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Messages - Magecrune

Pages: 1 2 3 4 5 6 ... 16
1
Screenshots / Re: Emps-World Meme Center
« on: December 03, 2018, 06:10:46 pm »
why is this platform dying
No Charr to make memes of.
The following users liked this post: Jp, Skill0wzer, Bluestorm, 66destroyer3, Jhonson, Tulrak, Iron Corne

2
Off-Topic / Re: Galahad hates me.
« on: January 01, 2018, 11:26:05 am »
You have to be member for him to teleport you there.
The following users liked this post: Saif Nawaf

3
Off-Topic / Re: Happy birthday Thomy!
« on: May 22, 2017, 06:32:47 pm »
Gz on level up!
The following users liked this post: 66destroyer3, Blue Bird

4
General Discussion / Re: Regarding The Stake Limit
« on: May 18, 2017, 08:17:13 pm »
I personally never liked the gambling aspect of the game. People get addicted and frustrated, that's also the cause for all this toxicity. It's not healthy for the players nor the game.

Clearly the 1M limit hasn't worked due to the number of middleman scams, unfortunately the stakers haven't figured out that we don't actually want them staking, atleast I don't. I wouldn't mind removing the limit, but other changes should be applied.

I'll just throw some random thoughts and ideas about the problems etc.

First it's the accessibility: compared to Scape a majority of players are affiliated to the arena, which wasn't the case previously. The sad part is that even new members are dragged there with the delusion of getting fast cash.
The easiest solution for this is a total level requirement. This also limits the throwaway staking accounts in game, since most of them don't bother levelling at all. Atleast this way they would actually have to contribute to the game at some point. Membership requirement could also be a thing.
This will be really controversial though, since these people don't care about skilling or levelling. We could potentially lose players, I'm not sure if Thomy is willing to take the risk.

Cash only stakes: this is actually something I really like. It has made the job much easier for staff members (I won't get into detail on this one, but reverting would be plainly stupid). Also it has given us stable prices. They might be low, but atleast they're stable.
If it was to be removed, yes there's a possibility that some of the items skyrocket, but we don't really have such collector-like stakers right now. Let's say it does happen though, it wouldn't take long until that person is cleaned and the items are dumped again. We've been there, huge price crashes, really unstable and fluctuating prices. The gamble isn't worth it.
Also you're forgetting the fact about how overflowed we are with items, cash is not the problem. We need item sinks for that, not some potential stakers who might be interested in buying in bulk if the limit is removed.

If cash overflow gets problematic, we just apply a temporary staking tax. Since most of the cash is moving around that it would be the most effective sink. Considering how popular the place is, it doesn't even have to be a high tax. But as I said, since item overflow is far worse than cash overflow, we have to deal with the items, not the cash.

As far as the toxicity is concerned, harsher and more effective punishments will do. Also restrictions (total level, membership) will reduce the number of accounts people can stake with, so it will improve. Temporary staking restrictions (+mute/ban) could also be a thing.


TLDR: remove 1M limit, don't enable item stakes, item sinks (to improve economy), add temporary staking tax if cash is overflowing, harsher punishments for toxicity.


In my opinion the optimal yet risky solution would be a complete removal of arena (even non-stake duelling). Focus will shift to pking. Scams would take place at first, but hopefully stakers have enough wit to stop.
Risk would come from stakers quitting entirely.
The following users liked this post: Thomy, Charr, Jhonson, S Clegane

5
Finally updates to highscores
The following users liked this post: Skill0wzer, Ranger 0wns

6
Suggestions & Ideas / Additions to Hiscores page
« on: April 06, 2017, 09:42:35 am »
I'll keep it short this time.

What's missing:
  • Ranks on player and comparison pages.
  • PK points and their ranks on player and comparison pages.
  • First/last buttons on the ordered lists.
Another possible addition:
  • Ironmen should be shown in the overall list as well with a clear ironman icon.
Few of the old topics, if you guys want to read some more comments:
https://emps-world.net/forum/index.php?topic=15533.msg122088#msg122088
https://emps-world.net/forum/index.php?topic=18273.msg143717#msg143717
https://emps-world.net/forum/index.php?topic=18626.msg146058#msg146058
The following users liked this post: C4 Nerd, Il Pk I, Jp, Skill0wzer, Tgod Bro, Bluestorm, Ranger 0wns, S Clegane

7
Suggestions & Ideas / Re: A pking suggestion
« on: April 05, 2017, 09:22:38 am »
I don't see why would anyone be against this, since it's already a bonus, which we don't have.

This is also how we could implement a PK shop. Tokens would be dropped based on how much the opponent risked. Other requirements would still stand.

I'm not sure how the IP restriction would work. Might be hard to code, but if it's possible, the 1st and 2nd rule could be combined for a new rule as well (they should still standalone, this would just be an additional rule). You won't get a drop from someone you already killed on that IP (or even UUID).
The following users liked this post: Saif Nawaf

8
Suggestions & Ideas / Re: Giant Mole
« on: April 03, 2017, 06:55:36 am »
This would be interesting for lower levels, however since we have mostly high levels (atleast when only combat is concerned), it will be way too boring.
Yes the disappearing mechanic would be new to us, but other than that it would be a boring boss.

Even if we made it into a harder boss, he would be another "buffed goblin".

Since it's a moneymaking method in rs, it wouldn't really have a proper place in emps. Also it's overall drop table is lacking imo.

Don't get me wrong, I like the idea in general, but considering its mechanics and drop table, he would be dead content for most players.
The following users liked this post: Skill0wzer

9
Off-Topic / Re: Bug founded with construction
« on: April 02, 2017, 04:30:53 am »
Will be fixed today.
The following users liked this post: Thomy

10
Off-Topic / Re: I cant build an oak chair. Have all the mats alrdy
« on: April 02, 2017, 03:14:47 am »
It's indeed a bug. Will be fixed.
The following users liked this post: Thomy

11
Suggestions & Ideas / Re: Daily Tasks
« on: March 29, 2017, 01:09:18 pm »
I don't know what to think of farming tasks. On one hand they can be completed instantly, however if we would change them, they would last 20/60 minutes, which is too long for such a minor task imo.

Hunter tasks should be added. There's quite a lot of variation in its content, so they wouldn't get as lackluster.

Thieving: I would have nothing against it.

Rune essence tasks would be fine for players with low mining, but they'd be quite annoying imo. I'd rather not have them.

Runecrafting: As Charr already mentioned, rc tasks should be different. Rune multiplication levels shouldn't count, because getting basic rune tasks at high levels is simply frustrating.
I do agree on Astral runes: this is also the place where rune ess mining comes in, because that combination is the only right way to make them.

The worst problem daily tasks currently have is the reward shop. I personally quit doing them as soon as double xp scrolls were removed. Don't get me wrong, auras can be useful, however they're not enough to keep the shop viable. I currently have no suggestions towards actual items that could be added though.

I like the task removal system idea, but Skill0wzer, the negative effect is unnecessary. You already lose a task if you choose to remove one. Since you get a maximum of 2-3 per day, I'd say it's quite significant. We could add a small cash cost to it though.
The following users liked this post: Skill0wzer

12
Guides / Re: [Monekymaking] Chopping trees
« on: March 29, 2017, 12:47:32 pm »
Cutting speed being affected by level is common sense so don't feel like putting that down.
Trust me, it's not.
teletabs are costy but easier to take from bank so you'll still have that quick 28 inventory slot.
Still works if you place law runes and a hatchet near the "bank all" button (you should be wearing Elemental staff; if you don't have the staff, wear the hatchet and place laws and airs near the button). This method is basically as quick as yours. You'll be losing one inventory space, but imo Camelot tabs are worth more.
How many logs per hour is very difficult to put down since, like you said there is difference in level and gear.
It's not hard at all. All you have to do is time your actions and calculate the xp/h. It won't take much, even if you do it for all kinds of trees with various methods. Bear in mind that those calculations are only true, if a person can hold that efficiency. In most cases it will drop over time, so use "up to x xp/h" as a template.
As far as the methods etc are concerned, I'd assume that the difference is 20+ levels and you're using the most efficient routes, places and ways of banking. In cases like your current mahogany examples, bring alternatives for a good comparison.
Personally I don't like putting down prices since prices change a lot.
GE plots show the daily average of GE transactions, so you can freely use them without worrying about the fluctuations in price.
The following users liked this post: Jimmyb13

13
Suggestions & Ideas / Re: achievements
« on: March 26, 2017, 05:24:18 pm »
I would personally love achievements, but as Charr mentioned we need a tracking system. This has been thought of before and Thomy has clearly said that if he ever creates something like this, it will be a general tracking system, which could be used for countless of things. There's no point creating separate system for only one feature.

The last time I mentioned this, I used Achievement diary reference, but this was rejected fairly quickly (one time content; emps doesn't have such random things to do). This kind of applies to this as well. Of course we could make the monster-slaying achievements repeatable, however this could mess up the rewards, atleast the ones I have in mind.

Here's what I think of your rewards:
  • Definitely no. I'm personally not concerned with the flow of items, since this isn't something that encourages people to achieve such goals. The items from the monster's droptable shouldn't be used.
  • I'm against this as well. Double XP is now solely exclusive to EC shop. It's one of the most popular items from that, since it's the fastest way to get cash from there (also the most efficient in term of gains). Any alternative sources, will lower the demand.
  • This is a step in the right direction, however generally achievements can only be earned once, so it's hard to collect all the items if the boxes/items are even tradable. Also, if they would be tradable and the achievement can be earned once, this kind of encourages having multiple accounts (certain achievement farming), which is not something I'd want.
  • Not a bad choice, however the rewards in EP shop aren't that wanted, so many people would find this reward underwhelming.
My suggestions:
  • Instead of an item from the monster's droptable and/or a new mystery box, there's a certain unique drop (1 item per boss/monster, 100% drop chance upon completion). This could be pretty much anything: a cosmetic item, pet etc.
  • Titles: this would probably be the best solution to this. I've been against it before, but it suits this perfectly.
  • We could also make them give out Achievement points (from here on AP), which could be used at AP shop. The shop would have various cosmetics etc (some items could have AP + achievement requirement; for example General Graardor pet (miniature version) should have kill Graardor X times achievement requirement). This could make the repeatable pvm achievements a thing.
These PvM achievements and unique rewards would promote mass pvming though, which increases the item flow. Considering our current market, this might not be a good thing.

Saif Nawaf, getting clue scrolls a drop has nothing to do with achievements. They're way too common and easy to get to be to be considered as such. I see them as alternative gameplay - it's basically a mini-game, if you think about it.
The following users liked this post: S Clegane, Iron F

14
Suggestions & Ideas / Re: overall bank value [Updated]
« on: March 26, 2017, 04:40:19 pm »
I wouldn't mind this either. Would be great if the untradables counted though, shop value should work for skillcapes etc, alch value for rest.
Due to GE values this would still be quite inaccurate, but if it's not hard to implement, why not :P

Prices aren't that unstable tbh, it's more about the inaccuracy between GE average and retail value.
The following users liked this post: Di Dot

15
Suggestions & Ideas / Re: Flax/bow strings
« on: March 23, 2017, 03:22:34 pm »
Actually you're wrong.

If you cut, make the unf magic longbows and drop them, you get about 635.5k xp per hour. You get no profit from this.
If you cut, bank the logs and make them to unf longbows all at once, you get about 483.1k xp per hour. You also get about 670k for selling the unf bows.
If you cut, bank the logs, make them to unf longbows all at once, gather flax, turn it into bowstrings and make finished magic longbows, you get about 840.1k xp per hour. You also get about 570k for selling the bows and about 9500 crafting xp.

Considering how much different steps there are to creating complete bows and that the finished products always gives more xp, I think the rates are fair.
Also this encourages flax picking and bowstring making/gathering, since they're demanded supplies. It creates a moneymaking method without requirements.
Since non-ironmen can save a lot of time by just buying the materials, it will stay relevant.

Also, I'll remind you that the game isn't balanced around ironmen.

E: Member bonus was included in these xp numbers, but even without it the ratios are the same.
The following users liked this post: Skill0wzer, Charr, S Clegane

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