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Messages - Hi Im Ethan

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76
Screenshots / What have I done
« on: October 13, 2016, 06:19:47 am »
Ethan makes poor spending decisions.

They can't be noted, so this is the best I can do.
The following users liked this post: Drugs, Sir Rambo

77
Feedback / Minor Feedback to the Rimmington/Catherby Dungeon Mobs
« on: October 10, 2016, 06:29:19 pm »
A small hash of feedback I've been accumulating for awhile now for this dungeon. Thought I might share it just to see what everyone else's thoughts were.

Giant Champions:
It's no surprise that these mobs have more or less become extinct with the shift of Defenders and the Torso (I believe they dropped it previously, correct me if I'm wrong) to the Warrior's Guild. The Giant Champions now only drop Big Bones and Limpwurt Roots, but aside from that have no general purpose aside from another source of low-mid level training (Which I also barely see being utilized). Considering how many of these reside in the Dungeon as well results in dead content wasting, surprisingly, a lot of space in this Dungeon that could be utilized for new content, particularly new areas for mobs.

If we wish to keep Giant Champions in game, then I believe that we need to remake the Giant Champions' Drop Table, adding in more drops to not necessarily return them to a viable-to-kill state, but still making them noteworthy. Compared to the other Giants (Excluding the Cyclopes), the drops that the other Giants offer makes them way more appealing, unless you're specifically trying to acquire just Limpwurt Roots.

Also, I think we should cut down the amount of space that they take up in the Dungeon so that we could possibly fit more mobs in, allowing for more content and/or traffic to the Dungeon itself.


This first room is where we should keep the Giant Champions. This room is fairly large and houses enough spawns to not make it too cluttered, but we could possibly add in 1 or 2 more to give it a more solid amount. However, if they're too much trouble, we could simply swap them out as well for another new mob.


This second room is another large area that I believe would be a better place for a new mob. We should remove all the Giant Champions in this room and replace them with another larger mob. I personally was thinking we could stick in Green Dragons somewhere, as the Dungeon itself is more so dedicated to dragons and Green Dragons are another solid mid-level mob that possesses a solid DT, but it's debatable.


This last room is the smallest of the 3, and could be a good spot for another smaller mob. I have no suggestion as to what we could include here, but again it's debatable.

Iron/Steel Dragons (Very Minor):
This isn't anything too serious, more just a peeve of mine. The Iron and Steel Dragon spawns in the Dungeon are clumped together which makes it a pain when you want to kill one type of dragon or the other. Particularly in the room that holds 4 of them, which feels very cluttered, when compared to the other room which has only 2 but is very open, their placement feels unintentional.


Just shuffling them around to the 3 Iron Dragons in one room and the 3 Steel Dragons in the other room would fix the issue, but again, it's nothing game-breaking that "needs" to be fixed.
The following users liked this post: Thomy, Jp, Bubblebeam2

78
General Discussion / Re: RARE ITEM
« on: October 07, 2016, 05:29:41 am »
Speaking about pointless items, does anyone have any of those presents left from the last Christmas event? I got like 15 lol
The following users liked this post: Freestuffyay, 66destroyer3, Someone12116

79
Showcase / Thing
« on: September 29, 2016, 12:48:50 am »

The following users liked this post: C4 Nerd, Bubblebeam2

80
Screenshots / Re: Aaron's Bank Topic
« on: September 14, 2016, 02:32:28 am »
And where did that other Dragon Platebody come from and why haven't you sold it to me? >:(

10/10 bank gl spending the rest of your cash.
The following users liked this post: Bubblebeam2

81
Feedback / Re: The current status of the EP Shop
« on: September 13, 2016, 08:03:21 pm »
so you're saying we have to revisit the ep shop manually each *fucking* month, and have atleast a couple dozen topics complaining about how some items are extremely limited, want to see this next, suggesting this next and plz can we have this back cuz i didn't play back then (see championship riven rage) and basically create an 'oldschool' limited item 'omg look i managed to collect this and u can't get it now haha noob' feel.

I don't think that's a healthy idea for a simple cosmetic shop with rewards for casual steady players who'd like to complete their outfit. Sure maybe one or two items that can be limited time offer, but I don't think it should be based on that.

Holiday items already fullfill this role.
The system doesn't even need to be as complicated as this.
Not every new EP item has to fit into this role. We can release a couple of these while still adding in permanent EP items into the EP Shop.

What I meant by rotating these EP items is that they are only available for a certain time before they are rotated with another set of EP items. More sets of these items could be added to this rotation but after awhile, say a couple of these rotations every couple of months, they'd come back into the EP Shop. They'd be available for their first appearance in the EP Shop but would be replaced after awhile with new, different sets of EP items before resurfacing after a certain period of time. Maybe after a few of these they are eventually removed permanently, giving them a good few chances to come into the game before disappearing for good, I dunno. But maybe I didn't make that clear and I'm sorry for that.

And maybe this is a bit complicated and could create negative situations, I understand that. But again, I'm just here to suggest possible ways to implement this. What I've suggested doesn't have to be the way it works in the game.

But if we just keep adding more permanent items into the EP Shop, these items are going to lose their desire once a player has acquired them, unless they just wanna toss it away for some extra cash. And as Dan said:
Quote
The bottom line is, the weekly events are near enough dead with the same names participating each week, currently there is absolutely no point in collecting EP because it's only use currently is double exp scrolls. The only people who are collecting double exp scrolls are those who enjoy reaching high exp's in skills or ironmen.
EP will most likely be used for Double XP and only Double XP after awhile. And not every player wants double XP either.
The following users liked this post: Cjkinsey6

82
Feedback / The current status of the EP Shop
« on: September 13, 2016, 04:23:11 pm »
Alongside Daily Tasks and the occasional Staff-Hosted Event, EP tends to be acquired at a fairly steady rate and is being introduced into the game in what I would say is a pretty fair way.
However, as more EP is being introduced into the game, the items available to purchase with the EP remain the same. Not that there is anything wrong with these cosmetic changes, as they appeal to some people for their cosmetic appearance, but the fact is that these items tend to get stale after awhile. The EP Shop feels like it's easily forgotten, I mean it's partially the reason why I stopped completing my Daily Tasks in the first place. There aren't any new items currently in the shop that appeal to me as a player.
While this is partially a feedback suggesting to look into new EP items, I think it would be more interesting to introduce new EP items in a different way.

Perhaps we could have the EP Shop distribute EP items in more of a rotational style. What I mean by this is that rather a new EP item be placed into the EP Shop to remain available to purchase for EP forever, we introduce an EP item into the EP Shop that stays available for a limited time of the year or is "rotated" with other EP items of the same value. Maybe EP items that follow something like this:
  • Low-Cost EP items (15-20 EP): available in the EP Shop for 6 months at a time.
  • Mid-Cost EP items (30-50 EP): available in the EP Shop for 2-3 months at a time.
  • High-Cost EP items(60+ EP): available in the EP Shop for 1 month at a time.
  • Rare EP items (100+ EP): very rare finds that are only placed in the EP shop for a small period of time (less than a month, 1 week at minimum).

If these EP items are to be rotated in the EP Shop, it could follow something like this, for example:
  • 2 Low-Cost EP items per year, each available for 6 months.
  • 3-4 Mid-Cost EP items per year, each available for 3 months.
  • 1-2 High-Cost EP items per year, possibly filling in some of the Mid-Cost EP item's gap months, for example.
  • 1 Rare EP item, released at any time.
Again, these are merely just examples. These durations are just for the sake of the suggestion, too, but I feel that with a system like this, it might make EP items more sought after due to their limited availability and the EP Shop in general more popular. This would allow only a certain amount of an EP item to be introduced to the game at a time, rather than a constant flow of new EP items being introduced. Having these EP items rotate or be available for a limited time might keep the EP Shop fresh and the items in the EP shop desirable at most times, rather than a new EP item that gradually loses its flare as more and more start cycling into the game.

Thoughts?
The following users liked this post: Jp, Bubblebeam2, Kaarel 123, Cjkinsey6

83
Screenshots / Re: Emps-World Meme Center
« on: September 02, 2016, 06:09:07 pm »
When Aaron makes you install plugins for Chrome.
The following users liked this post: Il Skill L, Drugs, Bubblebeam2, 66destroyer3, Someone12116

84
Showcase / Re: IRL pictures thread
« on: August 15, 2016, 10:07:49 pm »
Just came back from California, visited Yosemite and basically abused panoramas on my phone camera.
Some of them have little black spots on the top and bottom because I forgot to trim them, whoops.
Just some of my favorites.
(They're really high-res too, sorry about that :-[)



The following users liked this post: Just Humen

85
Feedback / "Single-Combat" Areas & Aggressive Mobs
« on: August 15, 2016, 09:28:34 pm »
Seems to be behaving moreso like a bug than anything, but I'll treat it as feedback for the moment.

This seems to have been a minor issue for some time now, nothing really game-breaking or serious PvM-wise. But with the new Ancient Caves and these new mobs, I've noticed quite quickly how these "Single-Combat" areas don't necessarily behave like a single-combat area most of the time.
Anyone who has ever been to Nechryaels in the Smoke Dungeon will probably be familiar with how they will occasionally pile onto you for some unknown reason, despite you being in a single-combat zone and already in combat with another Nechryael. This occasionally results in your current Necryael becoming untouchable for a brief moment which tends to get frustrating for the umpteenth time it happens. From my experience, this also occasionally happens with the Metal Dragons & Brutal Green Dragons when 2 attack you at once, but this issue quickly fixes itself.

These new mobs are no exception, only being a much higher combat level (and much more relentless with their potential damage output). While this doesn't happen with Melee from what I've noticed, it seems to happen fairly often with Magic. I have yet to try out Ranged, from what I recall I do remember splashing occasionally making the current mob you're fighting in the past unaggressive, and I have only so far tested this out on Ancient Gladiators, so the only issue might be that I am using Magic. But regardless, when I accidentally do not deal damage for a short while, then have 2 or 3 Ancient Gladiators charging at me (Or smacking me away with the other attack, making it incredibly hard to attack the one I currently am fighting), it makes one of the few viable ways to get a decent killcount per trip very unappealing. Adding to this the incredible amount of damage they have the possibility of hitting me for (I've already been hit up to around 40-50 from this, nothing too insane yet), it puts me at a pretty high risk of being demolished by mobs I am not even currently fighting.

How certain aggressive mobs and single-combat areas work together just tends to feel a bit wonky from time to time. I feel that the new mobs are fairly balanced for their difficulty, but become much more of a nuisance when they attack you out of nowhere while you're in the middle of a fight with another mob. Would it be a possibility to look into simply making them unaggressive so this doesn't remain an issue?
The following users liked this post: Str8att7, Cjkinsey6

86
Goals & Achievements / Re: Congratulations to our newest moderator
« on: July 15, 2016, 12:32:49 am »
A ???
Congrats!
The following users liked this post: Cjkinsey6

87
Goals & Achievements / Re: Fishing!
« on: July 03, 2016, 09:47:03 pm »
Pics or didn't happen-
Congrats. :P
The following users liked this post: Theoneofall

88
Goals & Achievements / Re: Administrator promotion
« on: June 27, 2016, 04:22:54 pm »
Congratulations. :D
The following users liked this post: Magecrune

89
Goals & Achievements / Re: Congratulations to our newest moderator
« on: June 19, 2016, 06:21:22 pm »
What.
Congratulations. :D
The following users liked this post: Drugs

90
Introductions & Farewells / Re: Blue Bird has flew away.
« on: June 18, 2016, 03:10:08 pm »
Damnit now you're gonna make me feel bad about that request. :'(
Best of luck to you.
The following users liked this post: Blue Bird

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