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Messages - Jandar

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61
Screenshots / Lets go for 2nd pumpkin lantern!
« on: October 28, 2017, 10:09:31 pm »
Prepared for 2nd trip, pumpkin lantern im coming!


We are the people, that rules the world! 8)
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62
Hey guys,

It's been a while since the last update and thus this topic is a little longer. I've done my best to keep things as short as possible, so that everything can be read quickly. We've got a new boss and some tweaks for the Ranging skill introducing proper longbows, new arrows and new bolts!

Engine / Performance Tweaks
Quite a lot of people were complaining that the game was lagging. I've investigated the issue and was able to tweak some things in the engine that will improve fps rates overall. I was able to identify and fix a few problematic rendering issues. The game runs best on a dedicated graphics card. If you've got a laptop with 2 graphics cards, make sure Emps-World runs on the high performance one! Intel HD chips (primarily on laptops) are known to be slow and really can't get you 60+ fps with maxed out settings. I'll now be stopping to improve the game's performance, because it's been the only thing I was able to do in the past weeks. I want to focus on content updates rather than improving the game engine more and more. I've also received quite a few reports about invisible players, areas not loading properly, flickering objects, etc. I'm still working on getting all graphical glitches fixed, but it should already be in a really good state right now. These problems are coming from the aggressive loading method I'm using. If you enter a new area, your game doesn't pause and loads new data on-demand resulting in smooth loading processes. While this sounds really nice in theory, it's a nightmare to program it. That's the main reason for certain objects not loading properly or players disappearing. However, it's already working out quite nicely and will be free of bugs in the future. ;)

Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.

Har'Lakk
Up for a similar challenge as Nex? Har'Lakk is going to give you another tough fight! You can enter the boss lair north-west of the Barrow hills. If you cannot find the spot, use the minimap and simply search for Har'Lakk. The boss drops items for the 4 top damage dealers and can be instanced. It is highly recommended to face this enemy as a team. The best drops you can get are the Demon longbow and Demon crossbow; new level 85 Range weapons. These weapons allow you to fire Ancient arrows and Ancient bolts, which will boost your dps by a significant amount.

I've tried my best to get Har'Lakk down on my own... but I couldn't get it done. Maybe you can show me how to properly get a solo kill? ;)

Here's the Demon longbow and crossbow:



More Ranging Tweaks
I'd like to make longbows more useful in the game and am thus introducing their weapon type. Whenever arrows are used with a longbow, they give you additional +30% Ranged strength to compensate for their slower attack speed. This results in much higher dps and makes them a valid alternative to shortbows.

The Ranged requirement and thus crossbow requirement for enchanted bolts has been increased by some levels each. You now require a level 71 or 72 Ranged weapon to fire dragon or onyx bolts. The strongest ammo shouldn't be usable with lower level crossbows, because it results in too much damage on weaker equipment. Enchanted crossbow bolts with their level requirements are now also existing in the Range skill guide.

I'm changing the level requirement of dragon arrows and introduce 2 new arrow / bolt types:
  • Dragon arrows: require level 60+ bow
  • Barrow arrows: require level 71+ bow
  • Ancient arrows: require level 82+ bow
  • Ancient bolts: require level 83+ crossbow
The point of this change is to create a gap between low and high level Ranged gear. Prior to the update you'd get almost the same damage of any bow that used dragon arrows. You can now use higher level arrows with higher level bows, which gives higher level bows a real power-up. However with this changed I am forced to nerf the arrow strength of arrows by 10%. Otherwise the newly introduced arrows would outperform everything. Barrow and Ancient arrows can be poisoned as well. The projectiles of poisoned dragon, barrow and ancient arrows have received a different model. It can now clearly be seen when you're firing a high-level poisoned arrow.


Engine changes:
  • Fixed screen mode updated. It's now usable and scales appropriately with your monitor. If you've been a fan of the fixed screen mode, I recommend trying it out now and adjusting the frame scale setting in order to make it bigger.
  • I've identified quite a significant fps drop when new regions are loading. I can't remove this completely, because loading a new region just requires some loading time. However, I've changed the way a new region loads a little. The minimap is now refreshed after the region is fully loaded, which has a smaller impact later on on fps drops. I've also sped up the way floor is loaded. Overall the fps drop still exists (has no fix), but is a lot less impactful than before.
  • Fog calculations overhauled. I now have support for more foggy areas and the way fog is calculated was also adjusted. This may result in an increase of fps on slower systems and fixes some transparency issues with distant objects.
  • Animated objects are now properly replaced and are no longer flickering. This issue existed pretty much only in Agility courses, especially in the Karamja one.
  • A bug with character / npc clones has been fixed.
  • The option to select Pick Mode has been removed. By default the software pick mode is now used, which is faster and isn't an ancient openGL technique that's long deprecated.
  • Minimap viewer has received some improvements. Certain maps would not load and edges of walls wouldn't display.

Game changes and updates:
  • Kolodion respawn timer changed from 30 minutes to 15 minutes.
  • Certain minigame npcs have had some of their combat issues fixed: Spectrals, barrows, etc.
  • Zamorak and Saradomin bows have been buffed. Their unique arrow effect has been turned into more reliable and flat +8 arrow strength bonus when used with their appropriate bow.
  • Karamja Agility course has received a little overhaul. Animation timings were improved and a few bugs have been fixed.
  • The dragon arrows reward in the Barrows chest has been replaced with Barrow arrows.
  • Nex and ancient warriors/rangers/mages now drop Ancient arrows.
  • Dragon arrows can now be fletched. All dragon arrow drops have been replaced with dragon arrowtip drops.
  • New arrow types (barrow and ancient arrows) can now be fletched.
  • Crossbow stand animation has been updated. Crossbows will no longer be inside the player model.
  • Bolt animation updated. You can now see what type of bolt you're shooting (includes enchanted ones). The start and flight animations have also slightly been improved.
  • Non-members can now use one additional bank tab and members two. Resulting in a storage of 11 bank tabs and 1200 items in total.
  • Halloween event has been removed. You can no longer get any skulls as drops. However, the miniquest including Roddeck and the Grim Reaper can be done any time.
  • The spawn timer of Shooting Stars has been reduced by about 60 minutes. A new star can now spawn in 60-90 minutes instead of 120-180 minutes.
  • Cabbages can now be harvested! You may have to re-plant them in order for this fix to apply.

The past weeks have been quite stressful for me, because I had a lot of other irl things to do. I'll now be looking into the Christmas event. After that I'll make sure Melee and Magic also get a brand new tier 85 weapon with a similar boss challenge!

All the best,
Thomy
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63
Screenshots / Re: Emps-World Meme Center
« on: October 20, 2017, 01:05:28 am »
Martin searching for players to promote
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64
Guides / Re: Glacors
« on: October 15, 2017, 04:12:53 am »
Requirements
  • 80 (preferably 99)
  • 70 (preferably higher)
  • 96 (to make overloads)*
  • 92 (active membership)
*Overloads aren't completely necessary, however they make everything a lot more convenient.
You should consider not mixing requirements and recommendations. Either keep it limited to requirements, in which case remove herblore requirement and mention membership in a separate line if it's necessary or simply have two lists, one for requirements and the other for recommendations.

Location
They are located deep within ice cave. There is no agility requirement to get to them. You may get frozen by ice strykewyrms on your way there, pray mage to prevent that from happening. The quickest way to get there would be teleporting to port sarim, this is easily done with a mounted glory in a player owned house.
If you're at a POH, then you might as well just walk from Rimmington, there's no need to make it so complex, setting home teleport to Rimmington is probably better advice. Adding construction as another recommendation would be unnecessary for this guide considering how little benefit this actually has.

These look like unedited screenshots that don't really add anything because nothing in these grabs attention. I'd recommend that you zoom out the first one and have it include Rimmington teleport location and edit the pictures to try to bring out the destination of each map more. Right now at first glance people see the areas that these maps show and then have to try to figure out why you're showing them.

Setup
Ranged is the optimal combat style to use. Their melee attacks can be avoided by safespotting and their mage attacks mostly hit 0 on ranged armour. Onyx bolts (e) allow for longer trips due to lifesteal. You will use a large amount of ammo per kill however, so cheaper alternatives are viable. Due to crystals currently being cheap An upgraded abyssal bow might be worth using, it does provides better dps than onyx bolts. I'll give two example gear setups. I don't recommend doing glacors in cheap gear. Your inventory setup varies depending on your gear and how good you are at killing them, I've provided an example but you should try different ones.
Aww, apart from the small hiccup while describing the path to glacors, you were doing so well with using passive voice, why ruin it in this and the next paragraph?
You mentioned safespotting, you could add an image or a 404 - image not found for the location of the safe spot.
Don't end sentences or parts of sentences with the word "however", it doesn't add anything.
"Viable" isn't a good word in that sentence either, try something along the lines of "cheaper alternatives can be considered".
No need to mention current prices of equipment, doing so would likely mean that the guide won't age well and there can be sudden changes to prices, so it might not even be true in the near future.
I'm pretty sure that glacors won't care about the value of your gear, so if you want to advise that people shouldn't use weak gear then say so.


*Shenven can assign Glacors as a slayer task. On a slayer task you should use a full slayer helmet and chaotic crossbow.
If you're going to point out something about the gear then stick to talking only about the gear.

Mechanics
Glacors have a few different mechanics you should know about and pay attention to if you wish to kill them efficiently. They attack with all three combat styles. They swing with both arms if they use their melee attack. They lift up their left arm for ranged and their right arm for magic. They have a big magic attack that targets the square you're standing on, this can be sidestepped. It will go right through prayer and armour so be wary of it, I've seen it hit up to 86. The animation for it is fairly long, so it shouldn't be too difficult to dodge.
Use plural when talking about things relating to multiple glacors, each of them has a left arm, so you're talking about multiple left arms or alternatively get rid of plural, in which case you can talk about what each glacor is like. Either change reds to singular or blues to plural.


The magic attack, ranged attack and big magic attack.
Nice error.
Once at x hp glacytes will spawn, there are three kinds of them. They have 80 hp and if left alone will sacrifice themselves to heal the glacor for 80 each. If they die they boost the glacor's stats in a certain way. The enduring will boost defense bonuses, the unstable boosts offense bonuses and the sapping will give the glacor lifesteal.
If you don't know something then remove it, x hp doesn't say anything.


Glacytes spawning and sacrificing themselves.

Drops
They drop the new best in slot gloves that match the boots ice strykewyrms drop. I don't really think they'll be worth killing for money after the price of gloves drops as more enter the game, their common drops aren't that great for something with more hp than most bosses. Their slayer exp is kind of bad too, but they are fun to kill imo.
Nice errors and the drops section is completely unnecessary.
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65
Feedback / Re: Emps-Wiki: feedback
« on: October 12, 2017, 09:24:36 pm »
https://emps-world.net/wiki/Ardougne

"You can reach Ardougne with the spell Teleport Ardougne on your Normal spellbook or with an Ardougne teleport tablet, dropped by wizards"
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66
Screenshots / Re: Emps-World Meme Center
« on: September 30, 2017, 04:47:46 pm »
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67
Goals & Achievements / Idk if i can call this achievement but...
« on: September 30, 2017, 02:07:17 pm »
When I'm bored :P





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68
Suggestions & Ideas / Re: Giving Wiki Contributors an in-game rank
« on: September 29, 2017, 07:40:52 pm »
Managing the ranks might become a hassle at some point if the number of editors suddenly increases by a lot and I guess picking up editors should become a bit more strict because of that, if the ranks were implemented. Currently the pretty much only ''requirements'' are fluent English and some knowledge about the game. I don't see the in-game icon being necessary.
If wiki team ingame rank becomes a thing then i can see many players trying to join the wiki team just to have that icon in front of their names without actually doing anything good for the wiki..

We actually have rather high standards for when people get the wiki contributor rank on the forum, wiki editors need to have been active on wiki for several months before the request for the forum rank is even considered and that's when the only benefit of having the rank is having the wiki userbar and getting access to a practically empty wiki section.
The in-game rank if there were to be one, would be based on who earns the forum rank, not based on who gets a wiki account.

Other than that the wiki admins have quite a lot of control over wiki, so I wouldn't worry about the quality of wiki going down as we can easily block people, revert edits, protect pages from being edited by non-admins and there are no clear standards for anything, so if we choose to suddenly demand that someone needs to write 10 useful guides, have 100 days online-time on the forum, have been a staff member for more than 13 months and have a degree in both women's studies and disability studies, then we could do that and there would be no way around those requirements.


@charr, please for the love of god stop suggesting more tutorials. Nobody likes tutorials and most of the people will find the quickest way to skip it without it having any positive effect on the gameplay..
Also i find broadcasting basic information to be annoying as hell. If this becomes a thing then i hope that a way to turn this feature off is also broadcasted.
I completely agree with this, please don't do this. This would be really annoying and help no one.
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69
Suggestions & Ideas / Re: Giving Wiki Contributors an in-game rank
« on: September 29, 2017, 02:23:12 pm »
Having more ingame ranks has never in the history of emps been a thing that developers wanted to see.. Veterans, donators, wiki team, best pkers and whatnot have been suggested countless of times but never has it become a thing. And I can see why. First of all it would make us look 'cheap', 2nd of all it would become confusing if every 2nd player had some sort of symbol in front of their names.
If wiki team ingame rank becomes a thing then i can see many players trying to join the wiki team just to have that icon in front of their names without actually doing anything good for the wiki..
I'd rather see a forums functionality for them and as mary said, access to world 3 if it's necessary/helpful in any way.

@charr, please for the love of god stop suggesting more tutorials. Nobody likes tutorials and most of the people will find the quickest way to skip it without it having any positive effect on the gameplay..
Also i find broadcasting basic information to be annoying as hell. If this becomes a thing then i hope that a way to turn this feature off is also broadcasted.
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70
Videos / loot from 100 kalphite queen
« on: September 26, 2017, 10:42:25 am »
Not a valid %s URL
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71
Feedback / Re: Emps-Wiki: feedback
« on: September 25, 2017, 04:19:28 pm »
https://emps-world.net/wiki/Ancient_warrior

Doesn't have droptable
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72
Update Notes / Update October 6th - Glacors, Graphic Tweaks and Fixes!
« on: September 23, 2017, 08:58:51 am »
Hey guys,

I've got a few things ready for today, so please take your time and read through the patch notes. Some updates may be of special interest to you. Have fun killing Glacors! ;)

Glacors - Steadfast, Glaiven and Ragefire Gloves.
Glacors can now be found in the Asgarnian dungeon (wyverns cave). They require level 92 Slayer to kill and drop new tier 80 equipment: Steadfast, Glaiven and Ragefire gloves, which have the best offensive bonuses in the game. Below's a picture of me fighting a Glacor with its companions:

Culinaromancer gloves have received slight adjustments (leather, bronze, ... dragon, barrow) with this patch too. These gloves are supposed to be used with all combat styles and their defensive bonuses have been adjusted accordingly. I've also identified that gloves are giving much more strength bonus compared to their boots counter parts. Thus, I've increased the strength bonus of following items:
  • Leather - mithril boots: +1 strength
  • Adamant boots: +2 strength
  • Rune boots: +3 strength (up from 2)
  • Dragon boots: +4 strength (up from 2)
  • Bandos, armadyl and battle robe boots: +5 strength (up from 3)

Engine updates:
  • Improvements for textures with alpha values. Leaves of trees will look smoother now.
  • Support added to load custom model formats. This means that we can develop custom models with textures from now on.
  • Loading new areas has less impact on your fps rate now. Distant objects may fade in a little bit slower, but therefore your fps isn't dropping a lot anymore. You'll still feel short loading spikes, because I want to make sure the map is loaded fast enough in order to be able to immediately continue playing when new areas fade in.
  • Moving textures should no longer shortly show other textures (magic trees).
  • Crowded areas will now lag less. I've optimized the animation downgrading code and tweaked it when lots of players are around. This issue never existed, but since we've peaked at 128 players last Sunday... this was starting to get an issue. ;)
  • Dragging items will no longer trigger the move interface event. This was an issue when dragging items from the very top of your bank to the very bottom. The moving speed of items in the bank has also been increased.
  • Zoom in and out speed has been halved. This will help zooming with touchpads on laptops smoother and easier.
  • Improvements to the ground smoothening algorithm. Texture blending is now smoother and only at edges where it's really needed.
  • Click areas for large monsters have been increased.
  • Nex can no longer be hidden when standing on top of her. This will also apply for other bosses in the future.
  • HD floors have received further improvements. The game will now detect different ground types (snow, sand, grassland, mud, etc.) and mix textures accordingly. The ground quality settings have also slightly been reworked and can now be combined with HD water unless being on the lowest setting.

Game changes / fixes:
  • Online time on the account page has been fixed.
  • Corporeal beast 2nd form spawn location fixed.
  • Sigil drops are now broadcasted.
  • Smithing 1, 5 and 10 are now correctly working.
  • Monks of Zamorak can no longer be assigned as a Slayer task.
  • Using a grimy or clean herb on a Leprechaun now notes all herbs of the same type in your inventory.
  • Special attack regeneration rate adjusted. I've copied the values from the OSRS wiki. It now restores 5% every 15 seconds. You'll also no longer immediately regenerate special attack when logging in. I've found and fixed this bug with the adjustment.
  • Colored max capes have received the effect of max capes (accumulator, skillcape animation, description).
  • A bug was fixed where degrading items were resetting their charges upon every login.
  • Hit counters on players in wilderness are now cleared after 7 seconds out of being combat rather than 10. That should make sure that 'old' fights no longer have left-overs in 'new' fights.
  • Dropping items now resets your current skilling action.
  • Guardian angel tickets and double xp scrolls can now be bought on ironman accounts from the Grand Exchange.
  • Sacred clay equipment from the tutorial is now correctly equipped.
  • Scan clues now give directions when being far away from the spot.
  • Destroying clue scrolls now ensures that you get a new clue afterwards. Unless you're very unlucky and get the exact same clue again. Chances for that are 1 in the thousands though.
  • The visual combat level of Spectrals has been changed to 369. This changes nothing about their combat behavior, but marks them as stronger foes for people who haven't fought them yet.
  • Crystal shield is still being too strong compared to other shields. I don't want it to remove it from its spot of being a really good defensive shield and thus have given it negative accuracy bonuses (-7 for every combat style).

I've been quite busy in the past weeks with exams, so I wasn't able to get another update done in September! I can already spoil you with things that are planned for late October though. We'll be getting a Nex pet and a brand new boss with new weapons! ;)

All the best,
Thomy
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73
Feedback / Re: Emps-Wiki: feedback
« on: September 18, 2017, 07:26:56 pm »
https://emps-world.net/wiki/Crossbows

karils
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74
Videos / loot from 1000 ice strikewyrm
« on: September 17, 2017, 01:16:44 am »
Not a valid %s URL
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75
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