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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 » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Boss monsters
Warynn
Warynn's Avatar
Posts: 866
Location: Asylum
Magus Age: 115 years old
Clan: ARROW
Website: Click Here
Message #11640 Posted: Sep 9, 2008, 8:03 pm
I just had this cool idea pop up in my head about boss monsters. Instead of fighting a monster in one battle, with either the monster dying and the player getting stuff for it, or the monster fighting the attacker off, and getting a new monster in front of you next time you want to fight one, Why not implement a boss monster?

My idea of a boss monster: A monster that you select to fight on your local area, but with ridiculous health and stronger defenses/attacks. But instead of the health resetting after the combat, make it so that you need your clanmates to finish it off. Persistant health through different battles. The danger would be much greater than normal mosters, but so would the rewards, perhaps with bonuses for the MVP (player who did most damage or some other requirement) or MVC (clan).

The problem with my idea is, where to put a monster like that? Would the huge leading clans not get a big advantage to the smaller clans? Would it stay available to fight even after killed? Wouldn't it be a big pile of misuse?

Perhaps implementing this as a timed event would be an idea. Or let everybody from each clan fight it with rewards for everyone proportional to their part in battle. Or perhaps a monster with multiple parts.

This idea is still in it's child stages, but let me know what you think, good or bad.
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #11655 Posted: Sep 9, 2008, 10:58 pm
I like this idea. Essentially what you're suggesting is... raids. Which could sorta work. I mean, there could be all sorts of problems and balance-ness to work out, but it could be nifty.

Another take on it is that these monsters would be attackable as a clan would be once inter clan combat is implemented.
masterslug
masterslug's Avatar
Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #11703 Posted: Sep 10, 2008, 6:14 am
I agree this is a cool idea! It would add an extra element to the game.

I like the idea of working as a clan to complete a mission.

You could have the Boss Monster at the top of a mountain, deep in cave ect.. And maybe have a whole swave of different level minions to cut through first to get to it(involves the lower level players ).

Maybe rather than for regular loot it would be a clan quests set by Sammy. Maybe even a time limit, a quest would appear for a month and every one in the clan would have to go all out to finish it in time.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #11721 Posted: Sep 10, 2008, 12:18 pm
I do like this idea, but I do see an issue with it that would need to be remedied. The motivation costs would need to be around what the local area value (6) for all members of the clan. Otherwise, you'd be blowing all one's motivation to get through a few monsters.

Of course, this whole clan vs boss would probably be something separate in the code anyway so could probably be excepted from the normal distance based motivation calculation.
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #11742 Posted: Sep 10, 2008, 4:15 pm
Another thought might be to use undedicated clan golems. The ones that are simply sitting in the depot rather than guarding a member. It would be an alternative use for them once clan wars is active.
Shan
Shan's Avatar
Posts: 589
Location: Arzenbourg
Magus Age: 127 years old
Clan: ARROW
Message #11780 Posted: Sep 11, 2008, 12:14 am
I think this could possibly be worked into clan combat, once that's available.
For one-on-one combat, you can attack another magus, or you can fight monsters. In a similar way, a clan could attack another clan, or they could attack one of these boss monsters. The rewards and spoils could go directly into the clan warehouse, and/or some could be distributed between the individual clan members. However rewards end up being given for clan PvP. Motivation cost and anything else would also work the same.

Of course, a problem might be that this would make boss monsters inaccessible to clanless magi. But extending access to the boss monsters in some way that is balanced (or at least not completely broken) could be more complicated than it's worth.
If the health of the boss monsters persists until they die and respawn several minutes later, then multiple people or groups trying to kill the same monster would lead to someone losing out by missing the killing blow.
masterslug
masterslug's Avatar
Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #11801 Posted: Sep 11, 2008, 6:00 am
Not sure about using Clan golems, wouldn't that mean that most clan members involvement would be limited to supplying replacements and resources? or have i miss understood how clan warfare will work?

I like the idea of each clan member being able to be actively involved in the hunt.


 
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