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Index » Muelsfell Game Forum » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: New Areas: Church and Resources
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #2113 Posted: May 3, 2008, 2:13 pm
I've added a few new areas to Muelsfell, accessible via the local map.

The first is Saint Alfred's Church, where those who have become evil can donate a good amount of resources to move back to the light. Though donating resources will tweak a good magus' alignment further towards good, the primary use is as atonement for those who have become evil by going on retalitory strikes. Saint Alfred's Church is located near Mottonsborough.

The second are a set of three resource areas where magi can effectively trade motivation to earn resources. These are experimental areas, so not all resources are represented. Right now only wood, gold, and money are available. Admittedly, wood may be somewhat redundant all things considered.

Motivation cost to gather resources from the local areas increases based on distance. The further away you are, the higher the motivation cost. My hope is that magi who are closer to a particular resource will be able to use that to trade for resources that they need.

Redscale Mine is to the east, between the towns of Andulaz and Shilo Steppe.

Shintale Forest is to the west, near Zion's Reach and Daylsfeld.

Harbinger Farms is also to the west, but further south, near Mallow and Jaaron.

Expect tweakage as well as more areas if this works acceptably. I'm opening this up for the weekend, and we'll see how it works in practice. :)

Kep

[Edit for dyslexia!]
Last Edited: May 3, 2008, 8:18 pm
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #2116 Posted: May 3, 2008, 3:30 pm
Well, that's cool. Two farming runs and I net 1000+ money. As for the gold, will that be more important once the additional items come online?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #2117 Posted: May 3, 2008, 3:35 pm
Yes, there will likely be some new armour types that use gold. :)

Kep
Nageya
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Posts: 86
Location: Asylum
Magus Age: 111 years old
Message #2119 Posted: May 3, 2008, 7:03 pm
primary resources are probably not needed since it's very easy to gain a surplus if you build right and they are very cheap to buy on the market place
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 118 years old
Message #2123 Posted: May 3, 2008, 7:49 pm
Yep, Nageya's right, primaries are plentiful enough, and since they're fully renewable, while secondaries aren't, it makes more sense to me to stick to secondaries for these.

Y'know what would be nice? A Glassworks. Followed immediately by armor with superior slashing resistance. [smirk]
Surun
Posts: 7
Location: Dethsfell Rest
Magus Age: 114 years old
Message #2150 Posted: May 4, 2008, 4:11 am
a evil church would be nice as well because neutral alignment invites a lot less attacks and it's just as easy to go good with out wanting to as it is to go evil
Nageya
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Posts: 86
Location: Asylum
Magus Age: 111 years old
Message #2151 Posted: May 4, 2008, 4:45 am
for the forest 100-200 cords of wood is way too low to be worth the motivation even if for some reason i ended up needing wood.

I'm not really sure if money at it's present give out is favorable or not for about the same amount of motivation I can take out a lvl 4 3 times with a bone golem and get around 400 money 300 gems and some other secondary and 21 exp

but it is a good way to get rid of extra motivation when your low on time and for newer players who don't have the resouses to easily repair a bone golem or give it high enough eyes and power source to take a lvl 4 it might be more useful
AethenCrinitus
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Posts: 69
Location: Rildesjan
Magus Age: 120 years old
Real Name: Thomas
Message #2169 Posted: May 5, 2008, 5:42 am
Hmmm... The output vs. motivation cost of several of these just doesn't balance very well... especially when you consider the impact of the money resorce. As it is, money is the limiting factor in the game, for the most part after you hit around 4th level and have a decent sized workshop...

The fact that it likely costs someone from Jaaron or Mallow (i.e.- Nageya and Pegga) can make around 500+ money per run and likely for ALOT less motivation than the 48 motivation it takes me to make 160-300 money in ONE TRIP.

This seems like a critically unfair advantage to those who are located closer to Harbringer Farms (Jaaron/Mallow) vs. the rest of us....

Given the nature of Money as the game's primary limiting factor, I'd suggest either re-structuring the motivation cost for this location so that it's the same for everyone, or removing the location alltogether, thus preventing the unfair advantage over other players...

As stated by the others above me, the primary resorces seem to work fine this way, as they're not necessarily hard to come by, and it would be a worthwhile way to blow a few extra motivation if you just needed a few pieces of something... secondary resorces will probably have the same affect, just another asset to be taken advantage of as necessary...
ExcessivelyRightiousBlossom
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Posts: 19
Location: Mottonsborough
Magus Age: 141 years old
Message #2171 Posted: May 5, 2008, 6:01 am
It seems like the returns for the Shintale Forest should be increased by an order of magnitude, or two. They're the resource area I'm closest to, but even if they were producing ten times what they are now I still would choose either of the others over working there.
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #2172 Posted: May 5, 2008, 11:59 am
AethenCrinitus said:
The fact that it likely costs someone from Jaaron or Mallow (i.e.- Nageya and Pegga) can make around 500+ money per run and likely for ALOT less motivation than the 48 motivation it takes me to make 160-300 money in ONE TRIP.

This seems like a critically unfair advantage to those who are located closer to Harbringer Farms (Jaaron/Mallow) vs. the rest of us....

Given the nature of Money as the game's primary limiting factor, I'd suggest either re-structuring the motivation cost for this location so that it's the same for everyone, or removing the location alltogether, thus preventing the unfair advantage over other players...


You'll be happy to know it only costs 18 motivation for me to hit the farm. And happier that I don't even bother with it. For that same motivation, I hit the local creature three times, gaining around 300 coins, but also around 100 gems and 21 exp.

I would expect tweakage. I'll even suggest some. Rather than make this less numerous, I'd make it more numerous. Everybody is going to have a little spot near them, so maybe make it such that one could farm directly for the resources (maybe turn the Jaaron one into a flesh farm) or just immediately exchange those resources for coin. That way, no region has a perceived advantage.
Nageya
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Posts: 86
Location: Asylum
Magus Age: 111 years old
Message #2177 Posted: May 5, 2008, 6:02 pm
honestly I'd rather have gold or a hard to come by secondary next to me, money may be a limiting factor but it's easy to acquire. gold on the other and is quite difficult to obtain and needed for a higher lvl power sources and items
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #2178 Posted: May 5, 2008, 6:26 pm
Well, as said, this is an experimental feature. :)

There are two eventual goals for this: 1) to allow more secondary resources into the game, and 2) to encourage trade of secondary resources for other secondaries. I don't expect those goals to be reached until more secondary resources in general are released.

I've hidden the wood one for now. I knew it was mostly useless, but figured it couldn't hurt to see if players used it anyway. If I add primary resources to the local resources, I'll increase the amount they give.

The money one is not being used heavily, likely due to the high motivation costs and the reasons that Pegga pointed out. It's not proving unbalanced at the moment, but I'm probably going to change this to something else sooner or later.

Glass, silver, and gemstones may also be given this treatment. Adamantine probably won't. I'll wait and see how the gold bars works out before adding too many more of these sorts of resource gathers.

Also, regarding the church: there will be a method for accidental good aligned folks to slip back evil. The method to go evil won't be as obvious as a church out in the open, however! :D

Kep
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #2183 Posted: May 5, 2008, 7:14 pm
Arkham said:
Also, regarding the church: there will be a method for accidental good aligned folks to slip back evil. The method to go evil won't be as obvious as a church out in the open, however! :D

Kep

Maybe a flaming pit in the mountains? Payment in flesh?
Halftea
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Posts: 1307
Location: Darghelm
Magus Age: 133 years old
Clan: ADV
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Message #2185 Posted: May 5, 2008, 8:13 pm
Honestly I've only hit the gold mine as the motivation costs for me to hit the others was prohibitive at 66 for the Farm, almost that high for the woods. I haven't noticed much gold on the market so far, but then again, only a few players can even use it yet and I'm guessing they already had some stockpiled. Still, inthe long run, I believe these types of areas will prove of value, especially to lower level players looking to get upgraded parts from more established players.

Maybe open and close new resource areas on a rotational basis. That would prevent any one area from receiving too much of a perceived advantage based purely on location.
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 118 years old
Message #2186 Posted: May 5, 2008, 8:20 pm
Pegga said:

Arkham said:
Also, regarding the church: there will be a method for accidental good aligned folks to slip back evil. The method to go evil won't be as obvious as a church out in the open, however! :D

Kep

Maybe a flaming pit in the mountains? Payment in flesh?


Nah, nothing so subtle and modest.

Law School.

[dives into bomb shelter]

So does anyone have any sort of idea how much gold bars should be worth? It's hard to pin down a value when there's so little demand that I've seen, and it'd be nice to know whether it would make any sense to start stockpiling now....
Tallis
Tallis's Avatar
Posts: 30
Location: Villuno
Magus Age: 116 years old
Real Name: Kel
Message #2191 Posted: May 6, 2008, 1:54 am
Arkham said:

The money one is not being used heavily, likely due to the high motivation costs and the reasons that Pegga pointed out. It's not proving unbalanced at the moment, but I'm probably going to change this to something else sooner or later.

Kep


As a data point, for me to use the money area, I have to pay 56 motivation, which is pretty much more motivation than I typically keep around. I don't think I'm horribly far away from it, but I'll not be likely to use that one until I have too much motivation to keep up with. i.e. not for a long time yet.

-Tallis
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 118 years old
Message #2196 Posted: May 6, 2008, 1:28 pm
I'm in the same boat with Tallis re: motivation for money. Maybe give the resource locations different tiers of motivation cost for different levels of work desired-- light, moderate, and intense-- with different levels of reward. So even those of us in the boondocks wouldn't have to spend all our motivation to bring home some coinage.
Kyomi
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Posts: 274
Location: Andulaz
Magus Age: 124 years old
Clan: OTAKU
Message #3678 Posted: Jun 2, 2008, 9:53 pm
Its a pain to be stuck in the corner of the map. Costs me 73 motivation to get to the money making one. x.x
DemonDurai
DemonDurai's Avatar
Posts: 92
Location: Jaaron
Magus Age: 112 years old
Message #4452 Posted: Jun 11, 2008, 5:52 am
Maybe if you do it on a money per motivation. Its up to the player how much movitation he is willing to use. For example, for every 1 motivation use for gatherng you get 50coins or 50 gold or say 10 gems etc. It could be the amount you get base on level similar to jobs.
Last Edited: Jun 11, 2008, 6:42 am
 
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