Emps-World Forum
Emps-World => Update Notes => Topic started by: Thomy on September 07, 2017, 02:14:18 pm
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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.
(https://emps-world.net/img/updates/ovls.20023.jpg)
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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omg 1st.
Love the herblore extension.
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Finally quarry master works on gem rocks.
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Nice Overloads
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Very Great Update Thomy! Can't wait to see how the overloads work! :)
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Hope minigame will get more popular now ;) Thanks thomy.
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Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..
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Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..
The difference is that overload keeps your stats at 120, while taking only one inventory space for 20 minutes of playtime, you had to use multiple inventory spots for potions before but i do agree that the number shouldn't have gone down from 121, aka what z brew used to boost.
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Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..
Nope. Overloads go to 120 and super potions used to go to 118. Supers now go to 114 and extremes to 120.
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Overloads are nice, brew nerfs seem quite harsh. Will need to see how it impacts combat though. Glory t was seen as a straight upgrade to fury, that's been it's identity forever. I think it should be better, this def bonus nerf comes out of nowhere really. Third ammy health buff is huge. Wish you'd just add ivy instead of buffing nest chance.
Good update overall.
Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..
Super potions used to go to 118, overloads go to 120 so overloads aren't weaker than super potions pre-update. Overloads stay at 120 while super potions drain over time, it's a significant increase in dps if you aren't constantly sipping your super potions.
Supers are definitely weaker, but I don't really mind personally.
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Really nice update, Thomy. Loving the ctrl+click dropping option! Keep it up.
EDIT: Zamorak brew boostin strength to only 104. Is this intentional...or?
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Before the update i was getting max hit of 86 with the maxed gear and a slip of zbrew+super melee potion, now im getting max hit of 82 with that same setup. Same with just the overloards, max hit is 82. For PvM saving few slots of inventory space is maybe worth it, but for PvP i still have to use the brews for 1 tick healing cause we don't have karambwans like osrs has.
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I don't think the Glory (T) nerf was needed. It has always been an upgrade from fury since regular glory is a cheaper/weaker version of a fury. So Glory (T) > Fury > Regular Glory.
As mentioned by Crusher123, people need to use brews for 1 ticking food+brew in PVP. So now if you want to bring an overload and still be able to 1 tick food+brew you will have to waste an extra inventory slot, which is the opposite of saving inventory slots. Maybe add Karambwans? ᷅\_(ヅ)_/ ᷄
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Loving the ctrl+click dropping option! Keep it up.
You even know whos idea it was?
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Loving the ctrl+click dropping option! Keep it up.
You even know whos idea it was?
Yeah, someone from the osrs community.
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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.
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Loving the ctrl+click dropping option! Keep it up.
You even know whos idea it was?
Yeah, someone from the osrs community.
Exactly
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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.
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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.
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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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so drinking sara pots shouldn't affect me while I'm using overload right?
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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.
I don't see how this helps anyone other than people, who forget to press k or m while typing the selling price and post the offer without realizing it, those people would at least be getting half of the money they could've gotten.
Sellers who are desperate for money, will try out different values anyway, so it makes no difference for them.
Buyers who are desperate for items and are willing to overpay, will however get screwed over every time, so I can only see this having a negative effect as people will more hesitant to buy items in GE, which is bad not only for them but also for people who are collecting those items in hopes of selling them.
I can see this further decreasing the demand for items in the market, which was already too low.
Also if I'm selling a ton of a certain item, let's say coals for 1.9k ea and people buy them 2k ea (which they probably would if they did some math to estimate how much the coals that they need would cost them, as they would've likely rounded the price to 2k in those calculations), then it doesn't really make sense for the price to not be 1.9k when the best buy offer and the best sell offer are matched, because if the price balances at 1950 gp then people trying to sell them for 1950 gp would never sell a single one, because my 1.9k is better than their 1950 gp, so GE would be misleading them about the price that they should use on their offers.
If on the other hand the price was always my price, 1.9k and GE price and the GE market watch thing on the homepage would show that, then someone wanting to sell their coals could sell them for 1.8k or 1,899 gp as then they would know that they could expect to actually sell their coals, without being confused about whether there's no demand or whether all the transactions going on are between people selling for 1.9k and people buying for 2k.
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Very nice, keep it up Thomy.
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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.
Glory (t) gives the highest accuracy bonus and fury gives the highest defence bonus. My aim with these buffs and nerfs is to not place items in spots where they are straight up useless (in this case amulet of fury). Super potions were increasing your levels to 118. I don't find a gap of 2 levels fair for an overload potion? The nerf was necessary in order to be able to create extreme and overload potions. Of course I could have just increased the gap to 125, but due to levels having a quadratic impact on accuracy and max hit calculations, combat power would have been too strong. I've also copied RS values for potions in this patch to make sure it's balanced.
I don't see how this helps anyone other than people, who forget to press k or m while typing the selling price and post the offer without realizing it, those people would at least be getting half of the money they could've gotten.
Sellers who are desperate for money, will try out different values anyway, so it makes no difference for them.
Buyers who are desperate for items and are willing to overpay, will however get screwed over every time, so I can only see this having a negative effect as people will more hesitant to buy items in GE, which is bad not only for them but also for people who are collecting those items in hopes of selling them.
I can see this further decreasing the demand for items in the market, which was already too low.
Also if I'm selling a ton of a certain item, let's say coals for 1.9k ea and people buy them 2k ea (which they probably would if they did some math to estimate how much the coals that they need would cost them, as they would've likely rounded the price to 2k in those calculations), then it doesn't really make sense for the price to not be 1.9k when the best buy offer and the best sell offer are matched, because if the price balances at 1950 gp then people trying to sell them for 1950 gp would never sell a single one, because my 1.9k is better than their 1950 gp, so GE would be misleading them about the price that they should use on their offers.
If on the other hand the price was always my price, 1.9k and GE price and the GE market watch thing on the homepage would show that, then someone wanting to sell their coals could sell them for 1.8k or 1,899 gp as then they would know that they could expect to actually sell their coals, without being confused about whether there's no demand or whether all the transactions going on are between people selling for 1.9k and people buying for 2k.
It does help quite a lot, because it avoids some kind of market manipulation you've described in your reply. The change also ensures that high buy offers and low sell offers are matched earlier. It's true that the buyer now has a larger disadvantage than before the update. The price advantage is now evenly distributed between the buyer and seller (both getting 50% of the price difference). Imho that is a much fairer system than always putting the seller at a disadvantage when a higher price could be arranged. And thus promoting more sales because you don't need to worry that much about your price being too low.
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that potion update is the worst what i`ve ever seen, GJ pking going worse again.
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that potion update is the worst what i`ve ever seen, GJ pking going worse again.
https://emps-world.net/forum/index.php?action=post;board=22.0
Go ahead and write feedback. If you're capable of it, that is.
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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.
Glory (t) gives the highest accuracy bonus and fury gives the highest defence bonus. My aim with these buffs and nerfs is to not place items in spots where they are straight up useless (in this case amulet of fury). Super potions were increasing your levels to 118. I don't find a gap of 2 levels fair for an overload potion?
You can also carry over twice the number of healing with OVLs AND keep the boosted stats without having to constantly restore them. That's the main advantage of them since the boost renews itself. That's why some people wanted to see OVLs in the game without having any stats advantages over super potions. I would also like to remind that OVLs were completely disabled in Wilderness back in Pre-EoC Runescape. They are that powerful. 90 herblore is a necessity for pures now. I wonder how many PKers are fond of training that on multiple accounts now lol.
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Topic updated with Herblore changes of today. Brews and supers have been reverted to their original state.
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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.
What the actual fuck?
I spent the entire day hunting yesterday, from about midday to 2am. I used dxp for two hours. I gained about 16.8m exp. Let's disregard that I used double dxp for simplicity's sake. I spent 14 hours hunting grenwalls and you mean to tell me that gaining under 2m exp/h is too fast? The vast majority of skills offer exp rates way higher than that. The early levels for hunter were already not the greatest, I think most people will agree that hunter kind of sucks until you get to swamp lizards. Why would you go and make that 30% slower?
The only content that hunter has are salamanders, chins and grenwalls. You don't exactly see people do hunter for anything other than just going straight for 99, with this nerf it comes closer to being like thieving and agility. That's something I would not want. Usually when you nerf a skill's exp rate into the earth's core there's a manner of compensation (runecrafting) but this is completely absent as well.
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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.
What the actual fuck?
I spent the entire day hunting yesterday, from about midday to 2am. I used dxp for two hours. I gained about 16.8m exp. Let's disregard that I used double dxp for simplicity's sake. I spent 14 hours hunting grenwalls and you mean to tell me that gaining under 2m exp/h is too fast? The vast majority of skills offer exp rates way higher than that. The early levels for hunter were already not the greatest, I think most people will agree that hunter kind of sucks until you get to swamp lizards. Why would you go and make that 30% slower?
The only content that hunter has are salamanders, chins and grenwalls. You don't exactly see people do hunter for anything other than just going straight for 99, with this nerf it comes closer to being like thieving and agility. That's something I would not want. Usually when you nerf a skill's exp rate into the earth's core there's a manner of compensation (runecrafting) but this is completely absent as well.
I agree with charr on this one, a little bit over 2m an hour in exp isn't really alot at all.
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So.
Regarding the effort you put into making overloads I think they should be a bit more rewarding. I had most of the ingredients and potions for 400 ovls and it still took me like 3 to 4 hours to make them. I don't really want to use them anywhere else than Nex and PvP. It's a lot of effort for not that much perks I find, making overloads last a bit longer could make it better I think.
Also the 30% hunter nerf seems harsh. I got myself maxed recently and grinding hunter was part of it and it was already a pain in the ass. Don't really see a reason for the nerf since nobody really does hunter for profit gains, we do have chins that have an use and now grenwalls, but that's about it. Hunter is kind of a useless skill and nerfing it's exp rates doesn't make any sense. There are also a lot quicker 99s.
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So.
Regarding the effort you put into making overloads I think they should be a bit more rewarding. I had most of the ingredients and potions for 400 ovls and it still took me like 3 to 4 hours to make them. I don't really want to use them anywhere else than Nex and PvP. It's a lot of effort for not that much perks I find, making overloads last a bit longer could make it better I think.
Also the 30% hunter nerf seems harsh. I got myself maxed recently and grinding hunter was part of it and it was already a pain in the ass. Don't really see a reason for the nerf since nobody really does hunter for profit gains, we do have chins that have an use and now grenwalls, but that's about it. Hunter is kind of a useless skill and nerfing it's exp rates doesn't make any sense. There are also a lot quicker 99s.
There was a patch earlier today reverting most potion changes and overloads were buffed. Overloads should now definitely feel more rewarding and appealing to use.
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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i thougth you will add those wizard potions(super magic + saradmin brew) and so so, but still nice update, specially ge