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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
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Index » Muelsfell Game Forum » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: Game Discussions
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[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #113 Posted: Jan 3, 2008, 9:12 pm
This forum is intended for gameplay questions. For example, "how do I build a golem", "how do I find adamantine", and so forth.

Please keep discussions here constrained to those about the game itself or they will be removed! :D

-Kep
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #116 Posted: Feb 6, 2008, 5:16 pm
Just to be clear, DRIZZT and GAVALON are both TJ from athensgamersunited.com

but i was just wondering the calculations of gold per hour on jobs and if this rate increases if you select longer times
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #118 Posted: Feb 6, 2008, 7:09 pm
so far what i've seen, its 50 gold per hour, is that correct?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #120 Posted: Feb 7, 2008, 1:45 am
The amount of gold you earn per hour starts at 50 gold an hour, but goes up the higher level your magus is. The rate does not increase if you put in more hours working. More hours per working period is just for convenience, so you can put your mage to work while you're logged out or something.

Unfortunately, increasing your magus level doesn't do a huge amount yet besides the amount of gold you earn per hour. It gives you a little extra motivation and increases the rate of recovery.

Eventually hoping to have item quests and spells tied to level. If you level right now, you'll still get the "slots" for item quests and spells, but I haven't written the item quests or spells themselves yet.

But then... this IS the open beta version. :)

Kep
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #124 Posted: Feb 7, 2008, 7:13 pm
i also feel the current active golem is a very helpful tool and is amazingly useful. I think if possible, the "time away" function should be added below the health bar. It would allow people to not only see when they can attack again, but when they can repair their golem, this would allow me to simply click the current active golem shortcut and repair it as soon as it returns
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #125 Posted: Feb 7, 2008, 7:16 pm
i am also having trouble building a library, is this a function that is not enabled yet?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #127 Posted: Feb 7, 2008, 8:52 pm
Hm, yeah, that's actually a good idea. That shouldn't be too hard to add; I'll piddle with that tonight and see if I can get it added.

Re: the library, the requirements to build it are very stiff -- it's the hardest building to construct. Since it really opens up your ability to build other types of golems, eyes, power sources, etc, I'd like the construction of the library to be quite an achievement.

Kep
Gavalon said:

i also feel the current active golem is a very helpful tool and is amazingly useful. I think if possible, the "time away" function should be added below the health bar. It would allow people to not only see when they can attack again, but when they can repair their golem, this would allow me to simply click the current active golem shortcut and repair it as soon as it returns
Drizzt
Posts: 9
Location: Zion's Reach
Magus Age: 119 years old
Message #128 Posted: Feb 8, 2008, 12:22 am
i am not having trouble getting resources, i am having trouble finding where to build it
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #131 Posted: Feb 8, 2008, 4:13 am
There's a level requirement for the library. Your workshop isn't high enough to build it yet, so no option will appear to let you build one until you meet the reqs.

Kep
Drizzt said:

i am not having trouble getting resources, i am having trouble finding where to build it
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
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Email: kingclown00@hotmail.com
Message #150 Posted: Feb 11, 2008, 4:49 am
im curious as to how the whole "alignment" thing works.

Anyone want to give me an overview?
Drizzt
Posts: 9
Location: Zion's Reach
Magus Age: 119 years old
Message #151 Posted: Feb 11, 2008, 12:21 pm
alignment and score?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #152 Posted: Feb 11, 2008, 6:46 pm
Alignment is a basic "plus or minus" counter.

When you're negative, you're evil. The further negative you are, the more evil you are. When you're positive, you're good. The higher value you are, the more good you are.

No creatures currently affect alignment. That will change in the future; there will be very evil creatures and very good creatures which will affect alignment. There will also be items that can only be used if you're evil, and items that can only be used if you're good.

Right now the only way to change alignment is by attacking other magi. The defender is never affected by alignment changes when defending. If both are perfectly neutral, the attacker will randomly slip a small bit either negative or positive.

If you attack someone who is good, you'll start sliding towards evil. If you attack someone who is evil, you'll start sliding towards good. It's purposely simplistic, so it ignores some obvious issues (Like, "Attacking someone who is evil shouldn't necessarily make me good").

And that's it in a nutshell! :)

Kep

PS - Ranks are a little off, I'm going to fix that in a few minutes once I find the problem.
Poseidon said:

im curious as to how the whole "alignment" thing works.

Anyone want to give me an overview?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #153 Posted: Feb 11, 2008, 6:50 pm
Score is a little strange. You can think of it in terms of "victory points."

You get more score for things like doing more damage to a foe, for knocking off an arm or leg, for defeating the opponent, etc. You'll also get a bonus amount to your score at higher levels (21+).

Yes, this does mean that score will tend to accumulate faster for attacking weaker opponents, but the trade off is that you'll not be gaining as much experience by doing so.

Score is also a bit arbitrary; at the moment it has no bearing on game mechanics (and I'm not sure yet if that will change). :)

Kep
Drizzt said:

alignment and score?
Drizzt
Posts: 9
Location: Zion's Reach
Magus Age: 119 years old
Message #157 Posted: Feb 11, 2008, 11:28 pm
also want to know how scores work, also, how to start the item quest, aswell as the actual requirement for a library
Drizzt
Posts: 9
Location: Zion's Reach
Magus Age: 119 years old
Message #158 Posted: Feb 11, 2008, 11:30 pm
never mind about score in last post, lol
quizzical
Posts: 1
Location: Last Alvia Dawning
Magus Age: 113 years old
Message #159 Posted: Feb 12, 2008, 5:14 am
So it might be a bug, but i think you got the coding for whether they slide to evil or good backwards.

ive been attacking the top ranked good person, and my alignment went from neutral (evil tendancies) to just plain neutral.

=\
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #160 Posted: Feb 12, 2008, 12:28 pm
to my understanding, the current evil system is:


you attack = +1 evil
you get attacked = +1 good

so if he attacked you more, you would be good
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #163 Posted: Feb 12, 2008, 4:05 pm
Actually, you did slide more evil than you were, there's just another minor messaging error (I should be checking "less than or equals" rather than "less than" at that point). It'll be fixed today when I get a minute to pull that page up again.

There's a couple of minor forum issues I need to fix at the moment.

Kep
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #167 Posted: Feb 14, 2008, 2:20 am
My friend made a good point, you ought to make work go by the half hour and not just hours.

a little extra convenience rather than having to wait an extra half hour or waste half hour.
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #169 Posted: Feb 15, 2008, 12:28 am
i believe the gold system is flawed, there is no effective way to get gold at the moment

obviously quests will be an easy way to fix this, but currently, you can either get 50 gold per hour or almost 60 gold per killed creep. it just seems to low with the increasing resource costs of buildings above ~lv 6,7,8+
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #179 Posted: Feb 16, 2008, 9:50 pm
Gold is one of the important throttles for advancement, and should (in theory) be one of the things that encourages player vs player raids.

That said, the lotto system will be a risky way to gain gold. I also had plans for a fishing system, which was going to be another way to earn gold (in exchange for action points).

Meanwhile, I'll look at tweaking treasure as well as hourly wages. I don't want to move to a half hour system; I think with proper planning a 1-12 hour work period allows a reasonable amount of flexibility.

Kep
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #180 Posted: Feb 16, 2008, 10:37 pm
Gold per hour has been tweaked upward slightly. This will make a bigger difference the higher level you are, for hopefully obvious reasons. :)

Also, a messaging error was preventing folks from seeing the amount per hour they'd be earning before they set to work. This value will be noted in the Job Center block.

Kep
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #181 Posted: Feb 16, 2008, 10:40 pm
the job's function is definitely more viable now
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #216 Posted: Feb 21, 2008, 4:24 am
I was thinking, and a simple cosmetic change that should be made is changing the "rock pile" to "rock quarry".

I dunno, its nothing big, but the idea of a self-regenerating rock pile is a little unrealistic.
skidmarkx
Posts: 2
Location: Shuul
Magus Age: 122 years old
Message #225 Posted: Feb 22, 2008, 2:04 am
I think you should put some kind of trading system so that we can send an offer to only one person instead of having to put it in the market and hav a chance of someone stealing it before your friend gets it.
 
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