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Messages - Eliminator

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46
Suggestions & Ideas / Re: Even more pet suggestions
« on: May 28, 2016, 08:51:11 am »
not going to adjust pets that already exist in great quantities ingame, especially making them particular hard or ineffective to obtain, because they will not assert this status of exclusiveness after such a change later on
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47
Suggestions & Ideas / Re: keg of beer
« on: May 26, 2016, 06:42:12 pm »
theres one in every pub in emps, not just barb village (examples are varrock small bank and canifis teleport site)
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48
Hey guys,

Following things have been updated
  • Galahad (Barbarian Assistance) now has the ability to run and to do pathfinding.
  • Void knight helms are now wearable at level 45 in the respective skill. The damage boost remains at 10%, but the bonus accuracy was nerfed to 15% to cope with the lower skill requirement. The aim of this update is to make void available to berserker pures in the wilderness. It will also be a counter to rangers.
  • Elite void parts now require level 65 Defence and give higher defence bonuses. The void accuracy effect with only wearing elite part increases from 15% to 30%.
  • Skill interfaces completely reworked. They can now display more than 40 items and will provide a link to the Wiki for the corresponding skills.
  • Mining and Woodcutting skill interfaces updated. The level table now includes pickaxes and hatchets.
  • A bug was fixed where certain objects wouldn't appear on the map. An example for a not appearing object would be the entrance to ice wyrms.
  • Further improvements have been made to the rendering engine. Certain regions will load faster now, e.g. Varrock. You'll feel this change especially on slower machines. Multi-buffering was also updated, it now serves a stabler fps rate. We will use multi-buffering as standard one day, but for now you're free to test it via the game settings. It yields 20-25% fps improvements for you!
  • I'm trying to fix all noclipping issues with this update. Every step you walk is now verified twice (by the server and client) to ensure that your character doesn't walk into walls. This could cause issues in some areas. I've tested the most common ones and didn't run into any, but I cannot fully exclude them. If you find unwalkable spots, please just report them in the bug report section.
  • Castle-Wars has received guards for every castle. There's 5 rangers / magers on the castle walls and 2 in the small middle island of the map. There's also 2 melee warriors in every castle's ground floor and surrounding area. These castle defenders are aggressive, are able to run and use improved pathfinding. You'll find getting rid of them really difficult unless you have freezing spells.
  • Spells are able to splash again. A spell splash doesn't trigger any spell effect. That means, that blocking bindings and teleblocks is possible with high magic defences.
  • Spectrals now correctly hit more when prayers are enabled. There was also a bug where the prayer detection code didn't trigger at distant attacks.
  • GWD entrance level 60 strength requirement removed. Everybody's able to enter the GWD now.
  • PvP following and attack timing code updated. This update makes hybridding more enjoyable. You'll no longer run into your opponent when switching weapons. Moreover, autocasts are now saved when switching weapons. If you switch back to a staff, you'll attack with the autocast you've set before.
  • Further improvements on the map loader. The loading code won't freeze the client for 1-2 seconds anymore during loading times. You'll now see the game loading in front of you  (while being able to FULLY interact with the game!) instead of having to wait for it.

You're probably hyped about the Grand Exchange already. I'm glad to say, that with this update we're running another final test of the system. If everything's fine, we can release it next week. I assume there are no more duping issues in the code, but we want to be very sure about this. So I don't want to push the release until I'm 100% sure that the Grand Exchange code is safe to be used.

All the best,
Thomy
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49
Off-Topic / Re: What do you think of the "Black lives matter" statement?
« on: November 15, 2015, 09:24:49 pm »
I think the whole 'issue' of blacks being shot more often/ending more often in jail is purely because of the fact you cannot judge other races' expression as well as your own race. Generally whites are more dominant in most western countries, and thus expressions and actions are misinterpret, leading to more arrests and shootings of the other race(s). This is scientifically proven and is also the cause of less interracial relationships than there is possible for example. For example: You wouldn't be able to identify a black person being a white as easy as another white person. Think about how you feel like all asians look the same to you.

Also because black culture is generally more aggressive and often relies on 'being' stronger/more dominant than another person causes a lot of problems, rather than being submissive when you need to be (in case of a officer for example).

Ofcourse there are probably some racist events other than this, but it generally is not the most dominant cause other than simple culture difference.

About the statement itself: I don't really care, every group has the right to come up for themselves, whether it be black, feminists, or political views, etc etc. It's not a 'all lives matter or you're racist' thing imo.
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50
Off-Topic / Re: What do you think of the "Black lives matter" statement?
« on: November 15, 2015, 07:29:15 pm »
I find it racist.
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51
Off-Topic / Re: What do you think of the "Black lives matter" statement?
« on: November 14, 2015, 02:28:04 pm »
Any life is precious wether it is white black yellow or whatever
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52
Update Notes / Re: Updates 13/11/2015 - Texturing older Models
« on: November 13, 2015, 12:50:57 pm »
oh thomy...

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53
Off-Topic / Re: Are you a single person IRL?
« on: November 13, 2015, 11:58:59 am »
Single and ready to mingle
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54
Please, stop it. Marketing is already THE MOST frustrating thing in this game. You aren't making anything easier. Because of you, there are people in Falador  AND Grand Exchange, which forces people to run between the both places. In addition to that, the Falador bank is much further away from the teleport location than the bank in GE. Face the facts, GE is a much more convenient place to do it. ''BUT MUH NOSTALGIA EXPURIENCE!!!!'' Man up and move the fuck on, you aren't the 10-year-old kid you used to be.
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55
Screenshots / Re: Emps-World Meme Center
« on: November 06, 2015, 01:06:45 am »
staff team be like

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56
Update Notes / Re: Updates 09/10/2015
« on: October 18, 2015, 02:19:04 pm »
  • Switching weapons code updated. Your attack style (xp gain) will now always be preserved when your new weapon has that xp gain style too. The lonely exception are controlled (mixed xp) and strength styles. If no matching xp gain can be found, it will switch to either strength or mixed xp, whatever is available at your new weapon. An example would be switching from a whip to an ags, which would switch from mixed to to strength xp and vice versa.

Can you make it so that when you equip Rod of Ivandis, the magic autocast attack style is enabled by default?

Same with Zuriels Staff please ;)
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57
Resolved Bug Reports / Re: Player entering opposites team safe zone
« on: October 18, 2015, 11:37:18 am »
Unless I got a reproducable way, I fear, I can't do much. It'd be searching a needle in a haystack.
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58
Update Notes / Re: Updates 09/10/2015
« on: October 17, 2015, 08:13:24 pm »
  • Switching weapons code updated. Your attack style (xp gain) will now always be preserved when your new weapon has that xp gain style too. The lonely exception are controlled (mixed xp) and strength styles. If no matching xp gain can be found, it will switch to either strength or mixed xp, whatever is available at your new weapon. An example would be switching from a whip to an ags, which would switch from mixed to to strength xp and vice versa.

Can you make it so that when you equip Rod of Ivandis, the magic autocast attack style is enabled by default?
The following users liked this post: Eliminator

59
Suggestions & Ideas / Re: I'd like to suggest voting
« on: October 16, 2015, 08:45:55 pm »
Has been added, was removed, likely won't come back.

We didn't get very many players from it, while the sites were gaining free clicks. Thomy didn't like this, so voting was disabled. The old voting shop was turned into the EP shop.
The following users liked this post: Eliminator

60
Suggestions & Ideas / Re: world event?
« on: October 15, 2015, 03:49:48 pm »
I like the overall idea of world events however as Mary said already it should be something like the fallen star (in boss form) which spawns and everybody can kill. I posted this on a topic already (I'll quote it below). I would also like the idea of having the evil tree (as mining has the fallen star already).

A unique idea would be having a certain boss spawn every Wednesday at a set time (I suggest we use the Hati wolf from RS - click here and Sköll - click here) - These two bosses would be on a rotation so Hati would spawn one week, and then Sköll would spawn the week after and so on...

The boss as you said would have a large amount of health therefore you would need quite a few players on the server to help you kill it, but it would not do major damage to you. The boss could drop the items it drops on RS (minus the Eir items) and they would provide additional XP however they would degrade quite quickly. (1/3 of brawling gloves?).

When the boss spawns it could send a message to all players something along the lines of "You hear a frightful howl in the distance". (frightful would change depending on where the player was located when the boss spawns e.g. "You hear a dull howl in the distance")

EDIT 1: Added Sköll to the Wednesday rotation.
EDIT 2: I forgot to mention that these bosses should be randomly spawned like the fallen star, however should not be located near any populated area (mainly for those who do not wish to participate and those who are low level).
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