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Messages - Magecrune

Pages: 1 2 3 4 5 6 7 ... 16
16
Goals & Achievements / Re: A PROMISING BEGINNING
« on: March 22, 2017, 11:16:31 am »
he trying to get a good deal i think haha.
I doubt that, since he's not into this kind of thing. Also he's one of the few who actually has a pair.
didnt you tell me you were buying 2 pairs for 15m ea? :LUL:
I increased that to 25m ea on day one, it's no secret. I've been buying them for nearly 4 months via GE, only managed to buy 1 pair for 20m (there has been just 2 trades via GE in total; probably 3 now, since Ameer bought one).
I've also gone to the lengths of getting 100 medium scrolls, just so I could get another pair. There's basically none on the market.

Sorry for turning this into price discussion, congratulations on the drop ;)
The following users liked this post: V6lur Sven

17
Suggestions & Ideas / Re: QoL suggestion
« on: March 21, 2017, 10:46:56 pm »
Does something implemented with another system automatically limit it to just that one thing?
Rare drop notifications work great as a stand-alone feature as well.
The following users liked this post: S Clegane

18
Suggestions & Ideas / Re: Skilling challenges in clue scrolls
« on: March 21, 2017, 10:40:42 pm »
New additions to the clues would be nice, eventhough I'd rather prefer another kind of puzzle.
Anything that lowers the chance on getting wildy scan clues is an improvement though.
The following users liked this post: Hugo Terwiss, Themarfish, Danielshapz, S Clegane

19
Suggestions & Ideas / Re: QoL suggestion
« on: March 21, 2017, 10:33:44 pm »
This is not lootshare.
It's a global yell notifying people of someone's rare drop.

I would like it, however many others might not, since it can get annoying quite fast. If it has a disable toggle, I'm all for it.
The following users liked this post: S Clegane

20
Suggestions & Ideas / Re: Oldschool Emps
« on: March 16, 2017, 12:46:30 pm »
What not to suggest:
  • Older graphic Versions - Emps will not revert to older versions. We updated to new ones, and wouldn't re-update to old ones, that'd be an useless downgrading process. This includes older game versions and different worlds dedicated to a nostalgia version of the game.
The following users liked this post: Themarfish

21
General Discussion / Re: Construction exp rates
« on: March 10, 2017, 02:22:47 pm »
My main point was that it already requires tons of supplies and cash (+ time if you're making planks yourself), which is why the current multiplier shouldn't be changed.
The necessity of sawmill and the potential profitability from making planks was just an argument on why I don't want "plank make" spell to work on full inventories.

You're only taking this from an average skiller's standpoint, which is reaching level 99. Level 99 is just about 5.2% of the whole story. People like you keep saying that reaching 200/250m xp is optional, however that's the only endgame content we have.
Of course the multiplier doesn't matter to a mere person, who wants to get ~5.2% of the total xp, however you'd be making the skill unreasonably tiresome for people who actually have higher goals in mind.

Also I like your logic, where an extended duration of grinding equals players staying in game for longer. That's not how it works.
Lack of progress further demotivates people, especially if the actions are so repetitive.
The following users liked this post: Iron Corne

22
General Discussion / Re: Construction exp rates
« on: March 10, 2017, 01:13:51 pm »
The multiplier shouldn't be lowered just because players would max it way too fast. It will be done anyway, no matter what the multiplier is.
You can already max most skills in 24 hours (for each skill). Getting 99s has always been easy.

Your proposed lower multiplier would just ruin the balance between skills, especially when it comes to long-term skilling (200/250m xp goals).
With member bonus it already takes 192343 mahogany planks to get from 99 to 250m construction (96172 planks if you use double xp as well), so it already is a great material sink.
Cash is also sinked via sawmill, butler fees (if we have them) etc. Also building things like gilded altars, which aren't part of powerlevelling but still quite an integral reason for construction's existence, sink quite a lot of cash.

Also as far as "make plank" spell is concerned, its rework is not required (except making it work on oaks, teaks and mahoganies as well). I'm quite fine with it making 1 plank per cast, since it takes about ~38 seconds to make a full trip to sawmill with 26 logs.
Currently you make up to 2.5k planks per hour via sawmill (my average was like 2463 planks/h). As I've made 30k logs into planks already, I can say it's not that bad.
Since you guys think it's way too fast, this should be a point, where we restrain our need for comfort by not implementing full-inventory "make plank" spell. This way sawmill stays as an essential part of the skill, which would turn plank making into a very profitable money making method (richer players are too lazy for manual labour, so they'd gladly buy the planks directly).

Ameer also mentioned Brawlings gloves: I don't think this skill should have these. Considering the current plan for xp rates, I'd follow fletching's and crafting's lead in not having major xp boosts.
Of course we could have exactly the opposite by having lower multipliers, but compensating it with multiple items that can boost the xp, resulting in the need of less materials (this should be done to RC atm). However, I can't think of any proper places to place these xp boosting rewards. There's no such minigame that would fit with the skill.

In my opinion, the 8x multiplier is perfectly fine, especially if you consider how much materials, cash and time you need.
The following users liked this post: Skill0wzer, Iron Corne

23
Suggestions & Ideas / Re: Make arrows 1 by 1, get full xp per craft
« on: March 01, 2017, 04:25:07 am »
Making arrows, bolts etc is already quite click intensive. This would make it far worse.

I think just the xp should be adjusted. The making process itself is fine.
The following users liked this post: Bluestorm, Hi Im Ethan, Skymaster100

24
Screenshots / Re: It's just a plank bro
« on: February 24, 2017, 04:36:13 pm »
What if Thomy decides not to use planks in construction



Actually I've prepared similar amounts, haven't made them into planks yet though.
The following users liked this post: 123456789xd

25
Goals & Achievements / Re: Hey, it's me again
« on: February 21, 2017, 06:31:50 am »
Prove it :p

Also since I'll probably get asked anyway, here's roughly how many seeds I got. I have bought and sold some prior to all this, so it may not be accurate, however it still gives a general idea.
They're ordered by type of seed, while the ones with lower farming requirement is on the left.

The following users liked this post: Drugs

26
Goals & Achievements / Hey, it's me again
« on: February 21, 2017, 06:09:32 am »


Master thief strikes again!



The guild welcomes me!
The following users liked this post: Thomy, Jandar, Cjkinsey6, Iron Corne

27
Goals & Achievements / Re: 250m hitpoints xp
« on: February 19, 2017, 05:43:46 pm »
Took me about 8 hours to get from 241m to 250m
How did it take so long when you were using magic? O_o
Gz though.
The following users liked this post: Iron Corne

28
General Discussion / Re: Emps world cc
« on: February 14, 2017, 07:15:50 pm »
Assistance cc was removed due to lack of new players and staff/experienced player presence. After Charr left this chat became abandoned and I'm pretty sure I was the only one visiting it.

I wouldn't mind if it returned, however we need presence in that chat. I'm not willing to take that responsibility to myself again and just Charr is not enough.

I also agree with Cjkinsey6 on Emps-World (aka Thomy) cc. It only takes a couple of people to ruin it, which is why moderation has had no effect on the toxicity levels. This won't change if it stays as a central cc. On the other hand, I don't want to disband it. It's important for a small playerbase to stay connected and that's what this chat does.
The following users liked this post: Cjkinsey6

29
General Discussion / Re: thomy thomy
« on: February 10, 2017, 11:10:26 am »
Not one of these again.

We will never revert back to earlier versions. The player count has been peaking up to ~145 and yes, we're absolutely fine with it.

Private servers will never get as many players as they did pre-OSRS.
The following users liked this post: Martin

30
Feedback / Re: Let's talk about runecrafting
« on: February 05, 2017, 09:21:41 pm »
Disagree, I find it quite cheap considering you don't operate at a constant loss. The fact that it's click intensive and slow makes it nasty.
Essence might be cheap and you might not lose cash in the progress, but there are 2 problems with this.
  • Essence is hard to get in large quantities
    • No-one mines it
    • Monsters don't drop it consistently in high enough quantities
  • Runes don't sell well, especially in such quantities (reasons in previous post)
It's no longer slow, if my suggested xp boosts etc are added.
I'm totally fine with the click intensity, if I can skip the trip with tabs and I don't have to collect that much essence.

Exp isn't why they're not an alternative method, it's the way they're made. They're still very ess dependant, rather than consuming a bunch of runes.
How isn't XP part of the problem? If you mess with just the mechanic, you would only create an alternative training method for lower RC levels, which is not required imo.
You said it yourself in the initial post, they have terrible xp rates and they're not worth doing.
I get your point about the huge essence requirement, but if you compare these 2 issues, I'd say xp is the more problematic one. Of course this should be adjusted as well.
I'm afraid that even after all the changes, the runes will be useless for high-lvl runecrafters.

The better pouches are, the more they justify the extra hassle that is banking with them.
I'm not against the larger pouches. Imo, it doesn't matter if it has fill or empty option first, since you'll have to do both anyway. How would the change make it better?
Actually the pouches aren't fine atm, they're losing charges on both filling and emptying. I'm not sure if that's how they're supposed to work in Emps or are they currently bugged.

Did you forget how the exp rates were absolutely gutted when the rework was implemented?
No.
I prefer item boosts, because people have to actually work for them.
If you add up all the boosts, both the skill's speed and material requirements are improved vastly from the player's point of view.
These items would also make the minigame an integral part of the skill, which I like.

That's a great way to make runecrafting for profit a thing again, y'know, doubling the supply. We can't give rc enough exp boosts tbh.
Just an alternative among all the boosts. With our situation, the runes are hard to sell anyway, so it wouldn't be that effective money-making wise.
If runecrafting was xp-based (less materials and/or more xp), this would nicely complement it though.

It wouldn't be a bad addition, it would help. But it does not decrease the click intensivity of runecrafting itself, so I'm gonna say no, it won't save runecrafting. It'll still be a damn pain.
As I mentioned earlier, I'm fine with the click intensity if I can save up on materials and time spent on getting to the altar.
The minigame itself is very fun, so even if it fails at saving runecrafting, it would still have its entertaining purposes.

I'd say having an altar a bit closer to barb bank would be a whole lot easier to implement. If you can teleport to barb -> bank -> click on runecrafting altar it's quite okay, but you can't conveniently do this without max RD and fullscreen.
True, I've thought about this as well, but Abyss will suffer more with this change.
Basically I've picked two possible locations for moving bankers.

Picture    LocationPro-sCon-s
Water Altar    Faster RC trips
Convenient mithril ore banking     
Abyss becomes less appealing
Earth AltarFaster RC trips
Faster plank making
Abyss becomes less appealing
Plank making becomes too easy?

E: Otto, we're not RS, nor should we be. Runecrafting should be compared to other skills within our own game.

If we once had higher rates, while the skill was much easier, why should it now be harder?
Getting 250M in skills is the only endgame content we have and yes people actually want to achieve it. You may not be one of these people, but it changes nothing.

You can run about 3840 ess per hour in Emps, so that's a bit more than 1m xp/h, which makes the skill nearly as slow as thieving, but at the same time it requires tons of supplies. This skill is not in a fine state compared to other skills in Emps.
The following users liked this post: Angila Joli, Iron Corne

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