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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
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: fishing?
Excavolt
Posts: 7
Location: Last Alvia Dawning
Magus Age: 113 years old
Message #1164 Posted: Apr 9, 2008, 9:58 pm
Its not active yet, but what would fishing do for us?
Souji
Souji's Avatar
Posts: 1376
Location: Darghelm
Magus Age: 115 years old
Clan: ARROW
Website: Click Here
Message #11157 Posted: Sep 2, 2008, 10:09 pm
And after all this time still no reply. I am also wondering about the Garden Option that Kep has mentioned as well. *cough* hint *cough*
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #11169 Posted: Sep 2, 2008, 11:55 pm
Fishing, the camel, the garden, the lotto, families, spells, clan businesses.....

There are a good many things in the "coming eventually" category, and it's likely that most of them are at least several months away. It's likely that Ark has no solid idea as to what fishing will exactly do, and that he'll go through several iterations of ideas before it's implemented.

Don't mean to sound overly critical though. I've just become accustomed to the game being in beta and Ark's general reluctance to give specific details on things. Any future feature implementations come as a nice little surprise. Sorta like Muelsfell Christmas.
FatherCoyne
FatherCoyne's Avatar
Posts: 332
Location: Mallow
Magus Age: 116 years old
Real Name: Kevin Coyne
Email: KCoyne@umail.ucsb.edu
Message #11170 Posted: Sep 2, 2008, 11:56 pm
Christmas comes every two months on Muelsfell.
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 119 years old
Clan: OTAKU
Message #11179 Posted: Sep 3, 2008, 1:40 am
Santa Arkham? O_o;;
Alesana
Alesana's Avatar
Posts: 14
Location: Villuno
Magus Age: 115 years old
Message #11183 Posted: Sep 3, 2008, 2:58 am
So that means we have to be good boys and girls ^_^
masterslug
masterslug's Avatar
Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #11188 Posted: Sep 3, 2008, 7:38 am
good boys and girls hu? hmmm coal could be usefull too ;)
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #11200 Posted: Sep 3, 2008, 3:31 pm
I'm loathe to give too many details for similar reasons as to what CommComms has stated: the final product could end up being radically different. Another reason is that I don't want to build up a lot of hype and get everyone's hopes up.

Sometimes I have a very specific idea in mind, but a player will offer an idea I find to be better and run with that one instead.

Or sometimes other things in the game change that make working on Project X no longer necessary.

The idea behind fishing is that it'd be partly competitive -- a weekly scoreboard to see who can catch the largest fish, or the most fish of type A/B/C/etc -- and partly as a way to earn money by selling the fish at varying rates to NPC villages. Each city now has its own page; that's where the farmer's and seafood markets will end up. I'd also like it to be relaxing, though I'm admittedly clueless as to how I'll accomplish that aside from doing my best to make it fun.

The garden and stockyard buildings will both be long-term money and resource producers. This is the main thing the in-game time was designed to support; you'd plant crops depending on the time of the year, and harvest them before they rot, selling them as food to NPC villages or using it to create potions. Garden would be for plants, stockyard would be for animals.

Clan businesses are actually fully planned out. I haven't started on it due to putting priority on spells. Plus I have to figure out exactly how to work in the "Burn Orphanage? Yes/No" button. :D

So in short, I'm sorry if I'm a little tightlipped on plans, but many projects are quite a ways off and I have a lot of promises I need to fulfill first (eg, Spells!).

Kep
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #11202 Posted: Sep 3, 2008, 4:18 pm
Well, for what it's worth they sound like good ideas with all sorts of potential. As for that "burn orphanage" button, I don't we so much need a button as we do a slider like when selecting how many points to repair on a golem or how many hours to work. May as well just recycle the one used to transfer premium tickets between clan members, the increments of five oughta be sufficient.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #11203 Posted: Sep 3, 2008, 4:21 pm
what would the slider say? Put 5% of the orphans to the sword? Decimate the staff? Steal half the food and let the orphans starve a little more than usual?
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #11204 Posted: Sep 3, 2008, 4:53 pm
I just figured it would be a slider of how many ophanages to burn, but I like your ideas too. Maybe the slider and a bunch of check boxes with different options.
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 119 years old
Clan: OTAKU
Message #11211 Posted: Sep 3, 2008, 7:55 pm
And the Knights Magier are supposed to be the good guys...<_<;;
Shan
Shan's Avatar
Posts: 589
Location: Arzenbourg
Magus Age: 127 years old
Clan: ARROW
Message #11215 Posted: Sep 3, 2008, 8:32 pm
"That orphanage attacked me. It was self-defense."
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #11227 Posted: Sep 3, 2008, 11:42 pm
Oh no Nanashi, these are strictly evil orphanages we're talking about here. They hold naught but the cruelest, evilest, vilest orphans you've ever seen. Just the other day i saw one killing chipmunks with his only shoe.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #11229 Posted: Sep 3, 2008, 11:56 pm
That's just because he needed lunch after you stole half his food. I adopted that little scamp, he's on of my apprentices now. 2 hot meals a day, great chance for learning, a half dozen crowns an hour, a small room off the lab, plus the chance to BECOME a hot meal for the other orphans should an experiment he's minding go awry.
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #11230 Posted: Sep 4, 2008, 12:00 am
And now he's apprenticed to a "Dark King"! Evil through and through, as I said. I'm telling you, something needs to be done about this evil orphan epidemic sweeping the land!
StarSecrets
StarSecrets's Avatar
Posts: 146
Location: Ogsden
Magus Age: 112 years old
Message #11232 Posted: Sep 4, 2008, 12:32 am
It's caused by St Alfred's Chapel- they take in all the good orphans, leaving the bad ones to provide a reason for magi to destroy the orphanages!
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #11233 Posted: Sep 4, 2008, 12:47 am
Come now, my orphan friend and myself are working towards the betterment of the realm. Just because our methods are a little unorthodox doesn't mean we are evil. I've set myself up as a King in darkness because my paramour is photophobic.

I happen to like orphanages, they allow people who can't have babies grab some from people who have too many. More funds for the orphanages!
 
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