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Messages - Hi Im Ethan

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31
Clans / Re: Bigdicks - Ironman clan
« on: September 22, 2019, 07:41:34 am »
LEAKED IMAGES OF THE BIGGEST AND THE BADDEST DICK

no car so i ride bus ok

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32
Showcase / Re: IRL pictures thread
« on: September 20, 2019, 07:12:46 pm »
no car so i ride bus ok
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33
Suggestions & Ideas / Re: Forum Moderation
« on: September 16, 2019, 04:02:52 pm »
"Considering staff has nothing to do, let's make them do even less by handing out their duties to regular players"



It's fairly obvious discord is where it's at and the forum is dying, anyone wanting to spend their days removing old threads in forums for no apparent should find a better hobby.
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34
Feedback / Everything wrong with invention
« on: September 05, 2019, 03:00:40 pm »
Hey guys!

Recently the invention skill was added to the game to act as an item sink. I like the idea, but i think the invention skill will sink the wrong items.
Here is why.

Apart from Demon weapons and nex armours, prices for combat armour and weaponry are very low.
i'm talking about the following items in particular:                                                                                     Deconstructing xp           Energies recieved

- 3rd age melee, mage, range armour (2-5M per piece)                                                                          3.5k - 5k per piece                 1U & 2-4C
- Bandos Chestplate & Bandos Tassy (8-10M per piece), Bandos Boots, Gloves Helm (1M ea?)                    1.7k - 2.1k per piece              1U & 1-3C
- Battle Robe Top, Bottom, Hood (2-4M per piece), Gloves, Boots (1M ea?)                                               1.7k - 2.2k per piece              1U & 2-4C
- Armadyl Chestplate (2-4M), Chainskirt (2-4M), Helmet (1-2M), Gloves (1M), Boots (1M)                         1.7k - 2.2k per piece              1U & 1-3C
- Bandos (3M), Zamorak (3M), Saradomin (15M), Armadyl (10M) Godswords                                              5k per godsword                  1U & 3-4C
- Zamorakian spear (3M)                                                                                                                          3.3k per spear                   1U & 2-3C                                                                                                         
- Saradomin Sword (1M), Staff of Light (1-2M)                                                                                        1.9k per sword/staff              1U & 1-3C
- Saradomin and Zamorak Bow (1-2M)                                                                                                       2.3k per bow                     1U & 1-3C
- Divine, Elysian, Arcane, Spectral Spirit Shields (10-20M)                                                                           4.7k per shield                   2U & 2-4C
- Ragefire (3-5M), Glaiven (5-10M), Steadfast (20-25M)                                                                         2.5k per pair of boots              1U & 1-3C
- Rod of Ivandis (10M)                                                                                                                                 5k per rod                      1U & 2-4C
- Corrupt Zuriel's Staff (5M)                                                                                                                       2.3k per staff                    0U & 1-3C*
* i did not count the spectral energy in since  it cannot be used to create aura's or upgrade armour equipment

Now compare this to what you get from deconstructing - a Rune Platebody (125k): 431 xp, 0U & 1-4C
                                                                                - a Rune Sword (25k):    241 xp, 0U & 1-3C

If you were wondering what U and C stands for: Unique (U) and Common (C) energy.
Common energy being: Blacksmith energy, Woodwork energy, Tailor energy, Dragon energy. Named 'common' because you get them from deconstructing common items.
Unique energy being: All the others (except from spectral energy). Named 'unique' because you get them from deconstructing unique items.


Back to low prices now. I believe the items listed above are so cheap because there are a ton of them ingame. Now, the invention skill was created to sink all those items and get their prices up. Sound like a pretty good idea, but i think the xp rates and energy rewards are way out of proportion. Which leads to the wrong items being sinked.
Allow me to explain this with the following example:

I'm a maxed player and i want my max/comp cape back so i train invention. i don't want to deconstruct all of my armours and weaponry because then i won't be able to pvm anymore. Here are my options:
Option 1: Buy, for example, a Bandos Chestplate for 10M and grant 2.1k invention xp and 1U & 1-3C
Option 2: Buy 400 runebars (25k ea), so i spend the same amount of money, and smith 400 Rune swords which will grant me 96.4k invention xp and 400-1200C
No matter which of the two options i pick, deconstructing is only part 1 of my attempt to train invention. Part 2 is creating auras and upgrading armour.
If i choose to deconstruct Bandos Chestplate, i'm almost obligated to upgrade a Bandos armour part or godsword, since i got a Unique energy. This will grant me 25-30k invention xp but i don't have enough Common energy since i only got 1-3C from deconstructing the bcp.
With the energy received from deconstructing 400 Rune Sword, i'm able to make multiple aura's. These will grant me around 3.5k xp per aura*
*I only get one kind of Common Energy from the swords (Blacksmith). You need different kinds of Common Energy to create aura's. Lets say i have the required Energy from deconstructing D'hides and wooden bows.
It is clear that option 2 is the better option since it grants way more invention xp.

Conclusion: It is much more beneficial to deconstruct common items than it is to deconstruct unique items.

To solve this problem, i think either xp rates or energy rewards for deconstructing unique items should be buffed. I'm aware that training invention will be easier this way, but also more unique items will be sinked this way. And sinking unique items is still the main purpose of this new skill in my opinion.

I'd like to stress this: i do not have a problem with invention being a hard skill, i do have a problem with invention sinking Rune Swords instead of Godswords.

Make sure to share your thoughts and opinions!
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35
Feedback / Invention
« on: September 04, 2019, 12:40:03 pm »
A skill where you need 45k runite ores, 180k coals for one 99 WITH DOUBLE XP. Another somewhat doable way of training would be mining aura I's and for that you'd have to destroy 500-1000 dragon items and around 40000 mithril kiteshields(for example) which is 120k mithril bars. Is this fine rates? for one 99 you'd need 200m+ xp on 2 skills as ironman, keep in mind this is max/comp cape requirement.
If you got any other VIABLE method of training invention on ironman please let me know because I don't see a single one, and feel free to correct my math if something is wrong.

Here's some examples what could be done:
-Buff the amount of energies you gain from deconstructing items.
-Lower the energy requirements for creating auras.
-Or just simply buff the xp rates.


EDIT: My maths is kinda off but the rates r terrible anyways.
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36
Hey guys,

I am proud to present you our first and unique new skill: Invention. We've had many discussions about the game's economy and how difficult it is to maintain prices for item drops. The skill aims to solve that problem by introducing a sink for most unique boss drops. You can read more in the dedicated Invention section below. There's also an initial implementation start of Activity Hiscores to boost competition for boss runs, minigames, etc. As well as a lot of fixes and engine improvements. You're now also able to select higher quality textures with 0 performance impact.

New skill: Invention
Our new skill, Invention, consists of 2 basic concepts:
  • Item Deconstruction: obtain energies
  • Item Creation: transform energies into new items
Deconstructing items gives you energies that can be transformed into either degradeable auras or equipment upgrades. You can train the Invention skill wherever you want as long as you own an Invention Energy Box. It can be obtained by having a chat with Manglethorp, who can be found south of the Grand Exchange. Click on the Invention skill and you will get a map marker.
We also already prepared the wiki entry for Invention: https://emps-world.net/wiki/Invention
Not every item in the game can be deconstructed, only those found within the Invention skilling interface or on the wiki page. I have plans for more energy types and upgrades in the future.

Oh yeah... and here's the skillcape emote nobody has seen yet: ;)


God Wars Dungeon Hardmodes
There's now hardmodes for bosses in the GWD: General Graardor, Kree'arra, K'ril Tsutsaroth and Commander Zilyana. The fight is more intense and aimed at a group of 3 people. You will probably require a dedicated tank because some mechanics will deal a lot of unblockable or difficult to block damage. Fighting hardmode gives every participant a 3% chance for a new and unique drop: Artefacts. Those are needed to upgrade GWD equipment via the Invention skill. The other drops remain the same and will reward the top 3 damage dealers.

Here's a picture of the Zilyana hardmode fight.

Activity Highscores
I've implemented a system in-game that tracks completion time for boss instances and stores every completion. The completion time is transformed into a score value and will be listed as highscores on the homepage. I am still working on visualization for the homepage and need some test data. You can already see your score when clearing a boss instance but it is not yet compared with others. My aim is to create weekly and monthly top players for several categories with unique reward containers.

Game fixes / changes:
  • Home teleport can no longer be spammed.
  • NPCs have been made easier to taunt, especially bosses. They will now focus you even if you are further away from them than other players.
  • The invincibility frames after a teleport have been increased. We don't want you to die by a projectile right after teleporting.
  • Hunter potions can now be noted.
  • The gates west of Canifis leading into the swamp can now be used.
  • The Falador party room was updated. Balloons will no longer get stuck on the floor and the timing for popping balloons and items dropped afterwards has been improved.
  • Silly jester stick can now be equipped.
  • Tank armours are now lost upon death and fully degrade during the process.
  • Rugs no longer remove staircases in POHs.
  • Unholy cursebearer now correctly registers as undead monster.
  • The calculation for price checker has been updated. Most recent trades of an item now have a higher impact on the price calculation. There is a cap so manipulating prices won't be possible. I would like the price checker to reflect recent changes faster though.
  • Several "members only" texts have been removed from the game since they haven't been accurate for a while.
  • Dieing with a herb sack or gem box will now drop its contents when being in the wilderness.
  • Animations for stringing bows and crossbows have been sped up to better reflect the creation process.
  • The timing of animations on stairs has been improved.
  • Magic and Ranging potions can now be noted.
  • A bug was fixed where adding friends would delete people from the ignore list.
  • Golden chaotic weapons can now be properly repaired again.
  • Caught butterflies now correctly boost your stats again and can no longer be used inside the duel arena when the no potions option is enabled.
  • A lot of item descriptions (mostly invention & several others) are now synchronized between server and client. Meaning that the description is guaranteed to always be accurate. This will reduce the amount of work required for future balancing patches.
  • The equipment requirement interfaces are now automatically generated and can be changed without requiring a server restart. This makes it much easier to guarantee that correct skill requirements are shown and to add new items in the future.
  • You will now be notified when dropped items upon death are moved outside of a boss room.
  • A flashing arrow is now shown on top of items you've lost upon death. The arrow removed when your death timer runs out (3 minutes) and hidden when you are more than 100 steps away from your death location. The flashing arrow is removed when either your bones are picked up or when the timer runs out. The death timer orb & flashing arrow are disabled when another player kills you - there is no drop for you to pickup.
  • Completing a Slayer task is now mentioned in your chat including the amount of slayer points gained.
  • The charges for upgraded elemental gear has been increased from 30,000 to 40,000. Once all charges are lost the item fully degrades and no longer refunds either a whip or an elemental crystal.
  • Ticket gain at the Warrior's guild is now affected by double xp timers.
  • The code for using various item teleports in the game has been updated. It will now only consume the item when you are definitely able to teleport. This includes ring of duelling, amulet of glory, games necklace, void seal and ferocious ring.
  • Additional inventories now show their current and maximum capacity.
  • Event Point store no longer sells auras. Don't worry, you can still use your old auras but not get any new ones! A clue scroll box has been added that can hold any clue scroll or reward box. It can be upgraded 3 times to increase inventory size. This upgrade is permanent and stays when the box is lost.

Engine fixes / changes:
  • Players are no longer floating on GE tiles.
  • The worldmap viewer's text descriptions now have priority over icons. Some area names could not be read because they were hidden beneath icons.
  • Searching in large banks (1,000+ items) will no longer cause flickering. There was a problem with the game client not being able to cache more than 1,000 item instances, which is necessary for searching.
  • The header text in skilling interfaces now has priority over scrolled content.
  • While scrolling you are no longer able to move or click interfaces. This fixes a problem where quickly moving the scrollbar up would move the entire interface.
  • The general "make interface" for bows, crafting, smithing, etc. has been overhauled. Fonts have been changed and text now has proper line breaks if it's too long to be displayed:
  • Holding down CTRL in any interface now prioritizes the "all" option. This works in every interface that gives you an options menu.
  • Holding down SHIFT key now also activates all actions the CTRL key does.
  • Optional higher quality textures can now be enabled:

    It brings more detail to models by using original texture colors without much filtering applied.
  • Protection prayer descriptions have been updated. They now contain the exact values applied when activated.
  • The quality of images and scaling has been improved. You'll no longer find white borders around interface images. It's now also possible to increase the UI scale to 2.25 and 2.5 for 1440p and 2160p monitors.
  • An issue with water planes on multiple heights has been fixed. Water will no longer lose its transparency & shader code. Water reflections still only appear on the water area closest to your character.
  • Modern hit splats have been updated to cause less clutter during intense fights. The total duration of how long a hit splat is active has been reduced by 25% and the fade out animation has been sped up.
  • A few animation artifacts have been fixed: windmills and boxtraps flickering. Overall the process of animation smoothing has been improved and will cause less flickering for repeated animations.
  • The positioning of several interfaces has been updated. This was done to ensure that interfaces always open at mostly the same position on your screen.

Thanks to everyone who has tested the Invention skill in our test world and gave feedback. It has taken quite some time to design and create a custom skill from scratch. I hope you'll enjoy a new skill and aren't too sad about all max and completionist capes being unequipped. ;)

All the best,
Thomy




Further fixes (September 4th):
  • Ferocious ring teleports no longer dupe themselves and bug out inventory slots.
  • Invention daily tasks can be completed.
  • Invention xp rates for anger weapons, comp ogre bow and hunters crossbow increased.
  • :: can now properly be used again in clan chat.
  • You can now type longer messages in-game. The message will auto scroll and auto linebreak.
  • The restock timer for shops has been doubled. It now also resets when somebody buys an item.
  • Barrows equipment can now be fully repaired again.
  • A visual issue with water reflections of roofs has been fixed.
  • Run energy aura now requires energies you can obtain for its level requirement.
  • The amount of charges tier 3 auras have has been increased. All auras have had their charges restored, so nothing's lost! ;) Have a look at the wiki for the exact numbers: https://emps-world.net/wiki/Invention
  • XP lamps can now give Invention xp.
  • Hardmode bosses are now properly recorded in kill logs.
  • Silk can now be used to remove poison from items.
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37
Screenshots / Re: Emps-World Meme Center
« on: August 17, 2019, 04:40:43 pm »
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38
Clans / Re: Bigdicks - Ironman clan
« on: August 14, 2019, 07:14:18 pm »
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39
Screenshots / Re: Emps-World Meme Center
« on: July 25, 2019, 10:28:26 am »
Maybe its Naziphobia.


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40
General Discussion / Re: All or nothing @Thomy
« on: June 30, 2019, 11:52:00 pm »
I'll fix it later np
The only thing you fixing is type you take donations at G.E. whenever you're online nowadays. Which is surprisingly good grammar example for those who beg money in G.E. Other than that, I still yet to see you provide innovative ideas for economy fixing since you are talking non-sense and most likely people support you do the same way.
I said I'll fix it calm down
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41
General Discussion / Re: All or nothing @Thomy
« on: June 28, 2019, 09:16:11 pm »
I'll fix it later np
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42
Showcase / Re: IRL pictures thread
« on: June 16, 2019, 08:08:32 pm »
Yes, a forgotten blarab

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43
Suggestions & Ideas / Mechanic ideas for hard mode KBD
« on: June 11, 2019, 10:18:55 am »
With the recent talk about hard mode bosses and introduction of tank armors for team play I came up with some mechanics for potentially hard mode KBD.
This topic will only focus on mechanics. These mechanics are focused for 4 players.

General mechanics that last for the whole fight
  • Stack system - Each hit you receive also gives you a stack. More stacks you have, more damage you take. Stacks will reset after not taking damage for 30 seconds.
  • Dragonfire attack - KBD will always attack the player who is the furthest away with firebreath. These attacks will give you stacks.
  • Melee attack - KBD will attack the player its focused to with melee. These attacks will give you stacks.
Ideal way to deal with the stacks would be to have another player to tank until the actual tanks stacks are gone.
What this also means is that the person standing in between firebreath tank and melee tank is not taking any damage nor the second player in melee distance.

As a firebreath tank you'd switch spots with the person standing in front of you not to get any damage and get rid of your stacks. And then switch back.
As a second player in melee distance you would have to taunt KBD off the main melee tank so he doesn't take any damage and he can reset his stacks.

First phase: (100% HP)
This phase will have nothing special in it.

Second phase: (75% HP)
At this point KBD will start occasionally throwing firebreath attacks that will make you bleed. This attack can be dodged by simply moving.
Once it lands it will make an area and if you step on it it will give you a strong bleed.

Third phase: (50% HP)
KBD will spawn 3 (green brutal, mithril?) dragons which ideally must be killed about the same time. Killing one will cause the rest ones to deal double or even triple damage.
To deal with this mechanic you'd have to coordinate a bit and kill the dragons about the same time not to take too much damage. These dragons will not have any effect on KBDs stacks.

Fourth phase: 25% -> dead)
Fourh phase everyone on the team will get a fire spot under them. If you don't move you'll start taking damage.
Once you move this trail will last for 10 squares meaning to get rid of it you'll have to move 10 squares. Stepping on other players spot will make you get damage.

These mechanics are designed not only for 4 players but also heavily focuses around teamwork.

Thoughts?
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44
Patch notes for June 10th added.
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45
  • Atsali bar: Slayer: Mutant tarn, Gulega, Skeletal wyvern, Abyssal demon, Ice strykewyrm, Vyrewatch, Kalphite Queen and rare chance from PvP crates.
Was this changed? The bar is neither on abyssal demons' droptable on the wiki nor listed as a drop source on the bar's page.

Right! I forgot to add them to the Abby demon droptable. Will do so asap and update #wiki channel with drops. :)
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