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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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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Combat system
Poseidon
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Message #138 Posted: Feb 9, 2008, 7:14 am
Maybe its just me, but the idea of having the whole fight predetermined before the page even loads seems kind of dry.

I know its beta, but im just throwing this out here. Maybe space out the rounds between each, and give the players options of switching stances or weapons between rounds. after all, you wouldnt be using a bow at close range, right?

and correct me if its already like this, i havent actually been able to gather any weapons as of yet, so im not sure if it automatically switches from ranged weapons to melee as soon as you're within range or not.
[ADMIN] Arkham
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Message #139 Posted: Feb 9, 2008, 5:35 pm
That's a reasonable observation, to be sure. The ideal combat situation IMO would be to let players pick every attack, each combatant see the results, and each react to it in real time, but the limitations of php-based browser games makes that tough in this environment, to say the least.

My "in character" thought process to explain this is that a golem is essentially mindless. They just act out their magical programming, so the game is more about how to optimize the golems for various situations: defense, attacking critter A, attacking critter B, attacking Magus X, etc, etc, and then letting them go at it. Though Muelsfell has aspects of RPGs, it's closer to being a resource management game, honestly. At least, that was the goal. :)

Incidently, the golems will automatically switch between ranged and melee, depending on stance, ammo, etc.

Kep
Poseidon
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Message #146 Posted: Feb 9, 2008, 6:22 pm
Yeah, i can see how that would be hard to code in a browser setting, yet the combat has potential to be the best part of this game.

so much could be done to it! perhaps have the ability for your golems to learn different skills and attack types as they level up. yes, they've been programmed to perform one operation at a time (i.e. "kill monster x") but could the magus not still perform incantations and give instructions from his workshop? obviously, there would be drawbacks to not just letting your golem go on a rampage like it does now. perhaps issuing commands other than the default attack would drain more motivation?

it could start with simple skills, like gaurding, and evolve into more advanced skills that would possibly have effects other than just straight damage (i.e. "swipe kick : does damage to both legs and knocks the opponent off its feet, forcing it to lose a turn).

you could make things in the artificer lab like poisons you could add to blades that would do extra damage over time during the fight.

see where im going with this? the possibilities are endless.
Gavalon
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Message #194 Posted: Feb 19, 2008, 7:22 pm
i think the system needs to be rethought on a more basic level first, it is still almost impossible to hit things, especially other golems. Why bother building a better golem if it costs more motivation to send, and i miss EVERY time.
Gavalon
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Message #198 Posted: Feb 19, 2008, 10:32 pm
ive also noticed that a golem with no left leg, right arm, or HEAD!!! still hit me for more damage then i did to him
[ADMIN] Arkham
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Message #201 Posted: Feb 19, 2008, 11:59 pm
Defending golems have a defense bonus if there's an intact wall. Terrain also impacts their ability to defend (mountains, for example, provide a defense bonus).

Weather adds a miss chance to combat, while night time makes it harder to hit in the first place (unless you have a lantern installed on your golem).

Eyes are also huge. A good set of eyes will improve your hit chances AND your ability to damage.

There's a ton of modifiers to combat. Probably too many to be honest; I went a little overboard.

You know, one problem might be how the more damaging golem types use up more energy to take a single swing. I'll probably tweak those numbers a touch tonight as well as speed.

Kep
Gavalon
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Message #207 Posted: Feb 20, 2008, 3:30 am
i tried iron and flesh golems, and the headless, armless, legless gimp still owned me
[ADMIN] Arkham
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Message #208 Posted: Feb 20, 2008, 3:39 am
Who are you attacking?

Kep
Poseidon
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Message #209 Posted: Feb 20, 2008, 3:50 am
I've noticed the same thing actually. I spent all this time making a clay golem thinking "lol, im gonna go mess with my friend and break his arm off".

nope. it did a total of 6 damage and he did a total of like 15. Not only did it attack more than me, it seemed to hit a lot more often too.

maybe this is just the way of balancing it out for the defender, but whenever i used flesh to attack with it attacked and landed hits a lot more.
[ADMIN] Arkham
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Location: Mallow
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Message #210 Posted: Feb 20, 2008, 4:16 am
It's possible defense is set too high. I need more info.

Who are you attacking? What's the weather like at the time? What's the terrain like?

Also, the headless, limbless gimp thing is an error of a different sort -- that should be triggering a "the X golem is in no shape to defend, you walk right in" type message. To defend, they need at least legs.

Kep
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 #211 Posted: Feb 20, 2008, 4:50 am
dude, ive attacked just about everyone and its the same stuff every time. they hit me for 12 and i hit them for maybe 6.

i have since then switched out the eyes. i had glass eyes at the time, but they're cyclopean now.

still though, you'd think that a clay would be able to beat a flesh.
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
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Real Name: Kep
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Message #214 Posted: Feb 21, 2008, 1:42 am
Alrighty. I've just made live some tweaks to combat.

First, the level of the golem as well as the level of its head will impact accuracy positively. In other words, a Level 3 Flesh Golem will be slightly more accurate than a Level 1 Flesh Golem even before eyes are installed. This also means that a Level 1 Clay Golem is going to be more accurate than a Level 1 Flesh Golem (in fact, the Clay should be roughly equal in accuracy to a Level 4 Flesh Golem).

Second, the limbless gimp problem should be in the past. Note though that a golem that has both legs but has no arms is still a valid defender since in the future you'll be able to install weapons in the golem's head and chest.

Let me know though if you see golems without arms attacking with fists. You shouldn't see this happening. Instead, you should see something like, "X Golem has no usable weapons and does not attack."

Keep me aprised of bugs and how the tweaks affect your combatry!

Kep
 
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