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Messages - Jandar

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76
Videos / [Iron-man] - Rotanas progress video (From 0 to maxed)
« on: September 10, 2017, 10:32:21 pm »
I actually found this video on YT, it was posted 1 week before im writing this post, and i've couldn't find anythink about it on forum (sorry if there is one, just let me know). But i really want to everyone see how much work was made into it. All credits goes to Rotanas, i have nothing with it.


Dont forget to leave a big thumbs up on this video in youtube.!
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77
Feedback / Re: Emps-Wiki: feedback
« on: September 08, 2017, 07:48:08 pm »
Repair cost of Nex armor pieces should be added to each of the pages. Torva platebody page displays a picture of the updated RS3 version of the platebody and not the one we have in Emps.
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78
Off-Topic / Re: Karel appreciation thread
« on: September 07, 2017, 08:38:54 pm »
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79
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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80
bump - until third reply
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81
Screenshots / 100dmg
« on: September 01, 2017, 01:34:35 am »
Hello

I wanted to make 100dmg to Spectrals.
Finally, after quite a many attempts, I did it. :)


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82
Goals & Achievements / Re: Maxed out + bank!
« on: August 31, 2017, 09:33:49 am »
gratz!
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83
Guides / Spectrals guide
« on: August 29, 2017, 07:57:44 pm »
SPECTRALS GUIDE



I.   Spectrals
II.   Location
III.   Setups and Tactics
IV.   Escape routes
V.   Drop tables
VI.   Helpful tips



Spectrals

Some of you may be wondering what they so I'll give you a basics what they really are:

•      They are 155 combat monsters with 342 hp.
•      They use 2 different attack styles which is magic and melee.
•      There are 4 different types of them and they all drop different ancient armours: Spectral attendant, Spectral cultivator, Spectral Tender, Spectral Worshipper.
•      Spectrals considered to be best money making method in Emps-World.


LOCATION


They are currently located in 30-34 wilderness so It's quiet dangerous out there

The most efficient way to go there is by using games necklace and teleporting to Revenants

Follow the red line to get there and avoid black marked territory

SETUPS AND TACTICS

In this section I'm gonna talk about my personal favourite armour setup and about some ways to kill it.
My personal setup:

     

Equipment:
Bolts: Onyx (e)- their effect is to heal 25% of the damage they deal, this has a 20% chance of happening. They also provide a 2% lifesteal bonus.
Ranged armour: I'm using void because of It's range accuracy, strength. It may be optimal Armadyl and 3rd Age range will work either way, It's just with them you will risk bigger amount. Also a good addition to the set would be ice crown because It extends freeze time
Magic armour: I'm using ahrim because It's cheap and it has set effect which increases spell effect by 25%. But 3rd age magic is also good because of high defence
Wings: It may be optimal, I'm confident enough that I'll escape so I'm using them. But for begginers I don't recommend taking them.
Amulet: Salve amulet really helps because It gives you some additional 20% damage against undead monsters
Cape: Ava-> Max cape
Ring: Ring of stone
Boots: Ranger boots-> Armadyl boots -> Glaiven boots
Shield: DFS-> Spectral Spirit Shield (Its special ability is that the wearer's maximum Hitpoints level is increased by +11 also operating the shield enables an aura that negates all incoming damage for 2.5 seconds)

Note: Keep in mind It's my way of killing em there's one other way almost as efficent as this one which people mainly use (It's little bit safer). I'll write about it other day.


Tactics

So basically what you're going to do is go on grave and dig it up by using spade. A spectral will pop up from the ground and will start attacking you. The first thing you should do Is attack it with range and switch to magic and cast  "Ice barrage" until you successfully freeze it. Then run few tiles away from it and start ranging until it starts. Repeat the process until spectral unfreezes.




Why first hit with range? It's probably bugged because if you try to freeze on first hit and be sucesfull on it. It will not freeze somehow.

ANOTHER WAY OF KILLING IT

This way may be safer way to kill Spectrals because you will have more space in bag for supplies.

Setup:


Note: You should take less potions to have more space for food.

Magic armour: Ahrim-> Battle robe -> 3rd Age magic
Helmet: Ice crown (as a special effect it increases your freeze durations by a flat 5 seconds) -> Slayer helmet If you are on task
Cape: God cape-> Abysall cape-> Max cape
Amulet: Salve amulet
Ring: Ring of stone
Boots: Infinity boots-> Battle robe boots-> Ragefire boots
Gloves: Infinity gloves-> Barrows gloves-> Battle robe gloves
Shield: DFS-> Spectral spirit shield-> Ice shield (as a special effect it decreases bind effects cast on you by 5 seconds)
Weapon: Elemental staff  (it supplies you with an infinite amount of Air, Water, Earth and Fire runes when equipped)
Secondary Weapon: Rod of Ivandis

So basically what you're going to do is go on grave and dig it up by using spade. A spectral will pop up from the ground and will start attacking you. The first thing you will do is try to freeze it by using Ice Barrage, cast this spell until you are succesful of binding enemy. Then run away few squares from It and switch to Rod of Ivandis and start attacking it until it unfreezes. Repeat Ice barrage after it start attacking you. If spectral was able to hit you, don't switch to Rod of Ivandis after freezing it, just keep the same staff and switch spell to blood barrage to heal yourself.

ESCAPE ROUTES AND TACTICS

I'll show you routes which people mainly use to escape
Don't panic if you got teleblocked while you were killing it, just follow the route and climb up the wall which is marked by blue square



In any other situations just go south and avoid multi combat zones if multiple people are after you (area marked in black)

Let's talk about escape tactics, imagine that whoever is attacking you is will most likely be freezing you. What you're going to do is wait until your freeze timer is about to run out (wait around 8 seconds), when start freezing opponent yourself and you should be safe If you are sucesfull freezing him this makes your freeze timer ran out and you're briefly immune to being frozen while he just got frozen.


DROP TABLES



Also Spectrals drops some supplies: bowstrings, rune essence, adamant bars you should pick them up if you have free space

HELPFULL TIPS


•       Avoid peak time
•       Don't stay until you're out of supplies, make sure you have enough to escape.
•       Don’t announce that you got a drop anywhere because pkers may come after you
•       If you forgot spade there is one spawning north of the graveyard in a broken house
•       Keep your HP as high as you can
•       Protect from magic all the time

Note 2: Keep in mind this guide is not complete and I'll be updating it daily with some other methods to kill it and with other Important stuff.
Let me know of any mistakes I did ( grammar mistakes also counts)


EDITS:
2017-08-30 : Credits to Charr and Iron Corne.



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84
Feedback / Re: Emps-Wiki: feedback
« on: August 28, 2017, 08:26:53 pm »
https://emps-world.net/wiki/Dagannoth_rex

noted bones.
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85
Goals & Achievements / Re: Maxed out + bank!
« on: August 28, 2017, 12:42:49 pm »
Gratz!
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86
Goals & Achievements / Re: Maxed out + bank!
« on: August 28, 2017, 11:55:20 am »
Congratulations
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87
Goals & Achievements / Re: Maxed out + bank!
« on: August 28, 2017, 10:12:16 am »
Congrats ! :)
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88
Goals & Achievements / Re: Maxed out + bank!
« on: August 28, 2017, 10:00:35 am »
Congratulations.
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89
Goals & Achievements / Re: Maxed out + bank!
« on: August 28, 2017, 07:44:23 am »
Congratulations.
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90
Hello everybody!

I've got some interesting changes ready in this update. Please take your time and read through them. :)

Minimap
We've completely overhauled and customized all minimap icons with meaningful descriptions. The worldmap viewer reflects this change and you can even search for places of interest. I think it's easier to just show a screenshot of what I'm talking about:

If some places are missing or are wrong, please let us know! Also special thanks to JP writing and collecting most of the data. Really helped me to get this update done sooner.


Barrow, Shadow, Blood and Third-age Dye
I've added a new reward to clue scrolls: Dye shards. Combine 500 of these shards with a Dye bottle (costs 2 EP) to create one out of 4 dyes that can be used on several items:
  • Torva
  • Pernix
  • Virtus
  • Full slayer helm
  • Max cape and hood
Please bear in mind that once you've used the dye it will vanish and your equipment will become untradeable. The dyed item is reverted back into its original form if lost in PvP zones (if someone kills you in wildy). Each hard clue scroll rewards you with 1-4 random shards and every elite clue scroll with 2-8 random shards. Our calculation here is that on average you need to complete 200 hard or 100 elite clue scrolls to get the total amount of shards for 1 bottle. This does sound a lot, but bear in mind that a lot of people are doing clue scrolls and that the shards can be traded! It requires level 90 Herblore to mix the dye.

This is a screenshot of colored Torva armours. Other dyed items look similarly.


Engine Updates:
  • Shadow calculations improved. There's now a smooth transition when shadows are no longer rendered. The rendering distance now also has an impact on the shadow distance. This overall reduces performance on high rendering distances a little, but therefore renders shadows in a more correct way.
  • MMB has been finalized. All objects that aren't animated are now stored in large area buffers. Previously to this update, certain objects (ones you could click on) weren't put into those buffers, because they had interactions and updates of those buffers wouldn't work. Besides the tech talk, you'll feel a performance gain in the whole game. I've jumped from 80 to 95 fps in Barbarian village. :)
  • Spell hovers are no longer white boxes but a white border matching the icon layout.
  • The keys 1-5 can now be used to answer dialogues.

Fixes and Changes:
  • Skilling auras now use up 1 charge per skilling action instead of 10. This was intentional, but it made auras pretty much useless for their price.
  • Pest control fixes: Void knights and portals how correctly have their defence level again. The amount of players in the minigame also affects the portal's hitpoints and monster spawn rates more now.
  • Nex drop chances for torva, pernix and virtus slighty buffed from 0.3% to 0.5%. That buffs the team drop chance from 1.2% to 2%. I'm really happy with the update and that those items are rare, but so far there hasn't been a lot of armour drops.
  • String amulet spell updated - now requires earth runes instead of fires.
  • Stringing amulets now gives crafting xp.
  • Changing your boots / hair color no longer has an impact on some items, e.g. apprentice wand.
  • Barrage ice block will now only appear if your opponent is definitely frozen. Before the update there was a 0.5-1sec timeframe where the ice block could appear and your opponent still had a freezing immunity timer running.
  • Monsters will no longer reset combat when one person dies or teleports away. This caused a bug in the Nex teamfight where she would reset and respawn her minions and heal up to almost full health.
  • Everything else from the bug reports section that I forgot to mention. Big thanks for all the reports! :)

Oldschool Emps-World
Sadly I couldn't find the time to continue any work on the project because of irl work and updates. I will be posting news if available on Facebook or in patch notes topics. Since I've heard it quite a few times in-game or read it on the forums already, I'll be giving a short statement regarding the project:
I know there's hype around the project and some of you want to see this soon, but it's a huge step and a huge project! So give me some (many) months to get it finished. I assume that an alpha can be ready in a few months, but there's no way to promise that. I also would like to make clear, that the current Emps-World is the main game and will receive way more attention and updates than the oldschool project. We've recently gained a lot of players and that shows me that a correct mix of fun updates and advertisement campaigns are progressing Emps-World. I also want to make clear that the whole oldschool Emps-World will get 300+ players, 1k+ players, 2k+ players... (whatever random number you insert here) is straight up nonsense. It will probably be even harder to get oldschool running when taking into consideration how difficult it is to keep a game alive and running. So please... do yourself and me a big favor and quit that nonsense.

All the best,
Thomy

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