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Messages - Jp

Pages: 1 2 3 4 5 6 7 ... 72
16
Computers and Technology / Re: Speccy thread
« on: January 05, 2020, 10:07:48 am »

17
Computers and Technology / Speccy thread
« on: January 03, 2020, 02:48:51 pm »
https://www.ccleaner.com/speccy (Disable CCleaner install when installing.)



Go.

18
Help me! / Re: made mistype in email at the registration
« on: December 09, 2019, 07:54:40 pm »
You can't register an email without confirming it through a message you get sent to your email. Just login to account center again and register whatever email you want.

19
Suggestions & Ideas / Re: Member
« on: November 09, 2019, 01:12:07 pm »
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Problem with one day scroll is how the days work. Your 1 day scroll could be 1 hour depending when you activate it.
I assume days count down on server reset which is at 00.00 so if you activate the scroll an hour before reset your scroll will only last for an hour.

3 days sound better than 1 day due to the above assuming that's how the days work.

20
Suggestions & Ideas / Re: Member
« on: November 08, 2019, 08:47:48 pm »
That could be nice. One day is probably too little but one week or 10 day scrolls could be nice.
Dunno how the pricing (credit wise) would go but I'd imagine one week scrolls would cost slightly more emps-credits per days granted. Lets say ~150 credits for 1 week scrolls or ~180 for 10 days.

What also could be worth the consideration is to be able to stack member days up to like 60 or even 90 up from 30. I believe 30 is the max if I'm not entirely mistaken, can't really remember anymore.
Could then also introduce 60 day member tickets which would be slightly cheaper emps-credit wise compared to 30 day ones as in days granted per credit. Let's say 900 credits for example.

The situation would then be this assuming 30 days for 500 credits is the base price:
  • 7 days - 21,42... credits per day.
  • 10 days - 18 credits per day.
  • 30 days - 16,666... credits per day.
  • 60 days - 15 credits per day.
I'd imagine pricing them like this would be smarter business wise. Then again all 4 being priced at 16,666... credits per day would probably have same outcome anyway.

21
Games / Re: PSA: Free copy of GTA: San Andreas
« on: September 27, 2019, 03:36:21 am »
Cba to create a new topic, but Epic Games is giving away 2 new games, here's the link if any of you are interested:
https://www.epicgames.com/store/en-US/collection/free-games-collection

Games included:
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Feel like they're giving away something every month. week.

22
Games / PSA: Free copy of GTA: San Andreas
« on: September 20, 2019, 08:13:51 pm »
Rockstar launched its own gaming platform recently (similar to Steam, Uplay, Epic Games launcher etc...) and is when you install it you can grab a free copy of Grand Theft Auto: San Andreas.
If you already do not have this legendary game be sure to grab it. I'm not sure when the promotion ends.

https://socialclub.rockstargames.com/rockstar-games-launcher

23
Suggestions & Ideas / Re: 'Invincible' when teleporting
« on: September 17, 2019, 08:47:32 am »
How OSRS resolved this is that they added a cooldown to teleporting after you used a special attack due to people ragging with gmauls or trying to rush people and immediately teleporting away.
I think you have to wait 5 seconds after using a spec before you can teleport? Can't remember what the timer was but it's around that.

24
Suggestions & Ideas / Re: Forum Moderation
« on: September 17, 2019, 05:36:54 am »
Honestly don't think there's a point introducing forum moderators back considering the activity has gone down a lot. Discord is where the majority discusses outside the game.
Going through stickies and seeing what's outdated is a few minute job to either move them to garbage or edit them. Some sticky threads require +6 rights which forum moderators obviously don't have.

You will never see spam bot messages anyway because they won't get through the spam filter and are only seen by staff which are then moved to garbage.
1 - 3 word rule was dumb to being with imho because sometimes replies won't require many words and tangled novels are very annoying to read and in the end you have no idea what was the point.

25
Feedback / Re: About ability to see other persons drops in wild.
« on: August 08, 2019, 11:26:36 am »
Secondly, the reason a drop gets broadcasted is because it's a rare drop that has a high item value which applies anywhere, whether you are outside or inside the wilderness.
Broadcasts inside Wilderness was actually deliberately disabled at first but was later enabled for the sole reason to make players target for anyone.

26
Feedback / Re: group bossing
« on: August 01, 2019, 12:30:30 pm »
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Your main drop rolls 4/2/1,333... times on solo/duo/trio respectively.

27
Feedback / Re: group bossing
« on: August 01, 2019, 08:37:09 am »
Looks like someone is starting to do slayer :kappa:

On more of a serious note; how about scaling drops? i.e soloing Nex would give you 4 rolls on the drop table so the player would actually get rewarded for soloing.
If you're after experience instead of drops then this obviously makes no difference as 4 players is faster slayer experience per hour.

Bossing shouldn't be faster slayer xp/h compared to regular slayer monsters anyway in my opinion.

28
Suggestions & Ideas / Re: Spawn timers
« on: June 26, 2019, 08:31:48 pm »
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What he means is this: https://github.com/runelite/runelite/pull/2404
It's a feature in Runelite which shows when npc is about to spawn and in which square it spawns onto.

29
Suggestions & Ideas / Re: Mechanic ideas for hard mode KBD
« on: June 12, 2019, 11:05:27 am »
Is it an upgrade for current KBD or like new one in new place? If it's an upgrade then I would be against it. It's one of few bosses that could be killed by poor players. From KBD u can actually make quite good money which is good for start before you go to GWD/Group bosses.
Probably the most common misunderstanding what people seem to have is that hard mode replaces the original boss which is not the case. Original boss is not going anywhere hence the 'mode' wording.
Hard mode variant is the exact same boss with different and harder mechanics and different drop table.

30
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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