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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Next New Batch of Critters
Atropos
Posts: 94
Location: Daylsfeld
Magus Age: 132 years old
Clan: AGOMC
Message #43715 Posted: Apr 16, 2010, 5:40 am
I've now completed my first two major critter projects and am wondering what you'd all like to see next:

More "Endgame" Type Content. (There's not a whole lot more I can stretch the engine at this point and still make things interesting and unique, but I can try.)

Midgame content.

Earlygame. (I think this is pretty much solid, but if people think it needs more I go a-adding.)

Events , Quests, Adventures: I run limited time events with various themes. I'd need to get minimal live powers If I was to do this one from Kep, so I could award people items for winning and etc. (Don't expect this one, but I'd like to do something along these lines so people have something to do.)







Things on the do to list anyways (Will Update as replies added.):

Flesh out the Necropolis
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #43717 Posted: Apr 16, 2010, 6:02 am
I want more backstory, TBH. I get this feeling Kep has pages of notes someplace and I don't want to step on his toes, but it's getting hard to roleplay in the world - and in my clan at least, many of us log in solely to donate and RP these days. Maybe you could sweet-talk him?

I do like the quest/event idea.

(PS, a general note: Despite wild speculation, I'm not Atropos' secret identity; I've got no more input in the creative process than anyone else. I just have no life and post a lot - hence my wiki involvement.)
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 111 years old
Clan: ARROW
Message #43720 Posted: Apr 16, 2010, 1:05 pm
IC -> SkitzYie ponders Yami's involvement in the world's affairs. Many rumors have circulated about leading a double life.



OC -> In game events is a great idea, perhaps events that explore the lore of the world Kep has created. Quests would be fun. An arena where Magus could set up fights and others could place bets would be cool, perhaps have tournaments and clan vs clan competitions. I think the number one thing that would breath some new life into the game would be more players (advertising?)




drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #43721 Posted: Apr 16, 2010, 1:09 pm
well if we are suggesting new monster how about half dragon/half Magus, how about randomly encounter another magus while out for a hunting trip and you can choose to attack them or not(this could affect alignment?)or maybe randomly you find items on your way there and they are add to your storage.sorry if i got off topic. since we have elementals why dont we add elemental lords you know people who have absolute control over their domain.then if we go with elemental lords then we can say they created minions based solely on their element like for the lighting(sonic) lord they created balls of sentient energy that attack with electrifying tentacles . And so on
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 111 years old
Clan: ARROW
Message #43722 Posted: Apr 16, 2010, 1:20 pm
Along the lines of random encounters, this idea was brought up before and Kep liked it.


Random monster attacks on workshops, monster level based on Magus level. Will help promote actually defending your workshop which in return will help promote better PVP. But I think this needs to be tied to more mid range creatures that drop primary resources. Currently resources can be kind of hard to come by, with golem repairs, items, and trying to build your clan. Perhaps the random monster attacks on the workshops could have guaranteed secondary drops at a fairly high end rate.


I know a lot of this is Kep stuff which was not the point of the thread. I think for creatures mid range would be the way to go with more resource drops.

One thing I think is missing from the game is a decent ranged weapon for non-ranged clans. I can get a speed 20 melee weapon with out being in a melee clan, but there is no good ranged option for non raged clans. I think something dsimilar is needed, fast (speed 5-18?) but does no damage against an armored target and has a poor range. Make the ammo arrows so they can be built by a clan or add them as drops on some of the new creatures.
Last Edited: Apr 16, 2010, 3:12 pm
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #43724 Posted: Apr 16, 2010, 2:52 pm
@SkitzYie I was under the assumption that whatever Yemeth might possibly drop is a ranged weapon, to go with the ammo that his little follower drops. Not that I don't agree that there should be some sort of ranged option available, and maybe slightly easier to snag.

As for what "minor" developments should come next, I also like mid-level monsters that drop primaries...any way to reasonably get more primaries at this point would be nice, but wouldn't actually impact the game very much I think. I like the events idea, and some of the suggestions we've put forth before that would probably need some serious coding to back up. I think that's what we (higher level types that is) need at this point is something really new to freshen things up.
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #43727 Posted: Apr 16, 2010, 3:21 pm
The regular oak short bow works fine along with a boosted golem, but I do agree there should be something. Possibly a bow that does Sonic damage, that way anyone could get ammo for it (as it's a regular clan item and farmable)

As per "critters" I'd really like a batch of higher level quests, that start a say level 20, That require you to kill certain things or perhaps when you have the quest a new area or monster that will appear during the duration of the quest.

I'd also like to see a large grouping of monsters on the west side of the map, where it seems to be lacking.
Last Edited: Apr 16, 2010, 3:23 pm
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #43733 Posted: Apr 16, 2010, 5:31 pm
OH! And also, how about new toys for ranged 13 and melee14? We have been good little children, don't we deserve new toys?
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 111 years old
Clan: ARROW
Message #43736 Posted: Apr 16, 2010, 5:58 pm
laidan said:

OH! And also, how about new toys for ranged 13 and melee14? We have been good little children, don't we deserve new toys?



/signed
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #43740 Posted: Apr 16, 2010, 6:17 pm
Spells doesn't have anything passed 10. :(
drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #43742 Posted: Apr 16, 2010, 7:16 pm
laidan said:

OH! And also, how about new toys for ranged 13 and melee14? We have been good little children, don't we deserve new toys?

/signed
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 111 years old
Clan: ARROW
Message #43743 Posted: Apr 16, 2010, 7:30 pm
I thought that idea of of some sort of system to allow two spells was kinda cool.

Requires Library 11?
1st spell: Full strength normal cost
2nd spell: Half effectiveness double cost.


I dunno if thats too much of a penalty or not, but having two spells on seems like it could be over powered with out some sort of penalty like that.


But ya, spells need something new as well.
drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #43746 Posted: Apr 16, 2010, 11:13 pm
how bout a summon weapon spell that last for a few fights or after a little while
GordonIronsmith
GordonIronsmith's Avatar
Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #43754 Posted: Apr 17, 2010, 1:52 am
How about we move such chats to an appropriate thread gentlemen?
Last Edited: Apr 17, 2010, 5:52 am
Atropos
Posts: 94
Location: Daylsfeld
Magus Age: 132 years old
Clan: AGOMC
Message #43774 Posted: Apr 17, 2010, 5:12 am
Okay, things I've now got on my to do list, in rough order:

Item for Ranged 13
Item for Melee 14.
(Clan items are not my specialty, but I can at least give you something. If nothing exists for level 15 for all the clans I can actually do things for, I will make something unique and interesting for it.)

Fill in the Necropolis. (Personal goal. I think the location needs some more stuff. I'm thinking of some cultists. Woo.)

Fill in the west some more. It is a little sparse in comparison.


Things I can't cover:

Nearly everything else in the thread. I would be fine with writing up some lore and whatnot for our RP folks, but it does seem Kep has either some stuff written or at least ideas already in place, so I won't be touching it.
Atropos
Posts: 94
Location: Daylsfeld
Magus Age: 132 years old
Clan: AGOMC
Message #43776 Posted: Apr 17, 2010, 5:21 am
As an aside, there is a dev item for melee 14. Is it not live? (I cannot tell live status on items.)

If not, it's likely waiting for review.

Edit 1:

It is now obvious why this is not live. It's basically a double-powered winter slayblade.
Last Edited: Apr 17, 2010, 5:33 am
Kenneth
Kenneth's Avatar
Posts: 133
Location: Asylum
Magus Age: 104 years old
Clan: OASIS
Website: Click Here
Message #43784 Posted: Apr 17, 2010, 11:57 am
OMG seriously!!!

Finally, melee clans won't be made (nearly) obsolete anymore by holiday specials!
Atropos
Posts: 94
Location: Daylsfeld
Magus Age: 132 years old
Clan: AGOMC
Message #43795 Posted: Apr 17, 2010, 9:24 pm
I finally took a good luck at clan stuff last night. I think theres much to do and much I can do, so my next order of business is doing a clan item overhaul.

It's going to mostly target, in order:

(Spell) - Have had no real updates for a while.
(Alchemy) - Same as above, but they can at least do something good.
(Melee) - Have stuff, but no real variety or actual bonus from increasing in level.
(Ranged) - As Melee. (I've got at least 5 new ammo types ready to go and things to load them with planned out.)
(Defense): - Needs a rebalance and more stuff.

Item clans seem to have a great deal more variety and seem to have new good stuff appear a lot, and so are the lowest on my priority list.
Harryhausen
Harryhausen's Avatar
Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #43998 Posted: Apr 24, 2010, 3:34 pm
I'd like a quest that requires killing a crapload of smaller critters that drop an item that is totally worthless, and then you return all these worthless items to the quest guy and he melts them down and hooks you up with an awesome wep or awesome armor. This would provide good income for the lower level magus who can only fight lowbie monsters anyways, as they would no doubt be selling them on the market, and also, since they're items and take up slots in your storage, it'll promote increasing your storage, which is the most important one anyways :) heck the weapon or armor could have a flat number, then you pick where those stat numbers go(I want a really high slicing wep personally)
drackmore
drackmore's Avatar
Posts: 234
Location: Zion's Reach
Magus Age: 109 years old
Real Name: Gino Drake
Message #44087 Posted: Apr 28, 2010, 8:15 pm
how about magic based arrows like ice,fire,sonic arrows that cost a little more or gems

also I'd like to see a NPC that can add elemental power to a weapon for a moderately high cost like maybe 10k+ gems the elemental spell of your choice like (like burning aura) maybe a motivation cost of 10-20 points and
some cash liek 25k-50k amount. all this and you can increase your weapons elemental attack property by like 5 points limit could be 20-25 if by 5 or 10-15 if by 1 point increments. and of course the price would raise per lvl.
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #44391 Posted: May 13, 2010, 2:51 pm
Also, while maybe not completely within your abilities, how about something to make stone golems (and/or glass golems) useful again. At the moment, there's really no reason to use stone golems, except the one achievement. Even if stones just ignored mountain penalties the way clay and wood ignore swamp and forest, that'd be something at least, because for now the only reason is if you can't afford iron. I don't know what to suggest for glass (I'm sure you've all seen the other thread going for them) but right now there isn't any benefit over gem golems, and gems are generally easier to get than glass.
Last Edited: May 13, 2010, 2:53 pm
DonJuanDeBascobel
DonJuanDeBascobel's Avatar
Posts: 450
Location: Rimesvin
Magus Age: 111 years old
Clan: ARROW
Website: Click Here
Message #44396 Posted: May 13, 2010, 6:11 pm
Once again, regarding glass (but stone too):

/signed
Last Edited: May 13, 2010, 6:15 pm
 
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