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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: New Workshop Buildings
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Noreen
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Posts: 102
Location: Broukendale
Magus Age: 108 years old
Message #32852 Posted: Jul 1, 2009, 8:49 pm
I think "The Moat with monsters!" would be the one I would like to see first.
Dilt
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Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #34002 Posted: Jul 28, 2009, 6:34 pm
Okay, let's cast a necromancy spell to ressurect this Workshop Building thread! New buildings may be coming soon, so throwing your two cents now before the technologies are revealed to Magi of the world might be most helpful! Let's do this!

And also, thanks to everyone who suggested ideas so far. I used some of them in these three buildings!

1) That There Wet Moat- So, we all like this idea! What does it do? And what requirements should a Mage meet before they can dig these crazy things? This also seems to want to cost a lot of Flesh for slave labor.
Suggested Features:
Slowdown- Slows attackers down, perhaps by a random amount topped at 1 foot a level.
Provide Clay Regeneration- Let clay defenders regenerate, even if you're not in the swamps or if it's not raining. What if you're already in a swamp, though?
Moat Monsters!- Our favorite! The current idea seems to be at a certain moat level, monsters start randomly appearing in the moat, with stronger ones coming in at higher levels.

2) The Guardian Tower- This one's a new idea! Moats are so hard to manage, and everyone gets wet. Some noble Magi would rather having a nice tower in which to stick their guards. Or they might like both! Get past the Moat, and face the Guards! While this takes stone (owch!), it also takes Bone and Clay for stone bonding glue and Flesh for slave labor.
Suggested Features:
Defendable- Defenders of a workshop are granted a small defensive bonus, perhaps 1% a level that affects ranged attacks (and perhaps melee attacks as well?).
Guards!- Monsters in the moat are totally unreliable. You probably can't tell what'll come out until it's too late. Some Noble magi like to have well-trained guards they can pay with cash to defend their workshop. Only small, basic guards can be obtained and trained with the facilities at first, but at higher levels, stronger guards can be obtained. Defensive Clans might even get Special Guards they can hire!

3) The War/Magi Assault Tower- Oh boy. You are tired of these golems going at you, smashing your little hired guards, eating your moat monsters, bopping your shiny addy outside, and ignoring that little summoned rat. You want to show them who's boss. Suggested requirements include a decently leveled moat/guard tower. This would cost a lot of everything. Wood for bookshelves and mechanisms, Iron for more mechanisms, Stone for material, Bone and Clay for glue, Flesh for slave labor... Owch!
Suggested Features:
Catapult- Hurling giant rocks makes for a scary defense. They do a lot of damage, but are easy to dodge. They are probably very similiar to anvils, shooting once a round, but perhaps only a hit chance of 2-5% a level... but once you get this building maxed out... oh boy!
Trained Archers- Okay, the rocks aren't working. Come, my Hired Archers, start Peppering the Enemy with Arrows! Ranged clans may get a bonus on this one.
Magical Attacks!- Those arrow shooters suck. Let's start Casting Spells! Lightning, Ice Rays, and Fire should be able to deter those pesky attackers! A top-level Assault Tower feature, adds some low-accuracy Elemental Strikes to either blow up those attackers or scare them away.

Those three seem decent for strong happy defense. Any suggestions, changes, features, other buildings, etc? Keep new building suggestions in the same format as above for readability, if possible!
Last Edited: Jul 28, 2009, 6:36 pm
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #34299 Posted: Aug 4, 2009, 4:40 am
whatever happened to those flesh and bone building thingys.....???
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #34309 Posted: Aug 4, 2009, 2:25 pm
Stables certainly takes a lot of flesh, I'm going to need over 300k for level 15.
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
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Message #34437 Posted: Aug 5, 2009, 3:27 pm
Xlrate said:

whatever happened to those flesh and bone building thingys.....???


Stables use a lot of flesh, no? :D

More buildings are coming, but I've taken a detour to work on some other things first.

Kep
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #34503 Posted: Aug 6, 2009, 4:24 am
Arkham said:

Xlrate said:

whatever happened to those flesh and bone building thingys.....???


Stables use a lot of flesh, no? :D

More buildings are coming, but I've taken a detour to work on some other things first.

Kep


I would not know, I have not been playing with stables...

I do have a new spell though called "Flesh to Stone" which is very very expensive. It is as much fun as my spell "Bone to Iron"
PhatsMahoney
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Location: Shuul
Magus Age: 109 years old
Real Name: Donkey Hodey
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Message #34874 Posted: Aug 14, 2009, 3:33 pm
This seems like the right thread for it....

With the achievements like Seeing I dog and the armor achievement, that's a lot of glass and Iron being used that, in the end, just gets thrown away and possibly sold in the market. My proposition, what about an offshoot of the Foundry that you get once it reaches a high enough level (say 10 or 15) called The Kiln that allows you to recycle armor, glass, golem parts, and powersources? There would be a loss to the reusable resources just like dismantling golems, but at least you would get a storage space freed up and some of your resources back, especially when resources are in a pinch.

-Phats
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
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Message #34974 Posted: Aug 16, 2009, 9:18 pm
on the moat monster idea:

The moat monster requires flesh or bone as an upkeep daily, or it starves, leaving a pile of rotting flesh in your moat that doesn't help defense at all.
Either that or you summon the moat monster as a defensive measure when attacked, then it unsummons back to the ocean after spell duration.
PhatsMahoney
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Posts: 558
Location: Shuul
Magus Age: 109 years old
Real Name: Donkey Hodey
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Message #39403 Posted: Nov 19, 2009, 9:15 am
How about a clan Storage Bin? A place where you can go to get armor and golem parts and powersources and whatever anyone donates to it? Anything in the bin is fair game and could cut out the middle man of negotiations.

No it wouldn't replace the Transfer Office, and there are obvious differences which I hope I don't need to explain.

I have an over abundance of lower level armors and, instead of going through the tedious process of putting them up on the market 1 at a time, I've made the offer to give them away to my clan members. It would be easier if there was just a place where I could donate all of my excess stuff that some of my lower level members might want to use once they see the items in there.

There could also be a "layaway" mechanic too, maybe. When you donate something, you could tag a persons name to it, so only that person could take it... but then again, that would start to bleed into the Transfer Office purposes.
DonJuanDeBascobel
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Posts: 450
Location: Rimesvin
Magus Age: 111 years old
Clan: ARROW
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Message #39415 Posted: Nov 19, 2009, 3:53 pm
I know it's been said before but...kiln. We wants it, precious. Armor/eye recycling would be lovely.
masterslug
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Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #39422 Posted: Nov 19, 2009, 4:33 pm
PhatsMahoney said:

How about a clan Storage Bin? A place where you can go to get armor and golem parts and powersources and whatever anyone donates to it? Anything in the bin is fair game and could cut out the middle man of negotiations.



I'm sure this has been suggested before (can't be bothered to search for it) but I still like the idea a lot.
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
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Message #39476 Posted: Nov 20, 2009, 2:11 am
Shrine
a place that acts like the "jobs" do, but you just sit there meditating for the hour intervals and you gain motivation based on the level of the shrine. I'm thinking level 1 shrine, 1 additional motivation per hour, level 2 shrine, 2 additional motivation, etc...

Costs: 10K gold, 10K silver, 30k flesh, 10k iron, 50k wood

I'm thinking it's a shrine so gold and silver for shininess, flesh for labor and leather, iron for bolting it all together, and wood for the support structure.
Last Edited: Nov 20, 2009, 2:16 am
Rednaxela
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Posts: 177
Location: Rimesvin
Magus Age: 119 years old
Message #39478 Posted: Nov 20, 2009, 2:20 am
I think 1 moti per hour per level is a little too much personally, but I really like the idea there.
PhatsMahoney
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Location: Shuul
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Real Name: Donkey Hodey
Website: Click Here
Message #39481 Posted: Nov 20, 2009, 2:58 am
So it would be additional motivation on top of the motivation that you, yourself regenerate?
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #39488 Posted: Nov 20, 2009, 4:07 am
Exactly. Focusing your entire mind and body on creating more motivation creates more motivation than just walkin around doing daily stuff.
Vardos
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Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #39501 Posted: Nov 20, 2009, 10:18 am
The shrine idea does indeed have merit as it would allow people to advance faster in the higher levels, but tweaking it to the correct motivation regen would be difficult. It needs to be useful without everyone saying why wouldn't you use anything else ever.

On the plus side with the shrine it would make money worth something again as most people would go for motivation instead of cash.

A tweak might be double all the base materials already posted and then pick some secondary resources that are more difficult to acquire. Capping the building at around level 5 would also be a good idea if its 1 moti per level.

Vardos

Oh on a side not I still vote for a focusing chamber that multiplies your hourly output by chamber level.
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #39504 Posted: Nov 20, 2009, 12:51 pm
I'd love to have the shrine. Money is ridiculously cheap right now, and I'd be more than happy to spend the real day in the shrine rather than "at work". That'd rid myself of half my money (more than, actually) per day. See what that does to the market prices.

In addition, this would allow people to play more as they'd have more mot. And that's a good thing.
Yamikuronue
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Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #39520 Posted: Nov 20, 2009, 5:40 pm
A good use for gold and silver will bring them back from the brink of worthlessness - if I understand harry correctly, he meant iron and silver bars, not gold as in money? And flesh and wood usually overflow these days, they're still less useful - but the iron caps how much you can do it, iron is scarce.
Semaj
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Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #39521 Posted: Nov 20, 2009, 5:46 pm
It would be nice to have a real reason to farm gold and silver and thus I am in favor of anything that it would heavily contribute to making.
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
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Message #39551 Posted: Nov 20, 2009, 10:50 pm
I was thinking a cap of level 5 when I had the shrine idea, so I'm with you there!

The cost was in gold and silver bars indeed :)

Adding in additional, supposedly rare materials is a good idea, since this is gonna be something EVERYONE will want to max out, and it will increase the value of those mats.

How about this:

Level 1
Costs: 10K gold, 10K silver, 30k flesh, 10k iron, 50k wood 10k glass, 10k gems.
1 moti per hour

Level 2
Costs: 20k gold, 20k silver, 60k flesh, 20k iron, 100k wood, 20k glass, 20k gems.
2 moti per hour

Level 3
Costs: 40k gold, 40k silver, 120k flesh, 40k iron, 200k wood, 40k glass, 40k gems.
3 moti per hour

Level 4
Costs: 80k gold, 80k silver, 200k flesh, 80k iron, 200k wood, 80k glass, 80k gems.
4 moti per hour

[bLevel 5(MAX)[/b]
Costs: 160k gold, 160k silver, 200k flesh, 160k iron, 200k wood, 160k glass, 160k gems.
6 moti per hour
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #39561 Posted: Nov 21, 2009, 1:48 am
these are workshop buildings, like the name of the thread says hehe.
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
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Message #39568 Posted: Nov 21, 2009, 2:41 am
Deleted post was by Phats asking if the buildings would be clan or workshop.

I was thinking there'd be a cost in gold/silver to meditate there, so that it's a continual drain on resources rather than costing a lot to build - example, for 100 gold bars and 100 silver bars per hour, you can meditate.
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #39572 Posted: Nov 21, 2009, 3:14 am
that could be an additional cost :) I got no qualms with that.
Vardos
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Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #39585 Posted: Nov 21, 2009, 10:05 am
Actually I came up with a slightly more interesting idea behind the motivation chamber. Make the building cap 10 or 15 but only allow the player to upgrade it one point per 10 levels.

Simple reason this is a good idea higher levels you have a ton of moti and while regen is quick it will be considerably less important in the long run.

Honestly due to usefulness i think it should cost you an arm and a leg AND have upkeep.

Upkeep at 100 bars of silver and gold is good though it should be silver and gold or 100 of gems and glass.

Just random thoughts at 3 AM.

Vardos
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #39607 Posted: Nov 22, 2009, 1:13 am
I disagree on the one point per 10 levels thing. Then it'd be just another frill for the higher-ups. This should be available to all levels, as long as they can pay for it. Also, keeping the cap at 5 will keep it from being used to twink new alt players and power level them too badly.
Last Edited: Nov 22, 2009, 1:15 am
 
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