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41
Update Notes / Updates October 12th - PvP Changes and Equipment Rebalancing
« Last post by Thomy on October 12, 2023, 08:44:46 am »
Hey guys,

In this updated we're revisiting balancing for PvP. Various items with PvP specific block modifiers have been balanced. we are also introducing negative accuracy bonuses for equipment to encourage gear switches. The run energy system was also reworked to overall restore energy faster but to also drain faster with heavy equipment.

PvP Equipment Buffs
Accuracy and damage mitigation for equipment was lust lacking for PvP. With this update the pvp damage block modifier is also added to your accuracy. This doesn't only give PvP great defensive capabilities but also increases hit chances. Following items have been adjusted:
  • Zuriel, morrigan, vesta and statius: 1.0 --> 3.0/4.0
  • Corrupt zuriel, morrigan, vesta and statius: 0.5 --> 1.5/2.0
  • Third-age: 0 --> 2.0/3.0
  • Barrow: 1.0/2.0 --> 2.0/3.0/6.0
  • Trickster, vanguard and templar: 1.0/1.5 --> 2.0/3.0/4.0
  • Clue scroll reward items: 0.0 --> 1.0/2.0
  • Zaryte bow: 0.0 --> 4.0

The aim of this change is to have different specialized gear for PvP and PvM. That makes buffing and nerfing equipment a lot easier while also not destroying item balancing completely for either PvM or PvP.

On top of these changes negative equipment bonuses are also added. Equipment received negative accuracy bonuses for opposing combat styles. For a melee equipment piece you'd get full negative bonuses for mage and some for range accuracy. Following equipment slots have negative bonuses:
  • Body: -30 to counter combat style and -15 to weak combat style
  • Legs: -21 to counter combat style and -11 to weak combat style
  • Helmet: -6 to counter combat style and -3 to weak combat style
  • Gloves: -5 to counter combat style and -3 to weak combat style
  • Boots: -3 to counter combat style and -2 to weak combat style
  • Shields: -8 to counter combat style and -4 to weak combat style
Negative bonuses will promote gear switches for increased accuracy. So no more casting in full metal plate armour. There are no negative bonuses for melee accuracy. You can always use a melee special attack weapon without suffering from any gear penalties.

Here are two example setups:


Following mechanics related to PvP have also been changed:
  • Protection prayer damage reduction for PvP has been reduced from 60% to 50%.
  • Protect from magic no longer reduces any freeze timers.
  • Using a special attack on another player puts a short teleblock on yourself in the wilderness.
  • Revenants cave is now single combat only.

Run Energy Rework
The way run energy drain and recovery is being calculated has been reworked. You restore 4x more run energy when standing still and even more when resting. Run energy is restored at a reduced rate when frozen. The factor at which you restore run energy is heavily impacted by your Agility level as well. Unless you are wearing heavy armour you have pretty much infinite run energy at higher Agility levels.

Your run energy reduction is determined by the amount of weight you carry. To keep things simple your run energy drain per second is 5% of your weight. If you carry items that weigh a total of 20kg you lose 1 run energy point every second. The weight of 20kg is roughly what a melee setup with a full inventory of manta rays weighs.

The weight values of various items have been updated. This includes skilling resource items, equipment. etc. It's impossible that I've set a correct weight value for all items in the game. So please let me know if there are mistakes! Moreover, equipped items only affect your total weight by 50%. If you have to carry heavy armour or weaponry it is recommended to wield it instead of having it in your backpack.


Game fixes / changes:
  • An issue was fixed that kept forgetting the clan chat you were in.
  • Guthans had his lifesteal mechanic fixed. He was healing too much too randomly.
  • Lifesteal effects for npcs received a visual indication.
  • Broadcasts inside dangerous pvp zones have been disabled. It's unfair to wait for a message to run to a given spot and hunt down a player.
  • Protect from magic no longer reduces freeze timers.
  • A bug was fixed where sending a private message by clicking a name from the online clan chat list didn't work.
  • The projectile system (magic spells, arrows, etc.) has been improved. Projectiles are now calculated from one entity to another rather than from stationary coordinates. This fixes visual issues where arrows or spells drop out of thin air during combat with a lot of movement.
  • Teleporting now cleares the in combat timer allowing you to instantly logout or bank after a successful teleport.
  • The logout delay inside the wilderness has been increased from 20 to 30 seconds. It should be impossible to get away from a fight by closing the game client.
  • You are now notified about new Collection Log entries.
  • Revenants are once again dropping third-age. The drop rate for a random third-age piece is half the drop rate of statues.
  • With the introduction of negative magic bonuses the experience gain system for magic has been reworked. This allows you to create a setup where you permanently splash your spells. Your Magic experience gain is now divided into two parts: flat experience per spell cast plus damage dealt on enemies.
  • Energy potion now restores 15 run energy up from 10. Super energy potion now restores 30 run energy up from 20.

Engine fixes / changes:
  • An option to the "Interface Settings" has been added that improves text readability. By default it is set to 50%. This setting sharpens text and increases its contrast. Moving the sharpness slider to the left completely disables the option and renders text as it always used to.
  • A bug was fixed where loading sprites could result in the engine locking because it was waiting for the file system. This happened when installing another game (this is how I found out about it) or reaching 100% disk read usage by other means.
  • The model for female torva helm has been corrected.
  • The lighting and water system have seen minor performance improvements. There were fps issues when many lights had to be rendered on the scene, e.g. Slayer Tower.
  • Lower light quality settings no longer render small light sources, such as torches, candles or lanterns mounted to walls. This improves performance by a lot for only a small change in scenery.

I hope you're enjoying these changes and test out some PvP! We've got more things planned for the wilderness. Please give feedback on how the current changes affect gameplay. We frequently discuss ideas and changes on Discord.

All the best,
Thomy
42
Screenshots / Re: A Year Into The Ironman
« Last post by J H A M on October 11, 2023, 08:36:21 pm »
I really like the arrangement of you'r bank :S

You are one of the richest in the game :)
43
Events / Re: Big screenshot hunt
« Last post by J H A M on October 11, 2023, 08:27:35 pm »
It helps a lot keep it up
You also have a good explanation  :o
44
Goals & Achievements / Re: B0NK video
« Last post by J H A M on October 11, 2023, 08:24:27 pm »
nice bank bro :) i like it :)
45
Goals & Achievements / Re: Time well spent.
« Last post by J H A M on October 11, 2023, 08:22:50 pm »
cool bro x[)
46
Videos / Re: Loot From 10 hours of Barrows
« Last post by J H A M on October 11, 2023, 08:20:25 pm »
good job man :)  :o :o
47
Screenshots / Re: my best place :)
« Last post by J H A M on October 11, 2023, 06:51:16 pm »
48
Screenshots / my best place :)
« Last post by J H A M on October 11, 2023, 06:29:33 pm »
my favorite place :) what about you :P
49
Events / Re: Screenshot hunt #2
« Last post by J H A M on October 10, 2023, 10:10:26 pm »
good job :)
50
Showcase / Re: astrophotography
« Last post by J H A M on October 10, 2023, 10:07:52 pm »
perfect it's amazing

good idea to post about the space some picture's :)
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