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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Random Clan wonderings
Vardos
Vardos's Avatar
Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #37666 Posted: Oct 8, 2009, 1:27 am
For ranged clans i have noticied that our queue is always full of ammo bits. Would it be feasible to make a seperate ammo production section as most of the higher good weapons take around 12-18 hours to complete and anyone using a ranged weapon that gets destroyed in combat sets back the production for ammo massively.

And before people fly off the proverbial handle i use melee weapons right now simply because i don't like the idea of losing a ranged weapon and costing my clan ammo time. Even though they tell me its silly to worry about that.

Vardos
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #37674 Posted: Oct 8, 2009, 3:20 am
Our queue is full of ammo because we rarely think to build more weapons - there doesn't seem to be an overwhelming need for anything small, and the big weapons take for ever. Ammo is a constant need so we build up a stockpile rather than wait for it to get low.
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #37692 Posted: Oct 8, 2009, 5:55 am
To me (and I really do not have a horse in this race because I am an alchemy / magic clan) I believe it is only fair to have a second queue for ammo or to GREATLY reduce ammo build times.
Vardos
Vardos's Avatar
Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #37695 Posted: Oct 8, 2009, 12:05 pm
Well i know we aren't hard up for weapon queues at the moment but its not hard to lose multiple large weapons quickly. The reason i brought it up is because a rash of bad luck can leave us waiting 60+ hours for weapons and during that time ammo isn't available to make unless we sprinkle it throughout and thus make weapon production much slower.

Granted i don't know what the build time for other items are but i would guess they would be similar to ours.

Vardos
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #37706 Posted: Oct 8, 2009, 3:04 pm
That's why we have the rules we do about borrowing them ~_^

You weren't around back when we had to yell at newbies for leaving brass cannons and trebs on their personal guards. In one case we kicked someone out of the clan to repossess the weaponry before someone could blow it up.

Anyway, while I'd love an ammo queue, there's a lot on Kep's plate I'd rather see first.
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #37783 Posted: Oct 9, 2009, 9:04 pm
Admittedly I am not in a ranged clan, and don't know the horror of a constantly full queue, but it seems like that is the only real advantage to melee over ranged. Yes, once you get into close combat your golem is pretty well useless, not doing much of anything, but UNTIL we get into close combat ours are just as useless, and you have a chance to back up and be useful again. And yes, you have to pay for the ammo, but prices are small enough that what you save in golem repairs more than makes up for that, I imagine.
Vardos
Vardos's Avatar
Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #37803 Posted: Oct 10, 2009, 4:49 am
Well my actual comment wasn't about ammo cost it is the length of production. For example we make a set of cannon balls for cannon x. We have 8 rounds of combat against 1 creature (it gets close we back up finally killing it) you have used 8 out of 10 rounds of ammo and to produce another stack of 10 takes approximately 44 minutes per batch. This is on top of if someone gets a good weapon destroyed taking between 12-18 hours to replace.

Its not so much of a game breaker because in event of war the really high people with the really nasty golems would requisition all weapons anyways.

Also for us lowly people without premium hangback seems to fail as often as not though i need to do some testing for actual % differences.

Vardos
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #37807 Posted: Oct 10, 2009, 7:15 am
Hangback fails a LOT, even for us premie members. It's part of a recent combat update. Kep has pointed out, though, that some rounds for some reason don't use up a round of ammo - and he's not fixing it because we're already really nerfed.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #37844 Posted: Oct 11, 2009, 12:59 am
Perhaps an armory annex? One that does something to enhance the primary focus of each clan type.

Range- allows for a secondary place to produce ammo, as armory but just ammo.
Magic- Extends life of Clan spells by X% a level.
Item-
Alchemy-
Melee-
Defense-

Not really sure about the others, as I don't have any experience with those clan choices. Maybe some kind of bonus resource for the alchemy? Like, if you transmute something, you get X% (gems/addy/gold/whatever) as a side effect of the transmutation.


Alternative idea:
As a secondary que could be useful for most types, have that for all but magic and alchemy.

Kind of rough, but what do you all think?
Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
Website: Click Here
Message #37847 Posted: Oct 11, 2009, 1:28 am
I'd like, rather than a flat extension for magic, a reduction in motivation cost, and the ability to "multi-cast" a spell at the start.

Wall of Stone: 25/2days.

Primary Skill / Secondary Enhancement Maxed Wall of Stone: 10/2days.

Maxed 2X Cast: 20/4days.

If ANYTHING is implemented for magic soon, I'd like a primary skill slot devoted towards reducing our ratios just like alchemy has some.

In fact, I want to suggest that somewhere else too.
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #37850 Posted: Oct 11, 2009, 1:39 am
I'd love the ability to cast two spells on a golem - I was thinking maybe an item spell clans could make that, when equipped, allows a spell to be cast on it and a spell to be cast on the golem, thus making two spells.
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #37852 Posted: Oct 11, 2009, 1:49 am
And to make it far, just prevent stacking. so you could cast sticky fingers and elemtal fury, but casting elentat fury (7+ fire, frost, and sonic) and burning AURA (10+ fire damage) would only net you, 10+ fire damage and 7+ frost and sonic.
galwick
galwick's Avatar
Posts: 8
Location: Broukendale
Magus Age: 106 years old
Clan: ARROW
Message #38293 Posted: Oct 21, 2009, 6:05 pm
Instead of a second queue in the clan, I would greatly prefer to be able to make my own ammo in the Artificer section of my personal workshop. That way ammo production will not get backed up no matter how big the clan gets and the ammo stockpile won't clutter up the clan armory.
Last Edited: Oct 21, 2009, 6:14 pm
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #38295 Posted: Oct 21, 2009, 6:49 pm
That makes quite a bit of sense and would take pressure off the clan leadership. Not that we have the problem yet, but I can for see it.
drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #38296 Posted: Oct 21, 2009, 8:15 pm
but with galwick's idea should then we be able to make our own range weapons?




*note-if we all ready can this disregard this
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #38300 Posted: Oct 21, 2009, 10:39 pm
We can't now...but maybe that'll be the 20 achievement award?
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #38302 Posted: Oct 21, 2009, 10:42 pm
Hmm.... no, I think just the ammo getting made in the personal artificer would be good. Make the weapons themselves only in the clan armory, but archers would tend to make their ammo so it makes sense from a role play p.o.v.

It would be kind of like alchemy clan members converting resources at their workshops rather than at clan headquarters. Question then would be... would the ammo still get confiscated or let the person have it? Arrows aside, cannonballs aren't really useful without the cannons.
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #38306 Posted: Oct 22, 2009, 5:13 am
Let Ammo be sell able *IF* personally made. Allow for clans to produce ammo, but also add an extra section too the artificer.
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #38337 Posted: Oct 23, 2009, 2:24 am
Eh, it should still be a clan item. That requires less careful balance and testing, as it's more similar to the current arrangement, and the less work something is, the faster we get it. Furthermore, there's no real problem with the ammo system as-is except queue time - and spell and alchemy clans already can practice their crafts from the comfort of their own workshop.
 
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