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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 » Clan Discussions Muelsfell World v1.0 Forums
AuthorThread: Building costs...
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #5199 Posted: Jun 21, 2008, 8:59 pm
I'm looking at the costs to upgrade the clan buildings right now. I've noticed that the stone and iron costs are well over double any of the other resource costs. Now, this isnt so much a complaint on the actual cost of the buildings as it is a complaint that the costs for the resources don't equal out.

And by that, I mean you will forever be spending 5 times as much on stone and iron than you will with flesh through clay. Just look at the personal workshop buildings. Those equalize; while you may spend lots of iron on the clay stream, the iron costs for the foundry are considerably lower. The costs for all the workshop buildings equal out so that while you will always be spending more of one resource on that particular building, if you upgrade all the buildings equally you'll spend relatively the same of each resource.

I suggest you do this with the clan buildings. Dont have iron and stone be the only important resources, have the library take more wood than everything else, the depot take more stone, armoury more iron and so on. Just balance things out a litte.
FatherCoyne
FatherCoyne's Avatar
Posts: 332
Location: Mallow
Magus Age: 116 years old
Real Name: Kevin Coyne
Email: KCoyne@umail.ucsb.edu
Message #5202 Posted: Jun 21, 2008, 10:31 pm
Resource balance is over-rated. I was always fine with nobody having enough money, and these days I'm fine with never having enough Iron. Like all other problems in the game, it forces you to employ creative solutions to optimize things under unfavorable circumstances. ^_^
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 113 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #5204 Posted: Jun 22, 2008, 2:50 am
I'm not saying just lower the stone and iron costs. I'm not even suggesting they lower the stone and iron costs at all. But make it more balanced so that my warehouse isn't full of flesh, bone, wood, and clay, and near empty of stone and iron.



palleon
Posts: 84
Location: Agoia Talia
Magus Age: 115 years old
Real Name: Steve
Message #8427 Posted: Jul 27, 2008, 5:38 pm
Clans should be abled to trade at the very least, to prevent such a problem.
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 141 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #8429 Posted: Jul 27, 2008, 6:05 pm
Well there's that but I agree. that the costs should be balanced out. Why are all the first 4 resources virtually unused in clan buildings?

Not that we're exactly rolling in resources but...
palleon
Posts: 84
Location: Agoia Talia
Magus Age: 115 years old
Real Name: Steve
Message #9805 Posted: Aug 8, 2008, 5:12 pm
I do like the fact that they take a lot of resources to build though. Maybe when clan business's come in the spare resources could be sold.
 
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