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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!
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Research Idea
Talerous
Posts: 14
Location: Mottonsborough
Magus Age: 121 years old
Clan: OASIS
Email: elementalultima@hotmail.com
Message #837 Posted: Apr 3, 2008, 12:00 am
Just had an idea for research. Not sure how hard this would be to implament, but I was thinking instead of limiting research to 20 straight, how about having trees of research? For example, there could be some general researches, armor, eyes, flesh and bone golems, etc. But then you could have more focused trees, like say, Metalurgy, that gave you another building to produce more iron, or upgraded your foundry to produce more, and maybe even at a really high level started producing adamantium. Could also open up more golem posibilities, for example, could have a tree called stonecrafting that unlocked other gemstone-based golems like crystal, obsidian, maybe even lava based golems, etc. Would make picking between the different types of golems more interesting, and that way not everyone would go for powerful adamantium or iron golems, there'd be some variety amongst maguses. Just a thought.
Chilar
Posts: 94
Location: Last Alvia Dawning
Magus Age: 116 years old
Message #846 Posted: Apr 3, 2008, 2:13 am
I don't know about the rest of it, but some researches which allowed one to create or refine one of the secondary resources would be very nice. I'm not sure how it would be best implemented, though. Maybe the golem types, eyes, or power sources would open up options for refining their type of resource out of the primary resources at higher technology levels.
camlorn
Posts: 3
Location: Jinkara
Magus Age: 114 years old
Message #891 Posted: Apr 4, 2008, 12:03 am
Hi,
I'm new here and have both a question and idea. The research limit of 20, does that mean 20 levels or 20 items?
For example, eyes level 10 and flesh golem level 10 means I can't research anymore? Or is it eyes and flesh golem level 10 each means 18 more slots? Sorry if this is confusing.

Now the idea. I doubt that the administration will seriously consider this, but what about removing the research limits? I mean, if you can afford the costs, you can research it rl. Perhaps a system by which research costs go up based on how many researched topics you have? Or maybe your research slot limit goes up based on level of library or magus.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #893 Posted: Apr 4, 2008, 12:11 am
The research limit is 20, I believe There are 5 levels of each research, You start out with an unremoveable 1 in Flesh Golems, It doesn't count against your research limit though. Meaning you can max 4 different area's of expertise. I like it this way, You can already pretty much make everything yourself with the current system, If anything I agree that there should be a type of research tree, Limiting how many researches you can have. With the system as it is now, I can research armor/eyes/powersource as well as a golem to max, And only have to buy a few items from other people as I could make them on my own with enough time.
Gryficus
Gryficus's Avatar
Posts: 239
Location: Mottonsborough
Magus Age: 121 years old
Message #896 Posted: Apr 4, 2008, 12:14 am

there is only 4 of eyes...I've maxed that, not sure about the other non-golem ones.
Dilvish
Dilvish's Avatar
Posts: 219
Location: Feldspar
Magus Age: 133 years old
Clan: OTAKU2
Real Name: Jeff
Message #897 Posted: Apr 4, 2008, 12:15 am
Right now it means a limit of 20 levels. This isn't as bad as it seems as it appears that the maximum level in an area is 5 (based upon item extrapolation). Not sure what the max golem level is, I haven't gone beyond level two golems yet. I like the idea of limiting it as it introduces specialization into the game. If everyone builds everything, there isn't as much incentive to buy things in the marketplace since you will eventually research everything. but If I focus on Armor and Eyes, then I will be more likely to by Power Supplies from another Magus.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #900 Posted: Apr 4, 2008, 12:48 am
Yeah, Plus with the easy erase you can get to highest level of a research, Get a couple of the items and than switch to another research
Talerous
Posts: 14
Location: Mottonsborough
Magus Age: 121 years old
Clan: OASIS
Email: elementalultima@hotmail.com
Message #961 Posted: Apr 5, 2008, 3:03 am
Don't get the point of my suggestion wrong, I wasn't complaining about not being able to research all types of golems. You could easily get most of the types in the game with a little help from a couple friends, time and patience, and a lot of restarted researching. I was just saying it'd be nice to have some variety. It gets kind of old seeing everyone running around with stone and iron golems. Would be cool to see one magus with iron, steel and adamantium golems, another with say obsidian, stone and lava. It'd just add a new level of strategy to the game and make things more interesting. Could even have special abilities, iron golems are your tanks, stone are your damage dealers, etc. Could have a tree based around speed and the like. That way it wouldn't just be iron clashing with iron, it'd be iron versus stone, wood versus lava, etc. Would open up new posibilities for weakness exploiting, pure elemental golems and the like. Only real problem I can see is that with certain resources, like if you made earth based golems, wood, clay, sand, etc, you'd end up mixing resources. But that's about the only tree that would run into that kind of problem, and there's plenty of golem types out there. Just a thought.
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #962 Posted: Apr 5, 2008, 4:00 am
I'm not sure about the tree idea, especially sinse it'd mean multiple weerd golem types and probably more resources in the game, ---- and while I enjoy the resource management, I wouldn't like to see it get out of hand in complexity sinse afterall there are plenty of other things to do in the game. One thing that looks great (especially when ranged weapons come into play), is the idea that different golem types have different strengths and weaknesses. I'd personally love to be able to have maxed out items, but be able to create various golem types and then choose the appropriate golem for the situation, ---- perhaps not all golem types, but certainly more than one at a time with maxed out items.

i really like the idea of working for something and building up and getting it, then deciding how it's best to be used much more than the idea of trading stuff, ---- and anyway, the costs are so huge that even with no research limits it would take ages for you to be able to make everything.

I personally think either you should be able to perchice additional research slots at higher levels, ---- note I used the word perchice, which would mean more xp (thus being a jack of all traides would carry it's own special penalties), or alternatively, abandon the idea of limiting both research slots and golem level entirely, the way there is no limit on experience or the level of your mage.

Perhaps as has been suggested, putting more levels into researching power sources, armour or eyes could gain you the advantage of manufacturing secondary resources, ---- and would also put a possible unlimited cap on those research possibilities as well, ---- that's assuming the idea of just researching "production" as an option wasn't possible.

People will probably disagree with me on this point though, ---- which is fair enough, I just thought I'd drop it in here.
Talerous
Posts: 14
Location: Mottonsborough
Magus Age: 121 years old
Clan: OASIS
Email: elementalultima@hotmail.com
Message #963 Posted: Apr 5, 2008, 5:54 am
The only other resource that would need to be added, and I think this is a cool idea anyway, is some kind of mana pool. Say an elemental resource pool and some way to harvest or store mana of each of the four elemental types. Pure elemental golems aren't unheard of, quite common actually. The thing I don't like about this research limit or even research the way it is now without a limit is, lack of variety. Every magus is going to end up with the same golems, noone will be any different, so what's the point? Everyone once they get powerful enough will have stone and iron golems, probably adamantium too once anyone gets that powerful, and all the other golem types will drop into obscurity, especially once monsters of an approapriate level for the powerful golems go in to fight. People might still use a flesh golem to kill things and use less motivation for more xp, but that's about all I can see. Anyway it was just a thought. I know a lot of games like this force you to pick a path to focus on, like Gal Civ 2, and I think Age of Empires might as well. While this game is on a smaller scale than those, it'd still be nice to see some variety here and make each magus at least somewhat unique.
Kestha
Posts: 16
Location: Nournsland
Magus Age: 115 years old
Message #966 Posted: Apr 5, 2008, 11:39 am
Well for starters, getting all that stuff would take absolutely ages anyway, and everyone could work their way up differently. As I said, I think strategical elements will be coming in soon, ---- so that a leveld up quick flesh golem with an uba ranged weapon will! be able to take down a lumbering iron golem. Given this fact, I'd prefer the ability to have no limits on what you make, and thus give some stratogy in combat.

Perhaps one way around this and to preserve uniqueness but not force people into one path (afterall, players would just find the best path and stick to it anyway), would be to lower the costs of some researches depending upon what others you've done.

Eg, researching clay golems and the production of more clay makes stone less expensive (sinse you've been working earth elements), but makes researches in iron or wood more expensive.
Talerous
Posts: 14
Location: Mottonsborough
Magus Age: 121 years old
Clan: OASIS
Email: elementalultima@hotmail.com
Message #976 Posted: Apr 6, 2008, 5:20 am
I have serious doubts that a level 5 flesh golem could take out a level 1 fully armored iron golem, iron has some pretty solid resistances. Probably wouldn't take any hits though and the combat would just peter out. But yeah I guess I do sort of agree about limitations, but at the same time like I said it'd be nice to see some variety go in. At the very least it'd be nice to see a few new different types of golems go in (obsidian could be a stronger glass golem, lava could be a slightly less resistant stone with more damage and does fire damage, etc). But that will probably have to be after the game goes out of beta and has more fleshed out mechanics and balance wise before anything is done about cosmetics and more golem types.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #989 Posted: Apr 6, 2008, 8:17 pm
That's a bug actually which should be fixed now.

Max is five levels of research for golem types and items.

Gonna keep mum on the suggestions for now though -- I need to focus on cutting down my to-do list before getting excited about new ideas, sorry. :)

Kep

there is only 4 of eyes...I've maxed that, not sure about the other non-golem ones.
 
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