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Messages - Magecrune

Pages: 1 2 3 4 5 6 7 ... 50
16
Suggestions & Ideas / Re: Healers in houses
« on: April 05, 2017, 09:30:20 am »
Healers are already in easily accessible places, so I don't think it's required.

Eventhough the pools sound cool, we already have everything that covers most of their effects, so it's kind of redundant.

They're just not needed.

17
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).

18
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.

19
Help me! / Re: Cons: Cant build tables
« on: April 02, 2017, 01:02:38 pm »
Did you try to build it by using the plank directly on the table spot? If yes, first time after banking requires right clicking on it.

Perhaps you didn't remove it correctly. Type ::reloadmap and see if there's a table present already.

20
Update Notes / Re: Updates April 1st 2017 - Construction
« on: April 02, 2017, 10:04:14 am »
Even if resources was available, it's ridiculous that someone can achieve 110m xp in 24 hours or even less.
That is tragic in my opinion. Over the years i have had 200m prayer xp and fletching xp and smithing and everything banked.
None of those skills would give me 110m xp in under 24 hours even if i just kept nolifing it.
You can achieve much more than that in 24h in many skills. It's not that ridiculous.
Even your own examples are achievable in that time (atleast prayer and fletching, haven't calced smith; 24h fletching with unchanging efficiency is up to 216m XP, it's much higher for prayer).
I have not started to train it yet, but make it harder, slower. Let us get some pleasure of it.
Not get 99 in 1,5 hour. Its a new skill. Why would you spend so much time on making a skill that literally people finishes
in 1,5hour. I just dont see how that will benefit the server for more than 1 day?
Construction has always been fast. Also it's not about powerlevelling.
Most of the time spent on construction will be spent on building a house and interacting with it. That's where it's meaning lies.
apart from the fact that whoever tested it for a whole month had an advantage over other players, knowing exactly what materials you'll need and which could be the fastest way and what to buy
As I mentioned in my previous post, this information was available to anyone willing to do some research.

21
Update Notes / Re: Updates April 1st 2017 - Construction
« on: April 02, 2017, 07:47:40 am »
No cuz demotivated by the fact that some ''special'' people were able to train 99 in 1 hour also with a cheap price tag and of course nobody bothered to announce that the price of some supplies was going to increase by 2000%.
There was nothing special about it. We had already discussed probable x8 rs rates in game for more than a month. A month ago a topic was made in forum that said the same thing.
Sawmill Operator's store had existed for a very long time with the exact prices.

You were complaining about testers having an advantage over everyone else. I personally didn't take part in the testing eventhough I had access to it. The only decision on why I bought some items from the store was due to the fact that the prices differed vastly from the rs ones. I even had 250m construction banked in planks prior to that.
This information was available to everyone who did some research. Being a tester had nothing to do with it.

I must also mention that only 1 person took advantage from this, since he has nearly 250m xp banked in those blocks.

While this might be frustrating for some (me included), everyone had equal opportunities.


As far as the update itself is concerned, it was certainly my most anticipated one. Great work!

22
Off-Topic / Re: Bug founded with construction
« on: April 02, 2017, 04:30:53 am »
Will be fixed today.

23
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.

24
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.

25
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.

26
Guides / Re: [Monekymaking] Chopping trees
« on: March 29, 2017, 12:21:45 pm »
Check your title, I assume you didn't mean it to be monkeymaking guide

This guide is lacking.
  • You should've mentioned construction's release. That's why the logs are important.
  • Also players could make these into planks, which are wanted even more compared to logs.
  • Cutting speed being affected by the difference of requirement and level goes unmentioned.
  • Oak and Teak trees, their spots etc are missing.
  • The exact tree spots on the map and the most effective routes go unmentioned.
  • Using teletabs for mahogany logs is costly. Using runes is cheaper, but compared to log prices, banking in Seers' village's bank would be wiser.
  • Guide is missing how many logs per hour you get, current prices or links to their GE plots.

27
General Discussion / Re: Super Restores worth it to make?
« on: March 27, 2017, 01:35:41 pm »
It's just my opinion based on previous data. I've been selling potions in large quantities for a very long time.

You know that my claim has some truth to it, if you check their most recent ge plots. Such dumps are constantly happening :)
Dumping can get your wanted cash faster, however they're also the cause of item devaluing, if it happens consistently.

I can tell from my own trades that people are willing to pay much more for the potions, however most people go well below the GE average with their trades. Also it should be mentioned that the GE average is already lower than the retail value.

28
General Discussion / Re: Super Restores worth it to make?
« on: March 27, 2017, 07:20:39 am »
Depends on what you want to accomplish. If you're making them for yourself, the answer is yes, since they're more potent compared to prayer pots and in my opinion easier to make as well.

If you intend to profit from this, I'd say no. There are way too many ignorant people selling potions (in general) for dirtcheap prices eventhough they could sell them for higher values in the exact same time if they tried.
But since they do not, the market has kind of plummeted all due to their ignorance regarding the market and prices (dumping items in order to get faster cash). Of course the buyers adjust to this.

You can still profit from this, but since selling with a higher price is slow, you might not want to invest your money/time in herblore.

29
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.

30
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.

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