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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 » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: more progression suggestions
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #195 Posted: Feb 19, 2008, 7:53 pm
I'm all about increasing functionality as you progress through the game, so a few suggestion's ive been trying to think of:

1) building queue is amazingly annoying, but what about every 5 levels of workshop = +1 max queue. So a level 10 workshop would allow you to build 3 things at once

2) Magus level bonuses to combat. Currently, a magus can level but you have to build a newer golem. As of currently, there is no benefit to leveling your magus besides motivation. What about every magus level is +1 accuracy and maybe +1 stat point (stat points not necessary)

3) Markets, there is also no way to increase your max carry over 2500 (non premium), What about offering a caravan for level 8 magus's or for lv 12 workshop to increase your max carry.

4) Local area map, It is amazing easy to get lost while navigating the map, how hard would it be to add a small mini map to show you the general area you are looking at

5) Golem differentiation, i know you are working on this, but we should have different bonuses for each golem. Definitely attack speed and move speed, perhaps something else, ill think of something

6) clan's, i know these are not implemented yet, but while you work on them, consider a few things: clan forum's, clan leader note system (like how premium members have note, let the clan leader make notes for followers, Increased market carry capacity between clan members or even private sector trade. In future considerations, perhaps a guild house located on the map to generate income or storage in which members can add golems to defend or something. (ill think of something)

7) "other resources" Are extremely difficult to get, perhaps have a generic market where the game can generate glass and bronze or something.


more to come, and i know Jack has some to, but i g2g to class, so ill add more later
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #196 Posted: Feb 19, 2008, 8:05 pm
oh, and allowing non-premium members to name their golems once on creation
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #197 Posted: Feb 19, 2008, 10:06 pm
I like the idea of letting different golems have little bonuses to them depending on type.

Stuff like flesh has a slight regeneration over time quality, and successful attacks against wood would give you splinters ect.

obviously these would get better as the golems level grows.
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #199 Posted: Feb 19, 2008, 10:52 pm
in #1, i think building queue should be based on workshop size, and not magus level, it makes more sense that way.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #200 Posted: Feb 19, 2008, 11:55 pm
Magus levels now add a bonus to the accuracy of all golems you control. Don't forget that leveling also gives you item quests and will eventually grant you spells. While leveling has arguably limited use right now, once spells go live, it's going to become quite important. Between quests, spellslots, motivation improvements, and now accuracy improvements, magus levels will have a definite impact on gameplay. Plus clans will have a level 5 requirement to create a new one (no requirement on joining an existing one).

Naming golems and the length of the building queue will remain premium only, I'm afraid. I have to make sure there are very good reasons for folks to want to sign up for that. :)

Regeneration ability (or more like "automatic mending") is a planned spell for golems. There will also be various "buffer" spells, like temporary boosts to strength, speed, so forth.

A full map with all locations is already on the to-do list. It'll likely be in the help pages, but I can put a smaller version on the local map page.

Just about everything mentioned for clans is already built or in progress, in one form or another.

Alternative resource sources are also in various stages of completion. I am only one man with two coding hands! :D

Tonight, I'm probably going to tweak golem speed across the board. It may make flesh and bone golems a little too fast, but the ability of stone and iron to hit harder should balance that out somewhat.

Kep
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #232 Posted: Feb 23, 2008, 11:44 pm
delete all messages button needed
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #233 Posted: Feb 24, 2008, 1:06 am
Yeah, tell me about it... been meaning to add that for a couple of days now. It's on the list; been busy with combat today.

Kep
Gavalon said:

delete all messages button needed
Arminion
Posts: 5
Location: Jaaron
Magus Age: 120 years old
Message #271 Posted: Feb 27, 2008, 11:34 pm
I appreciate the great work Kep is doing. I really like the game so far.
However, I have some suggestions myself. So here we go!

1) As Gavalon said, it would be cool to have a generic market where you can trade resources with computer rather than with real people on the bazaar.

2) I think that currently golems have waaay too much parts. I would like golem to have six parts only: head, torso, right arm, left arm, right leg and left leg. All that hands, pelvis and stuff are just annoying to maintain, upgrade and repair.
Since it would have less parts, they would cost more to build and repair (obviously) and maybe giving them more HP.

3) Once again, I agree with Gavalon about the local map. Traveling around the map should be easier, I get lost very easily. This is also a little ironic, since I acquired the brass compass. :P

4) The requirement to build new golems (acquiring library and if I'm not mistaken, workshop level 8) is way too big. Maybe to set it on workshop level 5? It's a little annoying going around fighting only with my flesh golems.

5) Maybe give golems some unique abilities. Like, I don't know - Bone golems are uneffected by weather, or Clay golems can't have eyes but they move faster etc. Stuff like that.

6) Make a rock-scissors-paper way on golem vs. golem combat. Something like Flesh beats Bone but Bone beats Wood.

7) Give a General Rank page (or personal) where you can see all the players and their ranks instead of just the first 25. This would be good to actually show you how well (or bad) is your global position in the game.

8) For the third time, I agree with Gavalon - make Magus leveling up more dynamic. Maybe by giving the option to player to manually select which stat to upgrade. For example, when you gain a level up - you gain three bonuses and you choose one of them.

That's all (for now :)). Keep up the good work!
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #275 Posted: Feb 28, 2008, 1:22 am
i think the parts are necessary, and the reason for hands is that they will later be used with weapons, you lose a hand, you drop the weapon, but still swing the arm

the requirement for libs could be lowered if he adds a requirement for higher workshop for level 1 iron/stone

rock/paper/scis is a bad idea, but bonuses are nice

magus stats are also a bad idea
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #276 Posted: Feb 28, 2008, 2:35 am
i think as a magus levels up, they would naturally require slightly less motivation to send out a golem than a lower leveled magus.

im not talking anything drastic, like maybe 1 point less every 5 levels or so. and of course the cost would never drop past the default 6 per hit.
Arminion
Posts: 5
Location: Jaaron
Magus Age: 120 years old
Message #279 Posted: Feb 28, 2008, 2:36 pm
I suggested the rock-paper-scissors theme because, by looking it now, golems aren't that much different when compared to each other. You know, something like Pokemon - water beats fire but fire beats grass etc.
About golem bonuses - how about giving each of the golems its "natural habitat" so, that the Wood golems are more powerful in forests, Clay in deserts and so on.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #283 Posted: Feb 28, 2008, 4:19 pm
Re: parts. It's not so much the number of locations that's the problem as it is that each location has its own set of maintenance to be done seperately (repairs, armour, attaching items, etc). That's a bigger distinction to make than it seems; with more "one button" options to maintain a golem, the number of locations becomes less important.

I'm planning to tweak the costs to create the different parts today, incidently. Hands should cost less than a pelvis, etc. The overall cost of the golem will remain the same, so that does mean that torsos, pelves, and abdomens will go up in cost while hands, arms, heads, etc go way down.

Re: Map I forgot to mention it, but there's a map I added to the help pages: The Map [help.muelsfell.com/map.php]. I also changed the graphics for the various provinces. For example, if you see tents, you'll know you're somewhere in Askari.

I was hoping to add a little map to the local area page, but its been difficult to get something that's legible and works at 800x600 resolutions. Maybe something automatic that just shows current area plus an extra few squares in all directions.

Re: golem abilities. I've been pondering some things on this front. It seems that bone and wood golems are the "weakest" type at the moment -- they're not as disposable as a flesh, and they don't have the beatstick power of a stone or iron -- but this could just be because I don't have as much combat data on those two types.

I'd like to do some special options for the various types, but I should wait first for more combat data to come in. It won't be a rock-paper-scissors set up, but it will make the types more unique.

My to-do list is pretty full right now. I'm going to spend today getting some of this stuff done, then I'll revisit some of the other ideas (like a global ranks page).

Kep
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #544 Posted: Mar 25, 2008, 8:18 pm
I think that as a magus levels up, they should be able to have a higher total research cap. 20, from what ive seen, just wont be enough to cover most peoples needs. Even if you only specialize in one type of golem, most people will still need to upgrade powersources and eyes at the bare minimum.

And im sure most people would like to specialize in more than one golem type.

I'm not talking anything drastic. Maybe your research cap goes up by 1 every 3 levels you gain. But a little bit more as you progress would be nice.
 
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