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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: money problems and trade
Alien
Posts: 9
Location: Agoia Talia
Magus Age: 115 years old
Message #979 Posted: Apr 6, 2008, 12:52 pm
I believe that there are money problems (that's what i see in any case):
- the problem is that the resources go up much, much quicker than money.

this means that there is a excess of resources, and a shortage of money in general.

evidence is the market. almost everything is resources traded for money. but even though some people think the price is fair, i come to think that the money problem is bigger than to be thought of.

eg:

a level 7 upgrade could cost around 2000 gp

working gives you at level 3 around 150/h, to make this one upgrade possible is to work for 15hours, which could be sufficient, but resources go up much more quickly, let's say you have a max of 8000. that means that in those 15 hours, you 4500 resources, which the upgrade only takes about 2000 as well.
--> 3 such upgrades makes you go over your limit, with no money at all and takes about 2 days.
at these levels making armor only costs 50gp ...

it seems quite unevenly divided.

the only solution seems if you level up and make more money/h . but that takes 400xp. which takes around 80 attacks => 480 mot. more or less 5 days.

that means if you take this route, you need to sell lotsa resources, cause you can't use them, cause you need money for those things too.

that makes that almost everyone (at least at these levels) is selling resources, and very few are actually buying them.

what one could do is start up another account and use the starting money to buy those resources, supplying the original user with money to do the upgrades.

cause, attacking monsters is a big nono, i mean, getting 25gp / 6mot is quite useless.

one could try doing the slots...

i see only 3 solutions to the problem:
- the money requirements for upgrading/library researches should be considerably lowered.
- jobs should make more money
- resource banks might alleviate the problem (ie: a rich bank who can buy and invest in resources and buy them (selling them wont even be necessary, cause resources are in abundance.))

any ideas on this topic?
Tallis
Tallis's Avatar
Posts: 30
Location: Villuno
Magus Age: 115 years old
Real Name: Kel
Message #981 Posted: Apr 6, 2008, 2:21 pm
I was thinking it would be nice to have some kind of "auto-market" option where you could just sell your excess resources for a small amount of money. Even if it's not comparable to the prices that people will pay in the market, it would be nice to not be maxed out on one of my resources while desperately trying to improve my money situation enough to upgrade the storage bin and the other resources. Every gp helps.

At least it's easy to keep the hidden room cap way over my gold amounts.

(And, no. I'm not saying which resource(s). :p)
Gryficus
Gryficus's Avatar
Posts: 239
Location: Mottonsborough
Magus Age: 121 years old
Message #987 Posted: Apr 6, 2008, 5:45 pm
the problem is tallis, is that most people have a money shortage, so getting money from people for resources on the market is not as common as it should be.

Ark has known for a while that the system still nees a bit more tweaking.
Tallis
Tallis's Avatar
Posts: 30
Location: Villuno
Magus Age: 115 years old
Real Name: Kel
Message #997 Posted: Apr 6, 2008, 9:15 pm
Sorry I wasn't clear; "auto-market" would be an NPC purchaser/seller, not another player.
Alien
Posts: 9
Location: Agoia Talia
Magus Age: 115 years old
Message #999 Posted: Apr 6, 2008, 10:10 pm
sorry, I wasn't so clear either...

I'm talking about a growing inflation:

money is now worth alot!
and resources are now cheap.

but the game doesn't autoadjust this, of course; that's why almost everything that costs money > 500gp is a luxury.

that's what this is: a growing inflation...

in history (RL): this is usually followed by rioting and military coups...

If this money issue goes on like this for a few weeks, this 'll prolly have serious consequences.
FatherLatour
FatherLatour's Avatar
Posts: 160
Location: Rildesjan
Magus Age: 130 years old
Real Name: Jean
Email: FatherLatour@gmail.com
Message #1001 Posted: Apr 6, 2008, 10:38 pm
Inflation is when money becomes less valuable because prices are going up. ^_^;
This isn't that.

I, personally, think an economy in crisis is the most interesting type and that the game should continue down it's current track precisely because it's problematic.


But, interesting that you mention riots and military coups, because if we want to fix this, I think that's the solution. ^_^ In fighting causes inflation. You solve deflation with inflation.
=> If we fight each other more, we'll deal with the money problem. =D

The real reason that would work is because building and repairing Golems doesn't cost money. It's an effective resource suck that can be stabilizing for the economy.
Meloam
Meloam's Avatar
Posts: 68
Location: Fellin
Magus Age: 113 years old
Message #1013 Posted: Apr 7, 2008, 2:07 am
Ya sure, except that makes for decreased fun in gameplay...
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #1014 Posted: Apr 7, 2008, 2:23 am
One thing to keep in mind, people who have an excess of resources selling it off at cheap prices actually can help lower level players.

When I was starting out, I LOVED finding a good deal in the market for what I needed. It saved me HOURS of waiting. At that point, I had (relatively) money coming out my ears. Now I'm in the opposite where money is tight and resources are going to go to waste. And I'm selling a LOT of things right now. Golem pieces are an good way to put resources up on the market, and I'm finding that they sell quickly.

I say the market is working the way it should.
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 124 years old
Clan: OTAKU
Message #1023 Posted: Apr 7, 2008, 12:17 pm
yes and no the economy is working. When I started, resources were selling for 10:1. Now, it is often somewhere between 3:1 and 1:1.

While I can move product quickly by posting dirt cheap prices - the overall "economy" of the market place is not responding to this trend. No idea why. An overabundance of product should result in a reduction in price. ~shrug~
Smitty
Smitty's Avatar
Posts: 25
Location: Rildesjan
Magus Age: 115 years old
Message #1026 Posted: Apr 7, 2008, 2:22 pm
At what level do people start finding money is tight? I'm at 2 and I haven't noticed any particular need to 'scrounge'. Excess resources go on the market for 9-10:1, working provides a nice bonus while I'm offline.

In fact, I wouldn't mind seeing more golem parts on the market, if they were the right price it would make pvp more desirable over 3 exp/6mot that pve is right now. For example, if I can sell bone for 10:1, a bone golem part would be 120g... I can make a new bone golem and buy the parts in half a days worth of work/resource production, and then make a decent amount of exp off of pvp, with the chance at looting goodies.

I don't see pvp making this game 'not fun'. Yeah it's dissapointing to log in and see your golem lying in pieces, but it doesn't really take much to replace/repair it, and the defensive bonuses of walls are incredible in the first place. (had a bone golem totally splat an attacking wood in one round O.o) Upgraded secret rooms mean you don't lose much either, and you get free exp from getting attacked, so what's the bad part?

In the long run this game will likely come down to exp progression anyway (gold/hour, score, level requirements for golems/items), so anything that makes that faster is good, whether it's faster motivation regen, or spending resources on repairs.
 
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