emps-world Bear in mind it's a flip chart and nothing in there is guaranteed to be in the game! :)

All the best,
Thomy
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73
Suggestions & Ideas / Golden Smithing set - Goldsmith gauntlets!?
« on: October 16, 2018, 10:51:36 pm »
Just thought about it. The golden mining set that costs 25k stardust which takes a long time to get grants 5% more xp in smithing, sounds good so far. What's so ridiculous is that the goldsmith gauntlets which you can purchase for 159 coins from the clothes shop at rimmington gives the same amount of xp too!?
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74
Off-Topic / Re: Delay dying monsters
« on: October 14, 2018, 04:04:51 pm »
Is getting a change next patch. :)
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75
Off-Topic / Something on floor is shining while thieving?!?
« on: October 12, 2018, 02:56:28 pm »


Probably relevant?


No idea how to reproduce or anything, I have 0 xp in all skills except thieving and starting hp experience, so I'm sure that I did not accidentally stumble into GWD and kill a boss.
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