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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!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Assistant worker
Dreamweb
Dreamweb's Avatar
Posts: 87
Location: Hans Mina
Magus Age: 111 years old
Message #29496 Posted: Apr 19, 2009, 1:04 am
Have the ability to acquire a assistant(NPC), I personally would recommend should this go through is you have a % chance to meet a assistant who is looking for work while hunting. A workshop can only have 1 assistant per 10 levels of workshop and requires X gold daily or leaves, can be fired.

Have the assistant be specialized in different areas and classes.

Assistant - Apprentice
Assistant - Journeyman
Assistant - Master

Areas that can have a assistant Workshop, Artificer, Worktable.

A assistant can have one or more of the possible effects:
Faster production
1 extra queue
cost lest to produce item

********
Example:
Assistant "Bob" has followed your golem to your workshop and inquires about possible work.

"My name is Bob and I am a Journeyman, I specialize in Artificer work, If hired I will add 1 extra queue but I require 650 gold per day."

Hire?
Don't hire?
********

Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #29522 Posted: Apr 19, 2009, 3:51 pm
Interesting idea.

I can see the faster production, and even an extra queue slot (for non-premium accounts - premium should still retain the five slots, not gain a sixth), although I think the material cost of whatever should remain unchanged. Since regardless of how many hands are putting something together, you still need the base materials.

Additionally, I think an assistant should only apply to the worktable and artificer lab though. The workshop doesn't really need any discount, since you can max it out without too much difficulty and the biggest hurdle to that is monetary, not time.
On reflection, perhaps only the Artificer Lab. The Gnomish tools already apply a time discount to the Worktable.

I think this could be run out of a stall in the market rather than a random encounter. A temp agency or something. Acting in a similar fashion to special items, gives x% time bonus (and/or an extra queue slot) in exchange for -y coins per day (game or real). Able to be discontinued by the player at any time, or when coin balance reaches amount z.
drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #30349 Posted: May 5, 2009, 8:23 pm
why not for resoucre (cant think of what it is called) obtainment? i yhink thats the word i mean.
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #30368 Posted: May 6, 2009, 1:02 am
Do you mean for primary or secondary resources?

I can't think of a reason why you would need it for primary, 2400 resource units/hour once you max your production seems enough. As for the secondary, what you can't get at the farms or mine, well, that's what spending motivation on attacking creatures is for.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #30379 Posted: May 6, 2009, 2:22 am
Oh, extra primary resources would be very very useful, especially for iron and stone... and the mines are pretty useless, even if you live next to them.
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #30402 Posted: May 6, 2009, 4:08 pm
After a certain point, the individual Magi won't be using all of their resource production for repairs/upgrades/artificer and golem builds and at that point it just starts to build up in your storage. Which lets you save up for higher level upgrades or sell spare resources for money when you hit that level of the game.

Unless of course you are in a Clan then it has a tendency to travel to the Warehouse, especially once you max production. But more Clanmates = quicker build of Clan buildings.

And as for the mines, I understood they were the safe version of some resource gathering for (especially) newbies. Of course a magi can do better harvesting from a creature or in PvP raids, but the option is there, even if not particularly cost effective in terms of motivation usage.
deathpunk
deathpunk's Avatar
Posts: 154
Location: Nournsland
Magus Age: 117 years old
Message #30404 Posted: May 6, 2009, 4:16 pm
You will run out of resources at maxed production if you do one of two things. One, fight creatures that are too strong for your golem. Two, pvp heavily.
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #30446 Posted: May 7, 2009, 3:10 pm
Ok, I can actually see that. Not being a giant PvPer, it wasn't an obvious consequence to me.
 
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