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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Monster drops
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32700 Posted: Jun 29, 2009, 12:24 am
Should a monster perhaps drop "alchemy scrolls" the effect being a workshop enchantment with time limit, not unlike the rat/spider enchantment.

The scroll duplicates the alchemy clans ability to transmute one resources (scroll type determined randomly, but lower level scrolls would be more "common" than higher level ones.) still a rare drop but I think it would be something worth doing. Perhaps even the workshop enchantments could also find their way onto a scroll form.

Scrolls would be a rare drop, and tradeable, and one-shot consumables.

Opinions?

I think the heaps of flesh/bone folk would find them worth gathering.
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #32701 Posted: Jun 29, 2009, 12:30 am
Monsters can already drop items, they just need to have items made to drop, so the idea's half done already! Whoo!
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #32703 Posted: Jun 29, 2009, 2:00 am
I dunno... I am finding that alchemy is really damn expensive now.

Especially when trying to do it solo building a clan.
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32714 Posted: Jun 29, 2009, 8:11 am
/mist Nods.

And as a clan you have to expand your hall as well as the library to be able to transmute anything beyond the first couple.

Makes you appreciate what some of the older clans have done.
Last Edited: Jun 29, 2009, 8:16 am
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #32718 Posted: Jun 29, 2009, 8:25 am
Mist said:

/mist Nods.

And as a clan you have to expand your hall as well as the library to be able to transmute anything beyond the first couple.

Makes you appreciate what some of the older clans have done.


Yup but I am doing this solo as a service to the community.
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32736 Posted: Jun 29, 2009, 7:39 pm
Yeah my local politicians say the same thing ;)
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #32741 Posted: Jun 29, 2009, 9:15 pm
Honestly, I think I'd rather have this be something alchemical clans can make and trade instead of a monster drop.

I dunno... I am finding that alchemy is really damn expensive now.


Er, wait... I thought I lowered the motivation to change resource to resource a week or so ago? Did that not help significantly?

Kep
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32744 Posted: Jun 29, 2009, 11:25 pm
It helped enormously. It is -now- worth transmuting flesh etc. But since its worth doing the transmution, flesh and bone are actually of use (read: get used up) in an Alchemical clan.

I'm frantically trying to get enough resources together to upgrade Swing's Great Hall so I can transmute bone and wood.

The 7000:1000 rate of transmution uses up a full days production of primary resource pretty fast, but on the bonus side it doesn't unbalance the game.

If people would just put Flesh/bone/wood on the market at decent rates the Alchemical clans are like to snap them up.


IIRC the old rate of transmution costed 10 Mot (for the lousy gain of 1000 iron). That's enough Mot to get 15 XP (which is likely to cost 2500 resources in repairs) so old rate resource transmutation was redundant. New rate it rocks (but damn am I short of flesh...)
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32745 Posted: Jun 29, 2009, 11:35 pm
Arkham said:

Honestly, I think I'd rather have this be something alchemical clans can make and trade instead of a monster drop.



If you make the stuff (transmutation scrolls, weapons, even items) have a "repair/condition" property. Then all clan stuff could be dropped - but making it have short life spans (1 - 5 uses) and with a rare drop rate (I'm thinking 0.1% or less of kills) it will keep interest up, and not endanger game balance. Clan manufactured items, for clan members would have extremely long/good lifespans.

Perhaps a percentage break chance each time it is used. Checking to see if the item is still serviceable after each battle (chance of degrading = 100% - condition). Clan gear = 99% quality. Found in monster lair or discarded near dead monster* = 20% quality.

Monster level could also be used as the grounds for the maximum level equivalent for the drop. (ie level 1/2 could drop only generic items (rarely)). The rarity is the big thing. It keeps the novelty value of the drop.


* From the last owner who it obviously didn't work so well for...
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #32752 Posted: Jun 30, 2009, 3:38 am
Arkham said:

Honestly, I think I'd rather have this be something alchemical clans can make and trade instead of a monster drop.

I dunno... I am finding that alchemy is really damn expensive now.


Er, wait... I thought I lowered the motivation to change resource to resource a week or so ago? Did that not help significantly?

Kep


The motivation costs are nice indeed. I am just talking about the costs of running a solo clan lol. It is expensive trying to get the resources one needs for it. Other than the one suggestion I PM'd you about, I would say that alchemy is on the right track.
 
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