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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Five Best & Worst Things About New Player Experience
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #21592 Posted: Jan 3, 2009, 10:55 pm
Now that the game is officially out of beta, I'm looking at general polishing and shining to make the game nicer. This includes new content like items, creatures, spells, and even artwork, but it also includes improving the interface of the game, and, of course, the new player experience. So in that interest, give me some feedback on what it felt like to be a new player in Muelsfell.

What are the five best things about the new player experience? What made you decide to stick around?

What are the five worst things about the new player experience? What made you cringe, or almost consider not staying?

Kep
DemonDurai
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Posts: 92
Location: Jaaron
Magus Age: 111 years old
Message #21784 Posted: Jan 5, 2009, 9:12 pm
The new player won't have the luxury of the "The Big Red Button". So him/her might make a choice about a particular spell which he/her might regret later.

DD
Echothrice
Echothrice's Avatar
Posts: 98
Location: Villuno
Magus Age: 116 years old
Message #22025 Posted: Jan 7, 2009, 10:44 pm
What really convinced me to stay, and play on a far more obsessive basis, was being introduced into a clan and becoming friends with the people there. Clan competitions, improvement, recruiting, all take precedence, especially after the player begins to get a little stronger.

As regards the "Big Red Button", it is sad that it is gone, but as new spell slots are accumulated every 4 levels, it really isn't that big of a deal that it is gone.

Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #22031 Posted: Jan 7, 2009, 11:02 pm
Four levels is a *lot* to a newbie.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #22042 Posted: Jan 8, 2009, 12:02 am
Well, hopefully the Library will alleviate some of that worry. That way people will be able to plan things out a lot better.

One of the best things, I thought, was the ramping of monster difficulty, it was one of the most fun parts of the game trying to figure out how to defeat the next monster. This however, runs out fairly swiftly, there are no new tricks after a point, and just about anyone can now probably kill the Giant or the Bonewalker, with only a mediocre golem and an elemental spell.

One of the worst things... well... I was a little annoyed when glass golems got nerfed while mine was in the process of being outfitted, but I don't think that's very relevant anymore. Kind of a one-time deal there, but I couldn't really think of anything else.
DemonDurai
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Posts: 92
Location: Jaaron
Magus Age: 111 years old
Message #22130 Posted: Jan 8, 2009, 9:15 pm
Echothrice said:


As regards the "Big Red Button", it is sad that it is gone, but as new spell slots are accumulated every 4 levels, it really isn't that big of a deal that it is gone.



hmmm interesting I was under the impression that you stop getting new spell slot at level 20 magus. There should be a small note on the charts to say every four level is a new slot.

DD
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #22292 Posted: Jan 10, 2009, 5:23 pm
Yanno, I'll probably bring back the Big Red Button each time there's a big spell release.

Noted about the levels that you gain spells. I think I'll add a spellslot for 1st level, so that newbies can play with a spell right out the gate.

Keep the ideas coming. :)

Kep
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #22295 Posted: Jan 10, 2009, 5:29 pm
If there's a big red button every time there are new spells, wouldn't it make some sense to also when you release new things have a temporary big red button for clan items? After all, it doesn't make much sense to penalize clans for not saving slots but to penalize individuals for the same, I'm not sure I really care which way you decide to go (I've been saving spell slots in event of a new release), but I'd like it to be consistent.
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 123 years old
Clan: OTAKU
Message #22611 Posted: Jan 13, 2009, 1:45 pm
Compromise - every time you can learn a new spell, you could also erase one

Every time a clan earns a new research slot, they earn an erase credit. We have several empty slots and we *still* want to erase something ;)
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #22625 Posted: Jan 13, 2009, 4:22 pm
I agree that it doesn't seem fair if clan spells can reset, but other clan choices can't. Allow personal spells to reset, clan spells are stuck?
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #22633 Posted: Jan 13, 2009, 5:25 pm
There will be a Big Blue Button for clan items sometime in the future; I just haven't decided the scope/limitations for it yet.

Kep
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #22643 Posted: Jan 13, 2009, 5:44 pm
The trouble with a big red button for non spells is that unlike spells you'd lose objects, so a generic "forget all" button isn't very practical. I know I wouldn't want to use it if I had to remake all the spiked chains we've made afterward. But that's probably partially what you meant by scope/limitations I suppose.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #22723 Posted: Jan 14, 2009, 3:46 am
Tzadkiel said:
Compromise - every time you can learn a new spell, you could also erase one
I like this idea a LOT. Elohtee.
Haruna
Haruna's Avatar
Posts: 471
Location: Jinkara
Magus Age: 117 years old
Message #22731 Posted: Jan 14, 2009, 4:14 am
Pegga said:

Tzadkiel said:
Compromise - every time you can learn a new spell, you could also erase one
I like this idea a LOT. Elohtee.


Or it could be a semi-difficult 'quest', involving 3 or more rare-ish quest items gathered from all corners of the globe, and it creates an account bound, one time erase, which again takes time to erase where you can't do much of anything similar to how jobs work...

Makes it a little more difficult and 'costly', but I think it could be used without being abused.





Arkham said:

There will be a Big Blue Button for clan items sometime in the future; I just haven't decided the scope/limitations for it yet.

Kep


Mayhaps it could be like above, where the clan can 'create' an 'item' which could erase a clan item/spell from the library. To get the ingredients for such an item, individual members would have to go out and gather the components to make each ingredient (mayhaps a special golem that could be stored in the depot/basement) and then it could be produced in the Armoury.



These ways one must earn the right to forget spells or clan items/spells.
And one could just add an erase button which only works if said item is in the clan/personal coffers and use it up while erasing the entry in question.
Or I could just be crazy like usual.
Last Edited: Jan 14, 2009, 4:30 am
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #22770 Posted: Jan 14, 2009, 1:40 pm
Haruna said:
Mayhaps it could be like above, where the clan can 'create' an 'item' which could erase a clan item/spell from the library.
A simple Scroll of Forgetfulness reward via the quest shack sounds like a doable thing, just like the regular quests.
Dreamweb
Dreamweb's Avatar
Posts: 87
Location: Hans Mina
Magus Age: 111 years old
Message #23294 Posted: Jan 19, 2009, 3:50 am
Maybe put the blue button in but it works for 1 item at a time and takes 1 week to recharge to use again, you could do the same with spells.

This would allow reclaiming of slots but over a long period of time.

 
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