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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 » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: More in depth quests.
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #1385 Posted: Apr 17, 2008, 2:29 am
I think other than just having simple item quests, there should be other quests to do, available at higher magus levels (anywhere from 10 and up depending on the quest difficulty). im not talking just "go out and kill something REALLY REALLY BIG. I mean like quests that have an actual plot to them. With better rewards (like spells obtainable only by that quest or other abilities for your golems). These could either happen completely randomly or by you being given the option to talk to someone to start it (or whatever action might set the quest in motion, the discovery of a relic ect...) depending on how the quest might work or what your intentions are.

Just an example that i thought of off the top of my head.

"Striking the Heart"

As you scan the market streets of rildesjan, anxiously holding the pouch of gold coins you robbed from another magi, a commotion begins to build up by a strange hooded figure.

From this point you could be given two options, either go check it out or continue browsing. Obviously, if you choose to ignore it then nothing happens and you continue with your buisiness.

If you check it out, after worming your way through the crowd, you see him holding a strange medallion. Irritated with the surrounding people not getting out of his way, he holds out the medallion and shoots a bolt of magic at them so he can get through. He makes a dash for the gates, and he loses the gaurds, but you chase him and corner him.

I should stop myself before i end up writing out a whole quest plot, but you get where im going with this. The guy would end up telling you of some crazy cultist he's working for and force you into a fight or something. Then the gaurds would tell you about the cult he's in and instruct you to kill the cult leader so they wont be such a problem. You'd probably end up losing the first match with him and have to go back and find some special item that would bring him down to your level.

The reward would be the medallion the hooded man held and a bundle of experience and money from the rildesjan gaurds.

In a world like this, the possibilities for branching plotlines are endless.



FatherLatour
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Posts: 160
Location: Rildesjan
Magus Age: 130 years old
Real Name: Jean
Email: FatherLatour@gmail.com
Message #1388 Posted: Apr 17, 2008, 3:55 am
Better yet, you individually offer high level characters exotic quests with semi-unique rewards, as part of an ongoing and complicated story arch.
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #1471 Posted: Apr 18, 2008, 10:11 pm
Absolutely, the map is great, but there's litle reason to explore it thus far, and being able to pound monsters on big quests would be a lovely reward for all your hard golem building.

As I said in the other thread, I personally think the basic go out and kill monster quests should be bounty missions for gold, ---- available from lvl 2 onwards (the bigger the monster the more gold), this would also help the economy a bit I think.

then, the full item quests that gain you the good stuff should be as you said, ---- large complex affairs with plot and multiple tasks to perform, and should stil be limited by quest slots. Imho that's one side of the game that really! needs some expanding, the basic elements are there, they just need some attention.
Poseidon
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Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #1483 Posted: Apr 19, 2008, 5:34 am
FatherLatour said:

Better yet, you individually offer high level characters exotic quests with semi-unique rewards, as part of an ongoing and complicated story arch.


I like that. I think it'd be neat for me and whoever the top ranked good magi is to have to work together to fight some greater evil, or rigby has to hold off like a whole wave of monsters on his own.

Eventually you'd have to include everyone though, maybe some really impossible to kill juggernaut that does not heal between fights (and would most likely waste an entire golem each fight). This would require all of the inhabitants of muelsfell to pitch in.
Joachim
Joachim's Avatar
Posts: 208
Location: Asylum
Magus Age: 120 years old
Clan: STEAM
Real Name: Walt
Message #1487 Posted: Apr 19, 2008, 12:19 pm
Poseidon said:

I like that. I think it'd be neat for me and whoever the top ranked good magi is to have to work together to fight some greater evil, or rigby has to hold off like a whole wave of monsters on his own.

Eventually you'd have to include everyone though, maybe some really impossible to kill juggernaut that does not heal between fights (and would most likely waste an entire golem each fight). This would require all of the inhabitants of muelsfell to pitch in.


Neat idea. Maybe some Godzilla-esque creature shows up and starts trashing random cities/towns/workshops, and it's up to the Mages of Muelsfell to combine their resources and talents to make some gigantic golem to fight off the creature...then we all fight it out to see who gets owner's rights to "Big Ass Golem" once it sends Godzilla crying home to mama. :)

Edit: Sorry about the repeat. Didn't read your first post. It was just the first thing to pop into my mind when I read your last. :)

How about a secret Magus Cabal made up of alien mindflayer-esque mages with superior technology wanting to slowly take over Muelsfell...
Last Edited: Apr 19, 2008, 12:29 pm
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #1498 Posted: Apr 19, 2008, 2:47 pm
The multi-player quest sounds like it would be perfect for the clan system once that is up and running. Sort of a prestige thing. Not sure that a game-wide quest would be as good an idea.
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #1521 Posted: Apr 19, 2008, 7:45 pm
lol wow you guys are unrealistic :P
FatherLatour
FatherLatour's Avatar
Posts: 160
Location: Rildesjan
Magus Age: 130 years old
Real Name: Jean
Email: FatherLatour@gmail.com
Message #1523 Posted: Apr 20, 2008, 12:06 am
What? This stuff is totally doable. ^_^ Really, you'd be surprised what an ambitious developer can do. :P It just depends on if he wants more mechanics, or more flavor hammered out first.
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #1524 Posted: Apr 20, 2008, 12:59 am
Making individual quests for individual people? That's pretty unrealistic, I think.
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 118 years old
Message #1525 Posted: Apr 20, 2008, 1:08 am
Nuh-uh. I can point you to a MUD where the admins (gods in-game) do individualized quests for mid-to-high-level players. Granted, they have like a dozen admins, plus or minus, but they had to start somewhere too!
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #1539 Posted: Apr 20, 2008, 3:57 am
MUD enviornments are more easy to modify than a place like this though, since Arkham is building the systems as he goes, not just tossing more content into an existing system.

I'd rather see general improvements to the whole game than custom quests even if they were easy to do.
FatherLatour
FatherLatour's Avatar
Posts: 160
Location: Rildesjan
Magus Age: 130 years old
Real Name: Jean
Email: FatherLatour@gmail.com
Message #1548 Posted: Apr 20, 2008, 8:57 am
Which is why I said, it depends on the admins. Some of them like sticking a hand in their game, talking directly to their most loyal players through 'NPCs' and such. Some of them just like making systems. :P They're both good. I don't really have a feel for which kind we have.
 
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