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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 » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: Missions for Dimitra
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #794 Posted: Apr 2, 2008, 4:05 am
Magi will now be able to go on missions to gain favour with the Dimitrian government. As a result of this favour, a squad will step in to prevent excessive attacks on a magus' workshop. Just visit the same page as the job center.

If you go on one(1) mission for them, they'll step in if you're attacked more than six(6) times an hour.

If you go on two(2) missions for them, they'll step in if you're attacked more than five(5) times an hour.

And so on, up until you reach six(6) missions, where by they'll step in if you're attacked more than one(1) time per hour. This is is maximum protection you can gain from missions.

The attacker does not suffer any penalties; they are simply stopped from attacking. If you look at the target on the combat page, it'll clearly note if their are guards loitering. Each mission requires 8 motivation. This was an idea previously discussed in the Clan thread [www.muelsfell.com/world/map_community.php].

In addition to the ideas in that thread, missions ALSO have a good or evil alignment modifier. This was added for variety and is very slight -- if you want to remain true neutral, just take one good mission for every evil mission you take and you'll remain balanced. It also gives new players the option to modify their alignment without attacking another player (for example, if the clan you want to join only accepts good aligned people).

As always, keep me informed of problems and feedback. :)

Kep
Joachim
Joachim's Avatar
Posts: 208
Location: Asylum
Magus Age: 120 years old
Clan: STEAM
Real Name: Walt
Message #854 Posted: Apr 3, 2008, 3:46 am
I like...but reduce the motivation requirements to 5.

Also, (as a roleplaying aspect) every time the army has to come in and save your ass, you should take a permanent hit to prestige and experience. Say:

Magus level x 100 reduction to your Score.
Magus level x 10 reduction in Experience.
Chilar
Posts: 94
Location: Last Alvia Dawning
Magus Age: 115 years old
Message #855 Posted: Apr 3, 2008, 3:49 am
Why is it a hit to prestige to have powerful friends? You back the army, they back you in return. It's no more a sign of weakness than buying a golem at the market- sure, you're not making your own, but so what? Only the hopelessly arrogant would think less of you for it.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #856 Posted: Apr 3, 2008, 3:59 am
I disagree with the motivation change, Its higher than attacking someone with a fleshie in your city. 8 is a reasonable amount, Sure if you want the highest level of protection you'd spend a lot of motivation, but its a balance thing really, Especially with the effects only lasting 24 hours. You either go all in, out or find some compromise. I see it as more useful when your golem just got pummeled to nothingness and you need something to defend yourself with until you can make/buy another
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #857 Posted: Apr 3, 2008, 4:00 am
Agree that there shouldn't be any hit to exp. If you want to RP it, assume that your childhood friend is in the military and has contacted you to get some help that they can't handle. They are possibly in the military because they didn't lack the prowess to run herd on golems.

But I do agree on the motivation. For full coverage, you'd need to do 6x8mot=48mot. For my level, that equates to 10 hours worth of motivation. And this only lasts for 24 hours. If it were a week, or took less motivation, it would be more attractive to do. If it were 3mot per mission, that would equate to four hours of motivation.

Something to chew on.
Tridia
Posts: 12
Location: Shuul
Magus Age: 111 years old
Message #858 Posted: Apr 3, 2008, 4:10 am
I second Pegga...it takes too long to get 8 motivation up when your at the lower levels.
deathpunk
deathpunk's Avatar
Posts: 154
Location: Nournsland
Magus Age: 117 years old
Message #860 Posted: Apr 3, 2008, 4:28 am
It costs a lot for a reason. If it were only a couple of motivation then everyone would do it and not being able to attack without praying to be the first that hour would get boring fast. He put the ability to attack others in the game for a reason, and if you're so terrified that you want to hide, it should cost you a large amount of motivation.
Amelsh
Amelsh's Avatar
Posts: 54
Location: Broukendale
Magus Age: 116 years old
Message #862 Posted: Apr 3, 2008, 8:59 am
At first, I thought the motivation cost was too high. But then I thought about it a little bit and decided that it is perfectly reasonable. Getting a limit on the number of attacks against you per hour can be very powerful, so it should have a hefty price. Besides, it's really up to you how you spend your motivation: offensively for experience and/or loot, or defensively to prevent too many attacks.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #866 Posted: Apr 3, 2008, 12:23 pm
I can understand having a high cost for this, but I don't think it prevents attacks enough if so. Three attacks with an iron was all it took to take down a well defended flesh. That particular magus would have to expend 40 motivation to have kept me, one magus, from attacking during JUST a single hour.

Suppose it was protected fully with one attack per hour. I'm patient, and he would have gone down anyway, military protection or not.
Alien
Posts: 9
Location: Agoia Talia
Magus Age: 115 years old
Message #882 Posted: Apr 3, 2008, 11:00 pm
You also have to take into account what the military is protecting. A level 1 Magus is likelier to be easier to protect, cause they are less likely to be attacked by a higher level Magus, while level 20 Magus are quite likely to be often attacked and by higher level Magus's.

Considering this is sort of an insurance, i should cost more motivation for higher levels than lower. after all, at the highest levels 48mot is only 48 minutes and not 10 hours.

also just 24 hours may seem short, definitely if you need 10hours motivation...

I would make it level depended (maybe combination of Workshop level and/or wall level?), and increase the timing. a week is too long, a day is too short, maybe 48 hours?

like insurances, one could make a complex scheme of statistics and levels etc...

like insurances, they ask you the size of your house, if you have double-glazed windows, easy opening windows, high walls, death traps, much valuables (level of storage?), etc...
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #903 Posted: Apr 4, 2008, 4:21 am
The only reason a level 1 magus won't be attack is they're probably under new player protection, Have an alignment of neutral, Or they arn't nearby any Pvpers. Level 1 characters have flesh golems, Flesh golems=easy targets, Weaker magi will be attacked more because defense is currently rigged out for teh defender. When the game gets balanced out a bit (but still in favor of the defender) than maybe lower levels won't get picked on so much, but I see it as the lower level characters have a higher chance of being attacked than a higher level one at the moment.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #904 Posted: Apr 4, 2008, 4:44 am
Actually, I specifically target high-ish level players who've left a flesh out. A higher level means more resources which is usually what I'm after.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #906 Posted: Apr 4, 2008, 5:02 am
Mmm, I attacked people for the extra experience at low damage and the alignment modifier =D Fleshie vs fleshie for 5 experience on both sides It helps out more than just myself =P
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #921 Posted: Apr 4, 2008, 2:46 pm
Yeah, but 5xp really isn't worth the damage, IMO. I can get that fighting the mushrooms, with the bonus of goodies after it dies. And after the battle when I've jobbed up for the next 12 hours, the mad mushroom doesn't return with an iron golem!
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 123 years old
Clan: OTAKU
Message #922 Posted: Apr 4, 2008, 3:16 pm
ok, just stiring the pot here ... What if I had some way to *earn* motivation that was not time dependent.

i.e. I make a sale of goods for over 1000 money. I do a happy dance and earn some motivation. It needs to be tied to some sort of finite resource so that I can't loop it, but otherwise the bone of contention is that there is only one way to get motivation and many ways to spend it.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #948 Posted: Apr 4, 2008, 10:00 pm
As of now, you'll also earn a random 2 to 5 xp for taking on missions (something I meant to add when I first wrote it and somehow forgot).

Kep
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #958 Posted: Apr 5, 2008, 12:52 am
Great, thanks! A way of earning a litle xp while my golem is out of commition and being a goody goody at the same time hehe!
Tibba
Posts: 9
Location: Rimesvin
Magus Age: 117 years old
Message #1159 Posted: Apr 9, 2008, 7:54 pm
I love that you get a small change to your alignment from missions. I don't much enjoy PvP, and while I know it's the main function of the game, I still like to be able to play the game as PvE (with defense thrown in, of course, since not everyone is as boringly nonaggressive as I :D )

So anyway, it is nice to be able to become good without having to attack magi. Yay!

Plus I am a sentimental old girl who loves to be told she's helping people ;P
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #4936 Posted: Jun 17, 2008, 10:36 pm
Just as a note, I don't remember reading about this, and I hadn't checked on it, but you can't do the Dimitrian Guard missions if you are affiliated with a Clan. The message about 'not getting involved with politics' made me smile though.
Tiempo
Tiempo's Avatar
Posts: 20
Location: Fellin
Magus Age: 116 years old
Message #12378 Posted: Sep 18, 2008, 7:22 pm
Are clan members now allowed to do missions for repeat-attack protection? I find I can't attack a clan member twice in a row, with a message about making the guards suspicious.
Panacea
Panacea's Avatar
Posts: 167
Location: Broukendale
Magus Age: 116 years old
Message #12384 Posted: Sep 18, 2008, 9:57 pm
No clan members still aren't allowed to take missions. But golems are only allowed to attack a certain number of times per 8 hours, with high level golems being able to attack less often than low level ones (I think Commcomms put the formula in a different thread 9 - golem level or something). But you will still be able to attack if you change golems/attack with really low level golems.
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #12443 Posted: Sep 19, 2008, 6:01 pm
I think it's 8-golem level with a minimum of 1. That may not be what's occurring though. I'm pretty sure it's possible that if you run the missions for the guard, then join a clan you still get the guard protection for 24 hours even though you're in a clan. So, that may be what happened also.
 
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