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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!
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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: Strength Exp Costs
Ozymandius
Posts: 5
Location: Arzenbourg
Magus Age: 129 years old
Message #1249 Posted: Apr 13, 2008, 10:11 am
It seems rather odd to me that the cost of each rank of strength costs more that the last for exactly the same benefit. It would make much more sense if either the exp cost stayed the same (25 exp per level) or (even better) the amount of carry capacity you gain improved by level (eg lvl 1 = 2 lbs, lvl 2 = 4 lbs, etc). The second solution is definitely the preferred one because it allows golems with low starting carry capacity to eventually catch up to those with high starting carry capacity.

The other thing that would balance the golems a bit better would be to make strength a direct measure of carry capacity. It would be nice if, regardless of type, all golems with a strength of 30 (for example) had the same max weight.
DimwitFlathead
Posts: 8
Location: Ogsden
Magus Age: 140 years old
Message #1314 Posted: Apr 15, 2008, 2:23 pm
It seems rather odd to me that the cost of each rank of strength costs more that the last for exactly the same benefit.


As I understand it, that is realistic; it's harder to add muscle after a point.

I'm not sure that the curve is a reasonable one, but the increasing cost makes sense.
Ozymandius
Posts: 5
Location: Arzenbourg
Magus Age: 129 years old
Message #1315 Posted: Apr 15, 2008, 3:43 pm
DimwitFlathead said:

As I understand it, that is realistic; it's harder to add muscle after a point.

I'm not sure that the curve is a reasonable one, but the increasing cost makes sense.


Thats realistic for living creatures, but these are magically animated golems. Most of them don't have any muscles, and the ones that do don't use their muscles the same way that living creatures do.
Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 111 years old
Message #1321 Posted: Apr 15, 2008, 5:34 pm
first point is 25 exp the after that it's 75 exp the price only increases once as far as I know though I haven't upgraded it very high so it might increase again at a later point
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 124 years old
Clan: OTAKU
Message #1325 Posted: Apr 15, 2008, 6:04 pm
do not upgrade your strength (I did, xp I will never get back)
Like the Motivation points - the mechanism is there to upgrade, but the value is not. You get an extra +1 damage after TEN points of upgrades. Your Str 12 fleshie is still a long ways away from a meaningful upgrade.

Panacea
Panacea's Avatar
Posts: 167
Location: Broukendale
Magus Age: 117 years old
Message #1529 Posted: Apr 20, 2008, 1:37 am
I agree strength increases are totally redundant at the current values set. The main reason to upgrade strength is the damage bonuses and the xp cost to do this totally unfeasible. It is 375xp for something like a bone golem to gain +1 damage bonus and for something like a flesh or wood it is 1375xp. That's for +1 damage bonus! And I'm not even sure how useful an increase in damage bonus would actually be. Does it give you 1 extra damage per attack or is it fed into a multiplier for how much damage you do?

Instead I think you should decrease the amount of xp required and/or the strength increase required to get the damage bonus. Something like 100xp for +1 damage and then doubling the xp cost for each subsequent increase.
 
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