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Messages - Martin

Pages: 1 2 3 4 5 6 7 8 ... 17
31
Feedback / Re: Feedback about myself :D
« on: October 31, 2017, 11:05:36 am »
What would you add to the staff team? How does not being a staff member not give you a chance to prove yourself? How would you prove yourself if you were a staff member?

As for actual feedback on you, you're not very good at selling yourself. The things you describe about yourself don't really make you seem useful for the staff team.
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32
Feedback / Re: Yet another topic about spirit shields
« on: October 28, 2017, 07:25:23 am »
Reverted the spirit shield changes and gave the ice shield an adjustment: https://emps-world.net/forum/index.php?topic=20193.

Thanks.
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33
Guides / Re: AFK Traning at Abyss
« on: October 25, 2017, 09:55:30 am »
Reading feedback
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34
Introductions & Farewells / Re: Cornholio leaves
« on: October 24, 2017, 02:02:56 am »
also things within the staff team i just dont seem to understand.


Same I never really knew why you were in ???
The fact Martin likes this comment shows how unreliable and unprofessional the situation is.
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35
Feedback / Re: DPS, accuracy, average hit and so on
« on: October 19, 2017, 09:39:04 am »
Also magic seems to be splashing a loooooooooooooooot. I get it that it should be hard to mage a ranger but splashing 5-6 times in a row is kind of nonsense I think.

Can I get a concrete example on that (your gear + enemy gear)? Range is supposed to have superior bonuses against magic, which results in you splashing most of the time.

Max mage + overload + piety vs high end range gear + mage protect. You even splash on black dhides when using the same setup.

Assuming both players had max gear setup (third-age, fury, ring of stone, prayers + ovls) I was able to extract following values:
  • Hitting with magic on third-age range: 34% hit chance
  • Hitting with magic on black d'hide: 55% hit chance
  • Hitting with magic on third-age mage (same setup for both): 50% hit chance.
  • Hitting with magic on third-age melee: 70% hit chance.
That pretty much sums up the point of the combat triangle... You'll have a hard time beating an opponent that counters your combat style completely. One could now argue if this is good or bad, but I'd say it's fine that way. You can get an advantage in the fight if you bring a melee weapon.

Also, if you're not wearing a staff... your magic accuracy goes below 20%. That means you literally splash on your opponent most of the time.



On-topic: I'll get dps and accuracy meters ready for the next update before trying tweaking the system. I've already done tests with accuracy affecting your max hit more often being high, but I'm not yet satisfied with the result.




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36
Introductions & Farewells / Re: Cornholio leaves
« on: October 18, 2017, 09:44:37 pm »
also things within the staff team i just dont seem to understand.


Same I never really knew why you were in ???
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37
Suggestions & Ideas / Re: Yearly Member tickets
« on: October 18, 2017, 08:24:51 pm »
I would agree on like 10 & 20 day member rings, but i can't see point in what you call a "yearly" member ticket.
Shorter member tickets might be interesting, but I do think the number of members will decrease as a result. Kinda think that's a bad thing.
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38
Screenshots / Re: Emps-World Meme Center
« on: October 18, 2017, 10:19:18 am »
How posts releated to old schol emps-world are handled:
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39
Suggestions & Ideas / Re: Dye shards
« on: October 16, 2017, 09:02:29 pm »
No thanks, I'd rather keep the dyes rare.

The ability to trade the shards makes it quite easy for dyes to come into the game. Clues are actually decent money now, any increase in shards is a step towards that no longer being the case.

Inb4 BUT MUH IRONMAN CANT TRADE. You're an ironman, work for it.
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40
Screenshots / Re: Emps-World Meme Center
« on: October 07, 2017, 10:59:10 pm »
When pkers make threads about reviving the wilderness but when you point out flaming is a problem they stop the discussion.



That might also happen since the whole argument about toxicity is nonsense. Seeing as OSRS is even more toxic than Emps and yet the PKing is doing fine there. Assuming toxicity inside the community was enough to kill a PvP based game, LoL, Dota and CSGO shouldn't even exist.

Let's assume every player in the osrs worlds 69, 16, 8 and 18 were PKing. That's combined total of 3884 players out of 57,3k that are currently online as I'm writing this reply. That isn't even close to being 10% of the whole player population even with the assumption of every single player actively PKing. Realistically it's like around 2% of the population PKing at any given time. At peak times in Emps that would mean whopping 2 people PKing. The problem we're having is the low player count.
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41
Off-Topic / Re: What annoys or pisses you off?
« on: October 07, 2017, 08:34:12 pm »
ppl still think 'oldschool' will bring back 1k players because thats the cause-result expectation they got fed.
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42
Screenshots / Re: Emps-World Meme Center
« on: September 30, 2017, 04:47:46 pm »
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43
Change to brews is fucking retarded and Glory (t) was garbage enough as it was. The hell is this.

As a mercher myself, loving the GE updates. <3 As mentioned before, glory(t) was bad change, using it to upgrade from fury. It was at perfect place before.


On average your profits are decreased since price you're selling items at is no longer the price you're going to get. It's less in most cases.

No. It will be greater equals the price you're asking for. Depending on the buy offer it can be a little bit more or a lot more than your offer.

That's my bad, but I still do not get the potion changes. Why make already existing content useless just to make room for new content that only replaces the old content without adding anything new. Yes, we got OVLs at the expense of brews and super potions becoming useless in combat. That's 7 newly useless potions just to add a single new 1 into the game. The old super potions would have been weaker than the OVL so I see no need for the nerf. And how come Glory (t) was not supposed to be an straight upgrade to Fury even though it has been so for god knows how many years?

All this sounds oddly similar to when God bows were nerfed just so elemental bows would be a little bit more relevant although both of them are still shit for 2-handed weapons.
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44
Hello everybody,

I've got a few balancing changes ready for today. Please read through them and let me know what you think!

Herblore Extension - Overloads
Overloads and extreme potions are here! You can find the recipes in the Herblore skill interface in the game. An overload potion is a combination of an extreme attack, strength, defence, magic and range potion. So all of your combat stats are boosted. Also, they won't decay for the duration of the potion effect. So your levels always stay at their maximum. With this update, I'm also nerfing normal and super potions. This is necessary, else our overloads will end up making you way too strong:
  • Brew's stat reduction has been reduced. However, the reduction is now stacking.
  • Normal potions: You now get 1 + 8% of your level as boost.
  • Extreme potions: You now get 3 + 20% of your level as boost: This gets your level up to a maximum of 122.
  • Overloads: Mix all extreme potions together to get an overload potion. This boosts all your combat stats to 122 and keeps them there until the potion effect runs out.
I am aware that this is a nerf to super potions, but it was impossible to add new potions with super potion's combat power. Extreme potions and overloads are untradeable. Also brews have received a nerf in their healing power and stat boosts. On the other side though, their stat reduction effect is no longer that strong. Some level requirements for potions have also been reduced. Please check the Herblore skill guide in-game for all the details.

The screenshot shows drinking an overload potion and new water, which has already gone live a few days ago.

Grand Exchange
It was sometimes not satisfying how the system worked and I've also identified that quite a few price calculations are just wrong. With this update I have taken randomness out of the market system and want to improve the fairness of transactions. I've changed the following:
  • Price calculation updated. I'm no longer taking random values out of all transactions of the past 90 days for the average price. I'm now taking the most recent 200 transactions of an item to calculate its price. I remove a percentage of outliers and calculate the mean of the residual values. I'm also taking the amount of the transaction into consideration now. This ensures a better calculation of prices and people won't be able to manipulate an item's price anymore by selling or buying an item very cheap or very expensive (e.g. fishing bait).
  • Offers (buy & sell) are no longer randomly being matched. Before the update it would just find any buy offer and any sell offer that match and would complete the transaction. This resulted in the system not really being able to detect increasing or decreasing prices quickly enough or even not at all. I've taken the randomness completely out of the transaction matching code. The best buy offer is now matched with the best sell offer. If your buy offer is the highest, the system makes sure that you have the highest priority in buying the item and thus will get it first. You will be matched with the best possible sell offer.
  • The selling price is no longer the price that will be paid. You're now charged by the average of the buy and sell offer. This means that if I buy an abyssal whip for 2m and somebody sells it for 1m, it will cost me 1.5m and the seller will also get 1.5m ((2 + 1) / 2 = 1.5). This system ensures more fairness towards sellers and will no longer result in hesitations for sales.

Engine Updates
  • Certain wall objects have had their orientations fixed (barbarian village shelves, shields in varrock castle, etc.). The configuration for wall configs has been wrong and they sometimes were wrongly rotated. This was barely even noticeable, because only small objects were affected. This also fixes a bug where clicking areas for such object were wrong (rub glory in POH). This patch also slightly increases loading times for lower-end computers.
  • Holding down the CTRL button now allows you to instantly drop items from the inventory. If items cannot be dropped, it'll trigger the destroy dialogue.
  • Scrollbars have visually been updated. They now have a gradient instead of being a single color block.
  • Water shaders have completely been reworked. You'll find water being more realistic now with a ripple effect. Reflections are planned as final step for the water update. Though, only for high-end computers in order to be able to render the refractions fast enough.
  • The kill logs interface has been updated. You should no longer crash or find buggy models when idle animations are disabled. I wasn't able to get any issues on my laptop anymore. However, please let me know if there's still issues if you find any!
  • The way monsters are rotated to terrain has been changed. This will fix flickering issues with large monsters on small hills (frost dragons).
  • I've started to work on a loading mechanism that completely gets rid of loading screens, which will allow me to set infinite rendering distances. Theoretically speaking of course, it'll still be limited to the maximum performance of your computer. Anyway, I can't say when I have this update ready,  but I've started to work on it as small side project. This will also boost performance even more once finished.

Changes and Fixes:
  • Several elite clue item requirements have been changed. Certain items that were really difficult to obtain have been replaced with more common items. You can view the changes on the wiki in the coming days: https://emps-world.net/wiki/Clue_scrolls (please give us a few days to update that!)
  • The chances for obtaining crushed nests from Woodcutting has been increased from 5% to 8% (10% with strung rabbit foot).
  • New creature can be hunted: Grenwalls. You need 5 Grenwall spikes to create extreme Ranging potions.
  • Ground mud runes can now be created by using 5 mud runes on a pestle and mortar. You need 1 ground mud rune to create extreme Magic potions.
  • Quarrymaster aura now also works on gem rocks.
  • The experience curve for Pest Control experience rewards has been adjusted. You now get more experience on lower levels than before. The maximum amount of experience to obtain remains unchanged.
  • The defensive bonuses of glory (t) have been reduced. It shouldn't be straight up better than an amulet of fury.
  • Amulet of ranging has received a +5 prayer bonus to be comparable to other top amulets.
  • Third-age amulet now gives +2 health bonus.
  • Alch value increased for following items: Dragon halberd, wands, infinity robes, dragonfire shields, barrow gloves, dragon boots
  • Rare clue scroll rewards are now broadcast (< 1% dropchance).
  • Nex armour drops are now broadcast.
  • Giant pouches are no longer being broadcast.
  • A bug was fixed where certain items wouldn't degrade.
  • It's now possible to rest by right-clicking the run-orb on the minimap. Resting increases your health and hitpoints regeneration rate.
  • Several stairs in Falador have been fixed.
  • Corporeal beast can now be fought in instances.
  • The Runecrafting experience multiplier for combination runes has been increased from 1.1 to 1.5.
  • Buggy spots that could get you stuck around the Ice wyrm cave entrance area have been fixed.

Since a lot of people kept asking me about oldschool: No, there's no progress yet. I'll be posting it when available. I hope you enjoy this update, it brings a little more usefulness to Herblore and solves a few issues with the Grand Exchange. :)

All the best,
Thomy




Changes of 20th:
  • Due to a large disappointment of super potions, I've reverted them back to their old state. They now boost stats up to 118 again.
  • Extreme potions and overloads now boost stats to 122.
  • Brews are healing for 16 again.
  • Zamorak brew acts like an extreme strength potion and boosts strength to 122.
  • Saradomin brew acts like an extreme defence potion and boosts defence to 122.
  • Hunter experience rates have been reduced by roughly 30%. This should've already been in the patch yesterday, but I forgot to update it. Hunter was being trained a little too fast. My bad, made a mistake in my calculations.
  • Overload boost is now re-applied every 5 seconds instead of every 15 seconds.
  • Corporeal beast instance fixes.
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45
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 28, 2017, 06:56:10 am »
Guardian angels shouldn't exist in old school emps
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