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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: move to a new city
Leyodin
Posts: 5
Location: Rimesvin
Magus Age: 125 years old
Real Name: Wesley
Message #132 Posted: Feb 8, 2008, 4:41 pm
How do you move to a new city? I'm in the starting location and see people with their workshops in other cities but don't see any functionality to move my workshop.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #134 Posted: Feb 8, 2008, 7:26 pm
To attack people in other cities, you'll need to buy the brass compass from the market. I think it's set at 800 gold, but will let you move around the map.

If you're attacked by someone, and you don't have a compass, the game should STILL let you attack them back if you're so inclined.

This is admittedly not the clearest part of the game. It'll eventually be mentioned in the Help Pages. I've also been debating just giving everyone a compass upon creating an account just to make things easier. Right now, I want to see how it works like this, and if it's a big hassle, I'll change it. :)

Moving the actual workshop can only be done right now if your workshop is totally destroyed by attacks. It'll eventually get added in as a premium feature, too.

Kep
Aethian
Posts: 17
Location: Rimesvin
Magus Age: 113 years old
Message #490 Posted: Mar 23, 2008, 3:37 am
I thought I saw in the intro that we can decide to move our workshop if we join a guild and want to be closer, as in safety in numbers.

Did I misread or is that a update from the time this thread was originally started?
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #494 Posted: Mar 23, 2008, 3:36 pm
At the time of this writing, there's no way to move your workshop unless it's been destroyed.

From the thread Game Feedback [www.muelsfell.com/world/map_community.php]:

I'm pondering letting players change their workshop location. The mechanics are already in place, but only allow you to do it if your workshop has been destroyed and has a time delay. Originally this was going to be one-time Prem perk, but I think folks may need access to this more regularly.

Here are my thoughts: Add a simple relocation office to, for example, Mottonsborough. Let folks pick their new location from a list that gives a brief description and what the terrain is like (and possibly a sample of magi already in that area). The cost will be comparatively low but not negligible and take 24 hours to complete to prevent folks from changing their workshops ALL the time.

Kep
Aethian said:

I thought I saw in the intro that we can decide to move our workshop if we join a guild and want to be closer, as in safety in numbers.

Did I misread or is that a update from the time this thread was originally started?
Aethian
Posts: 17
Location: Rimesvin
Magus Age: 113 years old
Message #495 Posted: Mar 23, 2008, 6:28 pm
What about instead of keeping the cost low, making it a rising cost. The first move free, the second move 1000 gold, third 2000, fourth 3000, ect...
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #497 Posted: Mar 23, 2008, 6:54 pm
You know, that's actually quite a good idea. I'll add this to the notes.

I was also considering the idea of making it a 'relocation ticket' item, so that folks could trade them on the market.

Kep
Aethian said:

What about instead of keeping the cost low, making it a rising cost. The first move free, the second move 1000 gold, third 2000, fourth 3000, ect...
Caduceus
Caduceus's Avatar
Posts: 185
Location: Last Alvia Dawning
Magus Age: 126 years old
Clan: OTAKU2
Real Name: Paul
Message #501 Posted: Mar 23, 2008, 10:23 pm
Perhaps a cost that reduces over time. Say, for every week without a move, the cost goes down by one step-- that sort of thing-- so that a couple of bad moves doesn't hose someone.
Aethian
Posts: 17
Location: Rimesvin
Magus Age: 113 years old
Message #502 Posted: Mar 23, 2008, 10:25 pm
But why would someone need to keep moving around?
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #505 Posted: Mar 23, 2008, 11:06 pm
So it's easier to fight monsters in different places, maybe? Or to escape a particularly brutal neighborhood.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #507 Posted: Mar 23, 2008, 11:28 pm
Yup, it's so folks can't "camp" in one area to farm a monster, then move when they want to farm some other. Some creatures will have, for example, more glass and gems than others. Creatures dropping different types of treasure will be a trend for all creatures of levels 2+.

Plus from a roleplaying stance, the workshop isn't meant to be a mobile home. :D

Basically I'd like it to allow a chance to move closer to friends/clan mates, or let a newbie get out of a bad situation. And honestly, you shouldn't need more than one or two moves to do that, so maybe the ticket idea is a bad one.

Obviously I'm still pondering how I want to handle the whole thing.

Kep
 
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