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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: golem repair costs at low level
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #246 Posted: Feb 25, 2008, 10:28 pm

The repair cost for a flesh golem at level one seems prohibitively expensive to be able to use your motivation points and build buildings. I've been getting hit for an average of 6 damage every fight I've gone out on, thats 300 flesh, which is nearly impossible to keep up with until you've upgraded your resources quite extensively. My golem is nearly falling apart and I'm not even level 2.

Should there be some sort of scaling cost for repairs based on golem type and level?

Like:

Flesh Golem - 10x(level) flesh
Bone Golem - 15x(level) bone
etc.

I think this would afford an easier access to the game, and let new people feel like they can actually keep up.
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #248 Posted: Feb 25, 2008, 11:37 pm
you are just out attacking your resources. upgrade flesh alot higher then your other resources if you are going to attack that much
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #250 Posted: Feb 26, 2008, 12:33 am
i understand that I'm out attacking my resources, and I think there in lays the problem. I have been upgrading my flesh as fast as possible.

Some finer balance (for low level only) between the amount of motivation you have and the amount of flesh it takes to repair your golem needs to be made.

As it stands:

Either you use all your motivation and can't keep your golem up.
OR
You keep your golem up and waste motivation points as it sits idly at 50.

This probably should become a concern at later levels (how to balance motivation vs. resources),

Right now it feels like it's in reverse. Extremely difficult to keep up at the beginning, but easier as you gain levels and your resource production grows. It should be the other way around


All it does currently is prohibit new people interested in the game with what they can do and automatically makes them feel like they can't keep up, and from a developer standpoint, that is never a good thing.


Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #251 Posted: Feb 26, 2008, 4:21 am
I'll agree that not having enough motivation and flesh is really painfully frustrating. I can get about four maybe five fights in before I'm spent of motivation. Then about twelve hours before I can do any more. And about the same for waiting on resources.

But having said that, I'm wondering if it is that challenge itself that keeps me coming back here. If I could do a lot of game play in an hour, I'm not sure I'd still be playing.

Just wanted to throw in my opinion.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #253 Posted: Feb 26, 2008, 6:11 pm
I'm still working on a commission today (and likely tomorrow) and can't devote much time to Muels development at the moment, so this probably won't be addressed very soon.

One thing I'm considering is turning the repair costs and/or motivation costs down for your first default golem, the homunculus. Since you only get one of these, this will help new players get in more fights. This will also naturally balance itself out, since eventually the homunculus will get destroyed or replaced by a more powerful golem.

In theory, this should keep the challenge intact while also giving newbies a needed sense of being able to dive right in.

Kep
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #254 Posted: Feb 26, 2008, 7:28 pm
you guys are just expecting way to much way to soon. I have never played a game where it didnt take a while to build up before you can expect great game play

at low levels, you should only be attacking local creatures, which costs 6 motivation, which means you can attack 8 times, and have all of your motivation recharge in 12 hours, so you can attack 16x a day for 3xp each, netting 48 xp a day. that's pretty good. your request to make repairs based on level will also become unbalanced because at later levels it will sky rocket to unreasonable levels

if you are still out attacking our resources, then stop attacking so much
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #255 Posted: Feb 26, 2008, 7:59 pm
there are also easier ways to fix your resource problem

the market place, message me some offers any time you some stuff, i have way to much of everything now because there is no way around the gold shortage. i will trade anything at reasonable costs for money
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #256 Posted: Feb 26, 2008, 8:02 pm
Arkham seems to know there is an issue.

But I don't think you need to lower motivation costs for the first golem, that would only make the problem worse. The problem is that you can't keep up the repair from using your existing motivation. I agree that lowering the repair costs on the first default golem would be the simplest fix.


Galv, you want new people to be able to "jump right in" as Arkham mentioned. And you are right, you can attack many times per day, the problem is you will always outstrip your flesh resources by spending all your motivation, which is something the brand new player shouldn't have to deal with right at the start. There is already enough to learn about combat, resource management and building your parts and upgrading your buildings. Save motivation vs. resource management for after they've been indoctrinated into the game and understand it.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #260 Posted: Feb 27, 2008, 1:20 pm
Going with the "jumping in" theme, maybe the first default golem should be made a straw one instead? Costs nothing to make or repair since it just uses grass, wouldn't be able to attack another golem, and would be a hard fight against the local creatures.

Once the workshop is upgraded one level and the flesh golem built (maybe even still for free), then this first straw golem "rots" away and the play continues. Or maybe it doesn't rot, but you have to dismantle it to use the power source.

Now, maybe you want the local area to affect it. So, you'd have grass golems for the grassy areas, leaf golems for the forested area, sand for desert, etc.

Just another thought!
 
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