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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: New Workshop Buildings
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[ADMIN] Arkham
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Message #32601 Posted: Jun 26, 2009, 6:30 pm
Let's open a formal discussion on new workshop building ideas.

From the previous suggestions thread, I'm very fond of the following concepts:

1) The Moat. Defensive bonus similiar to being in a marsh area (including clay golem bonus). Likely should do something else as well or else why build one if you're already in a swamp?

1a) The Moat with monsters! Depending on the level of the moat, you get automatic guardian monsters. Perhaps crocodiles. Attackers would have to fight and defeat a moat monster first. After doing so, the monsters in the moat would not appear again for X amount of time (perhaps an hour, perhaps 15 minutes), giving attackers a window of opportunity.

2) The Stables. Decreases the motivation to send out your golems by -1 per level. Probably should be called something else, as golems riding horses seems a bit silly. Magical tower, maybe?

3) The Wall. Okay, not a new building, but an improvement on the old. I'm considering increasing the hit points for the wall to 100 per level as well as increasing the maximum level you can build it (maybe 25).

4) War Tower. Launches magical/catapults attacks at attackers. Damage and accuracy based on level.

Old ideas I had but the game went in a direction that made the benefits somewhat frivilous. I think I'd rather work on something that players will find more exciting than these (like the arena in Icemuse), but here they are:

5) The Garden. Grow crops here. Yes, this was to be the main reason why Muelsfell has its own weather and time. Buy seeds, plant, wait for them to grow, harvest and... do something with them. The original idea was to sell them to NPC villagers, but money doesn't seem a huge problem these days.

6) The Stockyard. Raise animals here. Again, another reason for the Muelsfell time system. Animals could be converted into flesh and bone resources, but would also consume flesh, bone, and crops as they grew. Since flesh and bone are abundant, this idea was put on hold.

Many of these will be targeted at high level players, so bear that in mind (probably Workshop lvl 20 as a req).

Discuss, suggest ways to make the garden and stockyard work, or suggest new buildings. :D

Kep
Last Edited: Jun 26, 2009, 6:33 pm
Halftea
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Message #32604 Posted: Jun 26, 2009, 7:12 pm
Gonna stick with commenting only on the Garden and Stockyards for the moment.

I think you should be able to produce some sort of food item from the Stockyard (in exchange for resources, and maybe some motivation) that lets you recover motivation (like the current Smoked Cheese). These items could be used as a stockpile in case a motivation refill is needed, similar to premium tickets, just to a much lesser degree. Adding more things to sell on the market as well. :)

As for the Garden, I'm thinking more ornamental, less edible if the Stockyards take a food role. Think barrier hedges/hedge maze, or something. The net effect would be to raise the motivation required to attack a specific Magi's workshop by one (or something) as the golem first has to spend time working through the shrubbery before reaching the Wall/Barricades.

GordonIronsmith
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Message #32607 Posted: Jun 26, 2009, 7:38 pm
That's a really cool Idea for the garden Halftea, maybe it could slow down the rate in which a golem could raid materials?

For the Stables/ magic tower. If your going to make it a tower, you need to call it an ivory tower XP. But of course it would probably need a minimum of 5 or 6 (If that isn't already implemented). Imagine a level 10 tower and the amount of fun you could have with low level golems...

Maybe once you create the moat (Say the first 5 levels is creating the moat it's self) then any levels after the those first few would give you protection of varying degrees. Maybe another 5 levels that would go something like this. Frog < Snake < crocadil < moat-monster <troll

So it would in the end upgrade somewhat like this
1: Defence bounse
2: Defence bounse
3: Defence bounse
4: Defence bounse
5: Defence bounse
6: Smaller Defence bounse and Frog Gardian
7: Smaller Defence bounse and Snake Gardian (We can assume the snake ate the frog)
8: No further Defence bounse, Crodile Gardian (Scares away snakp :P)
9: Moat Monster (eats the crocidil)
10: a Troll thinks your moat is swell (and kicks the moat monster out.)

Unlike the wall I'd imagine that the moat can't be damaged and would be permanted making defence a tad easier.
Dilt
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Location: Fellin
Magus Age: 112 years old
Message #32609 Posted: Jun 26, 2009, 8:04 pm
A swamp is not always a good thing. Slowing down an attacker is taken in the same breath as slowing down the defender. Hangback defenders would totally get the shaft. Maybe it would just affect just the attacker, on the moat, or provide a defensive bonus? Monsters are a very happy idea, though! Defense clans get improved monsters and defensive wall perks while they are in the clan. I also don't like the idea of my shiny Golem of a Thousand Blades standing in the middle of a moat. He'd get rusty. I like improved wall quite a lot though. And those with Clay Defenders would like the Clay Benefits. Hm.

And stables. Why CAN'T my giant golems ride horses? Or bulls. Or beast-drawn wagons. I would happily pay 400k in flesh for cheaper moti trips. I demand beast-drawn wagons for my golems. With gold-studded wheels. Nothing but the best for killing those swamp trolls.

I like the Arena in Icemuse more than growing crops and stockyard creatures. I'd rather a way to get more out of my existing resource fields. Especially that stone! Maybe use my Beasts of Burden to Lug More Stone?
MustafaDeValdemar
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Message #32611 Posted: Jun 26, 2009, 9:00 pm
I actually like all of these suggestions! :)

Some things that come to mind:
1a) Moat Monsters:
- Would moat monsters drop any loot?
- Maybe you would need to expend flesh and bone to keep the moat monsters alive/happy?

2) Stables
- Perhaps it could be a magical Guidance Tower. Maybe it would allow creation of an item (MPS - Muelsfell Positioning System?) that grants the motivation bonus to any golem it is installed in?

3) Wall
- I have seen it mentioned before, but self-repairing walls would be great.

4) War Tower
- This is a good idea. Defending your workshop gets tricky when accounting for large level/power differences, and coordinated attacks.

For the gardens and farms, I would agree with a product like the Smoked Cheese. Magi could build a "dairy farm" that produced "milk", and another workshop building that used this "milk" to produce "smoked cheese". To make it more interesting, you could only build one of the two buildings - this would encourage trade and specialization. (NOTE: I'm not sure how difficult it would be to program this...)

I also wanted to add that although it seems like money is "easy" to come by; at lower levels - and especially for clanless magi - money is still very scarce.

Vaya con Queso,
:), MdV
[ADMIN] Arkham
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Message #32616 Posted: Jun 26, 2009, 10:42 pm
I'm a bit wary of the creation of food items, since they restore motivation. Perhaps if the process is fairly lengthy and doesn't take away the value from finding them on critters (and of course the prem ticket purchases -- gotta pay the server bills, you know!). Hmm. It can probably be balanced suitably though. I'll have to think about this in depth.

The hedge maze is an interesting idea. I didn't mention this, but the level of the garden was to determine the room for crops. Perhaps a hedge maze is one type of "crop" you could grow, taking up X space... so you could use up your garden space to make a great maze, or a mediocre maze with some crops on the side, or no maze and all crops. Raising motivation versus the stables lowering motivation for the attacker... that could work out well.

Speaking of stables, animal drawn carts would work fine after all. I guess I just didn't like the idea of a poor broken-back horse lugging a Level 5 iron around! :D

The level hierarchy of the moat is pretty much exactly along the lines of what I was thinking, GordonIronsmith. The first few levels add in a bonus, while higher levels are where the creatures come into play.

No buildings will be damaged except the wall, so stables and moats are safe.

Moats would probably have to affect just attackers, not the defenders (except in terms of "being water" so clays get their bonuses). Or they affect both equally movement wise, except defenders get double withdraw/hangback movement. EG, both are slow to move toward each other, but the defender is just as fast as normal when withdrawing. It'll require more thought and brainstorming of course.

Moat monsters would not drop loot. I do very much like the idea of having to feed them before they defend, though!

Getting into more complex buildings like dairies and, uh, cheese factories is more something I want reserved for clans to eventually do.

Lots of good ideas here. :D

Kep
Anri
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Message #32621 Posted: Jun 27, 2009, 2:17 am
1) The Moat:
Not many thoughts on this, but I could probably live with what Gordon suggested. My only comment would be, what/how does the defense bonus work? I live in a 50% mountain city and many of the hunting areas in ulvania are also mountainous, and I have never noticed the defense bonus make any impact whatsoever on a battle. It has led me to believe it is either broken or too negligible to matter.

1a) The Moat with Monsters:
A 15 minute interval sounds reasonable here, thats usually far more than enough to put 3 attacks in on a magus before having to smite the moat monster again. And if you coordinate a strike, you can put a lot more attacks in that space. This is assuming the moat monster is something to actually be worried about and not there to jus eat an attack, like the rat spell.

2) The Stables:
Hmm I do like a building that reduces moti costs for golem use. It would make the higher level ones slightly more useful. One of the reasons the low level ones were so popular was the low moti cost compared to the prohibitive amounts the high level ones required.

As for what to call it, hmm can try Wizard Tower, Arcane Spire, Obelisk, what have you. And it's basically a giant antenna tower, your magus can connect to the mana it gives off to ease the strain of activating and controlling the golem in combat.

It'd require the library lvl 15, artificer lab 10 and workshop 10. To me it seems like such a construction would need copius amounts of research, planning, and a number of delicate baubles to connect the tower to some magical leyline in which it draws its power from. It wouldn't so much need raw construction power, but jus a more delicate touch, hence the workshop 10.

3)The Wall:
No arguement here for buffing them. And a little extra hp and some more levels would help a bit. Still I probably wouldn't ask my clan mates to research our crowbar, as the walls are still gonna be flimsy, and most times you can still knock a good 10+ levels off with a single attack.

4)War Tower:
Automated magic towers, spires, obelisks whatever that feed off the power generated wizard tower. They fire magic bolts at an attacker. Starts off shooting 1 bolt per round, and gains an additional bolt per round every 5 lvls maximum of 4 bolts at lvl 15 or 5 at 20. Whatever ya decide for the building cap. And perhaps increase damage, accuracy, range on the levels in between.
Lvl 1: Fires 1 bolt at 0,0,0,5,5,5 50ft with 5%acc
Lvl 2: Fires 1 bolt at 0,0,0,6,5,5 50ft with 6%acc
Lvl 3: Fires 1 bolt at 0,0,0,6,6,5 60ft with 6%acc
Lvl 4: Fires 1 bolt at 0,0,0,6,6,6 60ft with 7%acc
Lvl 5: Fires 2 bolts at 0,0,0,7,6,6 60ft with 7%acc
Lvl 6: Fires 2 bolts at 0,0,0,7,7,6 70ft with 8%acc
Lvl 7: Fires 2 bolts at 0,0,0,7,7,7 70ft with 8%acc
Lvl 8: Fires 2 bolts at 0,0,0,8,7,7 70ft with 9%acc
Lvl 9: Fires 2 bolts at 0,0,0,8,8,7 80ft with 9%acc
Lvl10: Fires 3 bolts at 0,0,0,8,8,8 80ft with 10%acc
Lvl11: Fires 3 bolts at 0,0,0,9,8,8 80ft with 10%acc
Lvl12: Fires 3 bolts at 0,0,0,9,9,8 90ft with 11%acc
Lvl13: Fires 3 bolts at 0,0,0,9,9,9 90ft with 11%acc
Lvl14: Fires 3 bolts at 0,0,0,10,9,9 90ft with 12%acc
Lvl15: Fires 4 bolts at 0,0,0,10,10,9 100ft with 12%acc

Carry it out further if you like, but I think I like the progression I came up with and lvl 15 looks like a good max to me. It also requires a mid level wizard tower to start building.

5)The Garden:
Not much to comment on here, the whole growing crops for profit thing seems kinda meh. Might be an ok alternative to money making for new players, but older ones probably don't care. Making your enemy need more moti to attack you does have some merit, but moti costs to attack someone are sick enough as is.

6)The Stockyard:
Pretty much the same as above.

Last Edited: Jun 27, 2009, 2:20 am
masterslug
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Message #32640 Posted: Jun 27, 2009, 8:50 am
EDIT - removed for being toooo long and a bit dumb :)
Last Edited: Jun 28, 2009, 6:23 am
[ADMIN] Arkham
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Message #32648 Posted: Jun 27, 2009, 4:32 pm
Let's put it this way: Which of the building ideas would you guys like to see FIRST? :D

Not counting the wall improvements, because that's as simple as changing a global variable and the settings in the building array.

Kep
laidan
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Clan: OASIS
Message #32650 Posted: Jun 27, 2009, 6:00 pm
I like the golem remote control (aka stables) for first personally. I like being able to buff the wall more, and the war tower sounds cool, but I wonder if that would tip things too far in favor of defense, at least in terms of casual attacks, instead of concentrated maulings? Of course that's just a tweakage issue anyway. And I guess if you can attack with bigger golems for lower motivation that might alleviate it somewhat. Wow, rambly...
GordonIronsmith
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Location: Broukendale
Magus Age: 114 years old
Message #32655 Posted: Jun 27, 2009, 6:49 pm
I'd like to see a the moat first! That's is my favorite. Secondly I'd like to see a stables/remote control tower to decrease modtivation, thirdly the War Tower, and finaly I'd like to see the wall upgraded.
Xlrate
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Location: Rildesjan
Magus Age: 108 years old
Message #32676 Posted: Jun 28, 2009, 9:56 am
GordonIronsmith said:

I'd like to see a the moat first! That's is my favorite. Secondly I'd like to see a stables/remote control tower to decrease modtivation, thirdly the War Tower, and finaly I'd like to see the wall upgraded.


I'd like to see the building that gets me back my bag of popcorn....... ;)
Xlrate
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Magus Age: 108 years old
Message #32677 Posted: Jun 28, 2009, 9:57 am
I am interested in the stockyard, but only because I so desperately need flesh and bone.....
Dilt
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Location: Fellin
Magus Age: 112 years old
Message #32688 Posted: Jun 28, 2009, 7:47 pm
You need flesh and bone? All those animals and graveyard space takes away from precious room to store my armor and equipment. That being said, I wouldn't mind being able to somehow find a way to find more room to put stuff. Putting the extra stuff on my golems in the basement to make room in my storage boxes is tedious and blar. I should find some assistants who can better manage the number of items I can hide away in my item boxes...
Yamikuronue
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Real Name: Bay
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Message #32689 Posted: Jun 28, 2009, 8:52 pm
Xlrate said:

I am interested in the stockyard, but only because I so desperately need flesh and bone.....


How on earth....

most people in our clan have constantly overflowing flesh and bone. I'm sure we'd be glad to sell you some XD
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #32693 Posted: Jun 28, 2009, 9:17 pm
I haven't upgraded my flesh or bone much so I produce just what I need.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #32694 Posted: Jun 28, 2009, 9:23 pm
I would love a building that reduced return times. Takes ages to use up motivation on anything other than the 1 second return spots for me these days. Not sure what it would be though. Stables + wagon items?
Mist
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Location: Rimesvin
Magus Age: 107 years old
Message #32699 Posted: Jun 29, 2009, 12:17 am
Remote control/stables/flag pole (for golems to easily identify how to get home)

Lower travel times for PvE at all levels.
A step or two in % motivation reduction and low, med, and high.
Reduces PvP travel times at higher levels. (66th, 80th and 90 and 100 percentile of building stage).


The lower travel time will make exploring the map just more than something to do for 1 single acheivement.
The wee cut back in motivation is always a lovely bonus.
The drop in PvP times makes it worth pushing to the highest levels.



Here's another question, should clan buildings apart from barricade suffer damage in attacks (PvP or roving monster)? Requiring flesh-power, planning (bone), and workshop time to put back together?
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #32715 Posted: Jun 29, 2009, 8:19 am
Yamikuronue said:

Xlrate said:

I am interested in the stockyard, but only because I so desperately need flesh and bone.....


How on earth....

most people in our clan have constantly overflowing flesh and bone. I'm sure we'd be glad to sell you some XD


This is no joke, I seriously cannot get enough flesh and bone. Especially flesh. I am buying 400,000 of it a day, plus what I produce and am burning through all of it and then some.

I mean eventually it will plateau a bit, but I cannot get enough flesh to save my life right now.

I just burned through like 600,000 flesh and bone and am waiting for more.
Last Edited: Jun 29, 2009, 8:22 am
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #32716 Posted: Jun 29, 2009, 8:21 am
Mist said:

Remote control/stables/flag pole (for golems to easily identify how to get home)

Lower travel times for PvE at all levels.
A step or two in % motivation reduction and low, med, and high.
Reduces PvP travel times at higher levels. (66th, 80th and 90 and 100 percentile of building stage).


The lower travel time will make exploring the map just more than something to do for 1 single acheivement.
The wee cut back in motivation is always a lovely bonus.
The drop in PvP times makes it worth pushing to the highest levels.



Here's another question, should clan buildings apart from barricade suffer damage in attacks (PvP or roving monster)? Requiring flesh-power, planning (bone), and workshop time to put back together?


Please god no. I cannot get enough flesh and bone as is in the game. I need more flesh and bone.
Mist
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Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32717 Posted: Jun 29, 2009, 8:24 am
And for those not in Alchemy clans?

Perhaps the motivation price of alchemy has got -too- low.
Believe me it wasn't a problem when it was harder.

Perhaps 3 mot, instead of 2 would even out the flow...

:)
Dilt
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Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #32730 Posted: Jun 29, 2009, 3:48 pm
Xlrate, you're the -only person in the game- with flesh/bone issues. Just spam some market offers asking for flesh/bone (at a fair cost). People will GRAB those offers up like candy. Most clans are overflowing on flesh/bone, and we'd probably happily dump it to you.
Namebreaker
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Posts: 83
Location: Rildesjan
Magus Age: 114 years old
Message #32734 Posted: Jun 29, 2009, 7:21 pm
I am all for any new items that can be researched at the higher levels that diversifies Mages from each other more than the Golems that they make or the Clan they're in.

Changing up workshops to make Mages designed more in line with attacking, defending, producing, etc would be a HUGE jump in diversity and enjoyment in Muelsfell.

So, whatever does that the most is first on my list. :)

~Namebreaker
Mist
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Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32737 Posted: Jun 29, 2009, 7:42 pm
That touches an interesting concept Namebreaker.

Have some of those buildings that are exclusive to each other (at least at higher levels). maybe highest level war tower is redundant with highest level moat (range issues?). That way we can't just "max out" in 4 months and be back where we started.
Mist
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Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32754 Posted: Jun 30, 2009, 6:11 am
I was just thinking as well as a building to speed up golem returns, their could be one that slows down Enemy PvP Travel. A kind of interference effect that makes the attacking golem process less accurately (perhaps ranging from a bucket of paint on a tree branch (that knocks out optics for travelling, +10% return time) to ECM-techno-magical crossovers that completely disorientate a golem into taking 50 to 100% extra return time.

No effect of PvE play...
But a pain in the butt for PvP ... unless one quickly builds a speed-up tower/stables to compensate (and thus an arms race is born.) War is good for business.
Last Edited: Jul 2, 2009, 3:46 am
 
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