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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: Random Events
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 112 years old
Clan: ARROW
Message #33568 Posted: Jul 15, 2009, 2:28 pm
A clan mate and I were discussing the strategy some are using of not defending their workshops with a golem and thought that the idea of random attacks sounded like a good solution and alot of fun in that it brings a new variable into the mix.

The thought was that randomly a monster and it's buds may get a little fed up with the nearby towns efforts to farm their kind out of existence and then rise up and attack the nearby town. Each Magus (maybe there would need to be a minimal level) would have their workshop attacked by that type of monster. If your defender is out it would be just like taking that defender up against the monster in the wild. If there is no defender the monster trashes your workshop a bit. This could be in the form of looting, reducing the workshop level, wall level....

I just thought it would add a little more life to the monsters we harass all day and add a bit more to what we need to defend from making the game that more interesting and difficult.

Thoughts?
Last Edited: Jul 15, 2009, 2:34 pm
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #33569 Posted: Jul 15, 2009, 2:40 pm
I like it, might provide more reason to leave something bigger than a level 1 flesh golem out too.
masterslug
masterslug's Avatar
Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #33574 Posted: Jul 15, 2009, 3:57 pm
sounds good. To make it fair you could have more and bigger mobs attracted by one of these factors:

1.size of the workshop or combined total of builings.
2.reputation of a player, based on total XP gained.
3.amount of loot stored
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #33575 Posted: Jul 15, 2009, 4:44 pm
Hm, I am intrigued and wish to subscribe to your newsletter.

Kep
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #33576 Posted: Jul 15, 2009, 5:23 pm
what newsletter?
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #33582 Posted: Jul 15, 2009, 6:16 pm
It's a quote from the simpsons. Isn't an actual newsletter. Just means it sounds interesting.
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #33585 Posted: Jul 15, 2009, 7:41 pm
I'd personally love this and a scaling system would be even better! It would be a nice extra fetcher for the game. I'd say a good to start with would be level 3.
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #33599 Posted: Jul 15, 2009, 11:16 pm
It would be nice if any wild creature couldn't destroy a golem completely. Just maul it to an inch of its life (for a lucky shot).

It'd go with min level 5, when folks are likely to have some repair resources available and not only have the munky to put out...
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 112 years old
Clan: ARROW
Message #33619 Posted: Jul 16, 2009, 4:54 pm
I like the scaling idea as well, I had been thinking about that and trying to come up with a way to make it actually matter to all levels of players.

What do you think about monster damage? Should they attack clan golems or bypass them? If they destroy/disable the defender or there is no defender what should they do to the player?


laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #33626 Posted: Jul 16, 2009, 6:26 pm
I think they should attack clan golems, why wouldn't they? And if your clan's golem keeps getting bonked by random monsters because someone won't put out their own defender, that's gonna get them a stern talking to at least. As for what they do? It has to be bad enough to encourage defending against it, but not catastrophic, or only occasionally catastrophic-looting? Beating on golems in the basement? Sapping motivation? I guess there're a lot of options.
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #33627 Posted: Jul 16, 2009, 6:33 pm
Eating all of your cheese.
Namebreaker
Namebreaker's Avatar
Posts: 83
Location: Rildesjan
Magus Age: 114 years old
Message #33630 Posted: Jul 16, 2009, 8:16 pm
Not my cheeze!
O.o...!
It's so tasty! :(


Seriously, though, I think this is a great idea that would motivate people to put out bigger Golems to watch their Workshops. Messing up a Workshop and halting your production while you're away in RL sleeping or screwing up your buildings and stopping an upgrade are definitely good ways of motivating people to put up a big enough protector. Above and beyond looting resources away from a workshop and off in to the monster loot haul.

That being said, monitoring frequency would obviously be a must. If automated monster raids happened to frequently, there would be serious potential of Golems being destroyed while you were away. It would need to be balanced very carefully to be implemented correctly.

Lastly, if monsters are going to be jumping us I would highly suggest we get loot off of them. Not only does it make sure that the raiding doesn't feel like random monster griefing, but there's another reward for making sure that the Golem at your gate is big enough to take out it's opposition. If it's not big enough, it won't kill the monster and you won't get loot, just a beating.

~Namebreaker
Last Edited: Jul 16, 2009, 8:18 pm
 
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