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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Raise Maximum Levels
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 118 years old
Message #30435 Posted: May 7, 2009, 5:40 am
This is a long time thought I've had, and after a conversation with several other of the high level folk, we have come across a problem. After playing the game for long enough, there is basically nothing new to do. We run out of things to research, we get a clan to such and such a level, we obtain play with each golem type, and we max our buildings. What next? Most of us just wait for new clan items and golems and such to play with, while quietly grinding XP/score.

The trickle of new content is a little slow, though, which leads to my relatively easy suggestion: Up the building level limit! More building levels means more motivation and wanting to max things. Of course, if the formula stays the same, it'll be crazy expensive to upgrade. Still, it will give us a goal to work for!

Beyond buildings, another (hopefully) simple improvement would be to up the maximum golem level to 10 or such. This would have a chain reaction of requiring more researches... which would beg for higher researchable items. This sort of gets a little harder, but right.

Maybe I just felt a little like grumbling, impatient gameplayer wants shiny toys now, not later when great admin has finished making them and testing them.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 128 years old
Clan: ADV
Message #30441 Posted: May 7, 2009, 12:39 pm
No, you're not grumbling, Dilt. Unless you're mildly OCD, game play will stagnate. I'd almost suggest that there be ZERO limit on what level things can be built to, or researched to. Which would require some way to gain additional researches. Maybe a very, very large donation to a school or some such, much like the chapel or the mines.

Anyway, got off track a bit there. Making the requirements grow very large for anything past the regular levels would be a good thing and keep more interest in the game.
Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 118 years old
Clan: OTAKU2
Website: Click Here
Message #30497 Posted: May 9, 2009, 2:08 am
I believe this has been suggested before.

Presenting the past and my own Pros and Cons:

Pros: More stuff to do.
Longer time before gameplay stales out. (This is a bigger issue than just buildings. Eventually only one battle strategy dominates. Please see my thread about golem customization. [End Shameless Plug])

Cons: If you raise the max level of everything and scale everything, and you couple this with the nigh unresrained PvP of this game, it means that newer players can be absolutely blown out of the water by level XX golems.
deathpunk
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Posts: 154
Location: Nournsland
Magus Age: 124 years old
Message #30524 Posted: May 10, 2009, 2:02 am
New players can already be destroyed by anyone that feels like putting in the motivation. The golem you start with and a few levels of wall won't be stopping anyone that feels like putting some hurt on you.

Edit: there would also be no point to using high level golems because you'd lose xp in the process.
Last Edited: May 10, 2009, 2:04 am
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 128 years old
Clan: ADV
Message #30527 Posted: May 10, 2009, 3:51 am
You could really structure the PVP right to get things appropriate. For example, maybe the soldiers enforce a statute that says a L6+ golem cannot attack anything less than a L6 golem. More or less, this would add an upper tier league of golems and prevent a L10 or L20 golem from just bulldozing through people. And if you strictly enforced that, any L6+ golem would be unable to raid an unguarded workshop, so a rather nice unintended consequence as I type.

So, not only would the things be horribly hard to build (because of much higher building and library requirements), they would also be useless against the original level golems. This keeps the gameplay isolated to those who've reached the end of the original works' playability.
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 126 years old
Clan: OTAKU
Message #30529 Posted: May 10, 2009, 4:00 am
Could also throw in a magus level requirement, so that people can't simply sit at a low level and get really powerful golems. Give them something to work towards, since that is half the point.
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 114 years old
Message #30535 Posted: May 10, 2009, 8:58 am
or you could even make it a graduated thing so there are furthe tiers to unlock as you get higher level.....

For example base resources are capped at 20 at the moment but that could go up to 20 + 1 / 5 or 10 levels....

same for other buildings.
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 114 years old
Message #30942 Posted: May 19, 2009, 2:13 am
I have to say I am greatly in favor of this. With resource costs for upgrades now in the 60 to 70 million resource range, 2400 resources an hour, isn't really cutting it. Especially since the costs of clan buildings are so heavily tilted away from the more common resources and so stressful on iron and stone.

Edited because I should not drink and game at the same time.
Last Edited: May 19, 2009, 6:51 pm
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 120 years old
Clan: OASIS
Message #30972 Posted: May 19, 2009, 2:05 pm
4000/hr? How can I get 4000/hr?
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 122 years old
Real Name: Bay
Website: Click Here
Message #30974 Posted: May 19, 2009, 3:00 pm
Use mules? *shrugs*
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 118 years old
Message #31015 Posted: May 20, 2009, 5:55 pm
As a note to the relative seriousness of the situation, the forums seem to be mostly dead. Players don't really seem to be that active, anymore...
Halftea
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Posts: 1307
Location: Darghelm
Magus Age: 139 years old
Clan: ADV
Website: Click Here
Message #31033 Posted: May 21, 2009, 12:43 am
Depends on the players. :)

Though the newer players may still be feeling their way through and the older ones only post as something strikes them.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 128 years old
Clan: ADV
Message #31039 Posted: May 21, 2009, 3:24 am
Dilt said:

As a note to the relative seriousness of the situation, the forums seem to be mostly dead. Players don't really seem to be that active, anymore...
End of term, plus it is really, really nice outside. Probably.
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 130 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #31174 Posted: May 25, 2009, 6:50 pm
I'd very much like a lot more things for high level folks to do. I'm hoping an arena system may aid that, as well as higher level monsters that can only be defeated with very carefully and maxxed out golems (and would drop special items or treasure to make the effort worthwhile).

More building types would be useful, too. I've had on the to-do since the very beginning to allow animal/livestock keeping as well as gardening/crops. The end goal of both of those was a little flakey -- originally they were just alternate ways to generate money or resources, but that's not really needed, so I'm not sure where to go with that.

In a similar vein, I want clans to make businesses that would be visible on the map. Taverns, gambling dens, orphanages, etc that other players could work at for money (or resources, depending on what the clan set as payment). These would generate resources/money for the clan, but also be something others could destroy.

Which could lead to the silly idea of "You see an orphanage. Burn? Yes | No." XD

The problem with both the new buildings and businesses ideas is that I'm not really clear on how they could provide value to the players creating them.

When I finally get admin functions working properly for multiple admins, that'll help with the lack of content, too since other folks can start creating monsters and items.

Kep
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 120 years old
Message #31185 Posted: May 26, 2009, 1:31 am
how about a few Extra Buildings like:

Horse Stables, Reduces Motivation cost by Level*(Undecided)%.
-Your Mages Rides on Horse back allowing him/her to spend less energy on traveling and more on controlling his/her golem.

Oxen Field: Your Mage keeps Oxen at his/her workshop. These Oxen can be used for hauling heavy golems and supplies around.

-Either this could reduce Golem travel Time

OR.

-Increase the amount of resources raided by golems

Watch Tower Your mage has a watch tower which he/she can place golems help to protect the workshop.
-When the work shop is attacked the golem in the tower may shoot ranged weapons and defending golems gain a small defence bonus.


*This would add a new option on the basement page (Move to Tower), and when built would allow players to create the ranged weapon

Sling shot: 3000 Wood, 2000 Flesh, 500 Money - 4 Crush Damage, 50 yard range, 10 Pounds.

Polished stones: 2000 Stone, 10 money - 20 shots

Alchemical Foundry Your Mage has a foundry where he/she attempt to create rare resources. Every day a random amount of resources is produced for Adamantite, Copper, Brass, Bronze, Gold, Silver, Glass, and Gems. The Higher the level the more resources are created and greater rarity.
Last Edited: May 26, 2009, 1:33 am
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 130 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #31197 Posted: May 26, 2009, 5:27 pm
Except for the alchemical foundry (I'd like to make sure the Alchemy clan path has a lock on that ability), those are all interesting ideas.

I think I'll start compiling a list of potential new buildings. A moat idea has been floating around for a while now.

Kep
Vardos
Vardos's Avatar
Posts: 146
Location: Mallow
Magus Age: 126 years old
Message #38105 Posted: Oct 16, 2009, 4:43 am
Sorry to resurrect the thread but i had an interesting idea as well. How about adding an option to focus your attention on a specific base resource type instead of simply working for money? For example if you decide to focus on iron lets say you would get a multiplier based off of a building you construct that increases the amount gathered by a multiple of the original number (for example maxed is 2400 / hour bldg level 5 makes it 12000 / hour)

Suggested name for the building is focusing chamber but if that doesn't jive just use something else. This however would make it much more likely that people could build things constantly. As it is I beg and barter resources from my clan a lot, due to not having the stuff on hand.

Just my idea
Vardos Korinth "Kinslayer"
The Dark Putz
Semaj
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Posts: 273
Location: Shuul
Magus Age: 120 years old
Real Name: Semaj
Website: Click Here
Email: thegreatsemaj@hotmail.com
Message #38146 Posted: Oct 17, 2009, 4:24 pm
I have done the math and simple put good luck upgrading past level 10 library unless you have a lot of active players donating everything they have. There simply are not enough active players. 17.3 days to reach your 1000000 resource cap IF you don't do anything but let it build? The game needs to be a bit more quick paced then that.

What about a clan resource building? One expensive building that clans can build that produces all common resources?

The point I make is with out quicker resource production or a massive influx of active players this game will grind to a stop.

~The Great Semaj
Last Edited: Oct 17, 2009, 4:25 pm
Vardos
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Posts: 146
Location: Mallow
Magus Age: 126 years old
Message #38171 Posted: Oct 18, 2009, 2:56 pm
Or if i may make a suggestion regarding the clan resource building you could make it an extremely cheap building but have the kicker be to produce resources you use golems to do the work. Amount of resources generated per hour could be dependant on golem type, and you have to have a magus oversee them. Make a limit of one golem per magus level and i think it becomes a strategic but very heavy thing to deal with. While people would more than happily donate resources what do they think of donating time they could be earning money to do upgrades or get things they need?

Just food for thought.

Vardos
Semaj
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Posts: 273
Location: Shuul
Magus Age: 120 years old
Real Name: Semaj
Website: Click Here
Email: thegreatsemaj@hotmail.com
Message #38173 Posted: Oct 18, 2009, 5:03 pm
I kinda like the Golem Slave driver Idea too. It adds a way to gain more resources without touching the current caps.

"WHIP HARDER!!" Ha ha.

~The Great Semaj
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 122 years old
Real Name: Bay
Website: Click Here
Message #38179 Posted: Oct 18, 2009, 5:37 pm
So for the people who are getting enough monetary income from farming, they'd just set to work at the clan building rather than for money in Mottonsborough?
Vardos
Vardos's Avatar
Posts: 146
Location: Mallow
Magus Age: 126 years old
Message #38201 Posted: Oct 19, 2009, 2:19 am
More ideas for it, using my own level as the example. At level 13 i can control 13 golems to produce materials. Say the golems produce 50 resources per ECL level (highest being 700/hour per ada golem) so its possible to make 9100 per resource an hour for lvl 5 ada's.

However the twist is people at war with you can attack these golems, sort of disrupting your supply lines. This will make people balance between putting out the biggest and best or putting out what they are not worried to lose. It also encourages people to outfit every golem used for this task.

For the clan building make it up to level 5 and every level after the first increases the multiplier for resources gathered. Example it starts at 50 but level 2 increases it to 75 level 3 100 up to a max of whatever at 5 per ECL.

Just more random suggestions.

Vardos
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 120 years old
Clan: OASIS
Message #38330 Posted: Oct 22, 2009, 11:05 pm
What if you could just work for something other than cash? Set to work overseeing iron production (for example), increasing it by 50%+1%/level. It seems to me that at the current inflation rate, it won't be all that long before iron is worth more than money.
Kaelas
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Posts: 1052
Location: Darghelm
Magus Age: 124 years old
Real Name: Barry
Message #38487 Posted: Oct 27, 2009, 10:51 pm
It seems to me that at the current inflation rate, it won't be all that long before iron is worth more than money.


..I'd say were pretty much there already. It might not seem so at first glance, as the ratios on the market aren't 1:1 yet but when you consider the costs related for the two resources, they about equal. Things cost more iron than money, by wide margins.

Example:
Clan Library Level 13 Costs
38,923,906 iron
3,892,391 money

But yeah, anyway, I'd love to be able to be paid in Iron instead of Money.
 
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