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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 » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: Time + Motivation limits = Bad
xerArch
Posts: 4
Location: Andulaz
Magus Age: 142 years old
Message #261 Posted: Feb 27, 2008, 4:07 pm
Is it really necessary to have a time-sink and a limit to how much I can do in a day? Really I'm just annoyed that I never hit my motivation limit b/c I don't have much time to put into this game and I have to keep remembering to come back, refresh and then do something new.

I could understand using motivation for combat and time-sinks for everything else... I just don't get why you put them together on combat... its like you don't want me to kill stuff.

I think I'd be less annoyed if there was a countdown or a progress bar or something so I didn't have to keep refreshing your page.
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #274 Posted: Feb 28, 2008, 1:18 am
that would involve your page autorefreshing every second

plus, motivation and time are important because it takes different motivation for different golems as well as location, with no time limit, people like me would abbuse the system

not to mention, no time limit would mean your golem is immediately defending your base again,

sorry you cant spend more time on the game, but i think removing the system wont happen
xerArch
Posts: 4
Location: Andulaz
Magus Age: 142 years old
Message #280 Posted: Feb 28, 2008, 3:23 pm
Both gmail.com and stixy.com auto-refresh fast enough to show updates in real time. And thats just two sites that *I* use, I'm sure I could find a half dozen more if I cared to search. Hell, I get email notification of mail in my gmail acct before I can even access it on my pop3 acct.

Point is, an auto-refresh script isn't some cutting edge technology. It couldn't be that hard to implement. Even some kind of countdown animated gif followed up with a page refresh script would work... were not talking rocket science here.

I'm just looking to cut load on your servers. I already spam page refreshes until the countdown is done... I'm sure I'm not the only person with a short attention span playing this game. Timing refreshes for me and maybe having some repetitive animation of magical robots smashing each other up seems like a good idea to me. It marginally keeps my attention and if it looses my direct attention it would at least say 'DING! Fries ready!' so I can come back for my next action.
Gavalon
Posts: 56
Location: Rimesvin
Magus Age: 119 years old
Real Name: TJ
Website: Click Here
Message #281 Posted: Feb 28, 2008, 3:58 pm
just put up the clock next time
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #282 Posted: Feb 28, 2008, 4:00 pm
A refresh can be done with javascript, with a countdown timer showing on the screen meanwhile. It's not going to be perfectly in sync, but it doesn't have to be to be functional.

I'd become used to the interface and just forgot about adding this, honestly, but it's back on the list again.

Kep
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #294 Posted: Feb 29, 2008, 4:59 am
I have a working set of test countdowns in the developmental version of Muelsfell. In the next day or two, countdown timers will be added to:

The workshop (building queues),
The artificer (item queues),
The worktable (part queues),
The library (researches),
And the combat page (for a golem's return time).

Let me know if I'm missing any pages that could use them.

Kep
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #299 Posted: Feb 29, 2008, 9:06 pm
Timers now count down on the previously mentioned pages. You will need to have javascript enabled to see them. :)

I also took the opportunity to upgrade the information presented on the combat page. "Type: 0" creature means little, but "Type: Living" or "Type: Undead" makes a lot more sense. There's also a reminder now if your golem isn't up for combat (missing a power source, or no golem outside the shop).

Kep
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #302 Posted: Feb 29, 2008, 9:30 pm
I like the new counter, I wish it was bolder, or colored red (only for attacking) so it was easier to see. In the other applications it looks great.
xerArch
Posts: 4
Location: Andulaz
Magus Age: 142 years old
Message #313 Posted: Mar 1, 2008, 12:17 pm
Nice, I like how this works. ^^

Thank you!
xerArch
Posts: 4
Location: Andulaz
Magus Age: 142 years old
Message #314 Posted: Mar 1, 2008, 12:29 pm
Hmmm... it seems that my motivation is always at 50 now though... is that intentional? could it be that I leveled up?
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #317 Posted: Mar 1, 2008, 5:42 pm
The motivation issue was a bug that should be fixed now (again).

Kep
xerArch said:

Hmmm... it seems that my motivation is always at 50 now though... is that intentional? could it be that I leveled up?
 
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