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Dreamcrafting Ideas For Incentives
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Konungr
Dreamling

Joined: 21 Oct 2006 00:44:21 (CEST)
Messages: 15
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Silvershard wrote:I see Ultimate euipment as lvl 40 gear not lvl 20, Ultimate is top tier gear what I'm aware of so it should even be around 45+

Well it drops in the 20's, I have quite a bit of it right now and I almost exclusively farm the 22-24 zone. I think you would agree that crafting or at least mechanics around it therefore would need some changes, yes?

Not that it would matter to push ultimate equipment to the 40's, since Nihilim and Covenant can clear the patria without even using elite units.
Levache
Dreamgeist

Joined: 23 Jul 2008 23:13:10 (CEST)
Messages: 40
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why not just make dreamsorcery more potent, and make it so that they cannot imbue their skills on weapons gathered from fallen enemies.

that should be a good incentive for cv's to work together to be able to craft and imbue their own equipment.
Marghor
Dreamling

Joined: 19 Jul 2008 08:45:22 (CEST)
Messages: 1
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The spells are staying low level and your DL is leveling up, does it bother someone else too.
I think that spells should be able to level up in research or traits, maybe both
I play as covenant and healing sometimes take more then 5 min after each kill, 10 squads during treasure map calculate how long it takes to finish it.
Well balanced spells with your DL and unit levels should improve gameplay
Rui Ming
Dreamgeist

Joined: 2 Aug 2008 02:29:31 (CEST)
Messages: 25
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It would certainly encourage people to actually invest in crafting rather then slaughtering opponents all the time. I like it.

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LLoKKo
Dreamling

Joined: 25 Jul 2008 03:16:54 (CEST)
Messages: 9
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my suggestion is that dreamforging and dreamweaving is like dead by know since u spend enormous amount of workers to do something that in the end u can get better equipments with some hours of PvE...

like i've just got ultimate dreamforging, and the armor and weapons i can make are worst or equal to Villain's weapon/armor which i get in WAY less time and work i had to get ultimate dreamforging...


my suggestion: improve crafting items a bit so they are stronger then PvE items so it will be worth to make a crafting "profession", since by now if u put the same amount of workers in other buildings u'll be getting WAY more benefit...
even tribute formulas are useless since tribute normal bought items are better than tribute crafting formula items...
dreamweaving and dreamforging has become near useless crafting "professions"

other suggestion: make more items which give you more abilities and increase the maximum number of abilities per unit

other suggestion: make PvP give items which are crafting ingredients not only for dreamsorcery as those trophies are... so dreamsorcery is overpowered by know... making it worse won't make the things work right... so improving dreamweaving and dreamforging would be a MUST in my opinion!
Vileu
Dreamgeist

Joined: 19 Jun 2008 18:11:49 (CEST)
Messages: 85
Location: Lithuania
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All ideas nice and could be implemented with some balancing.. Also had some same ideas so will not repeat these but here are some of mine:

1) None can be masters surgeons/blacksmiths/cooks in real life - make ultimate craftmanship available to all willing but only 1 of the 3 skills this would enhance roleplaying and also activities within the CV

2) It was mentioned above but adding DURABILITY, INDESTRUCTION, DAMAGE, SPEED, ARMOR, SPECIAL SKILL, AURA could be researcheable or as traits for the crafters. Items with different durability and powers and auras already exist so why not..

3) Some traits like making of BOOTS, ARROWS, SHIELDS etc. could also be available, thought they would cost but this would enhance specialisation of crafters and also need of these in the CV

Alas.. I see the date now of the last paste.... jeh a bit to late with me

4) Talking about special powers/auras these crafts can let to research - ultimate forging could give armor for the fort or tiny cannon in one of the towers, weaving could place a fountain nearby extending the reach of the healing aura, sorcery could place an entangling hedge with thorns reducing speed and armor. Or they could enable you to summon a master smith with a huge hammer to bash the head of the enemy DL

5) Also being able to repair the items adequate to ones skill with reasonable ss amount would be nice prove of ones craftmanship.. and it would not unbalance the game as after all you would get to repair only one type of the gear.

Alas.. as I see the date o fprevious post I think I am pretty late with the post

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Maledictus
Dreamgeist

Joined: 15 Oct 2008 22:01:07 (CEST)
Messages: 39
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Isn't the easiest way to solve the crafting issue the following?

Crafted gear is always better than looted gear.


Not that hard to implement either; just make variations of items. For example "looted villians sword" & "crafted villians sword".

Looted items always suffer a penalty to durability and effect. While crafted items gains a bonus to durability and effect.

Tada. Problem solved.
Stratege
Dreamcaller

Joined: 21 Jan 2008 18:17:14 (CET)
Messages: 482
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time to get it on again:

im missing the good old dl1 crafting system. Would be great to make it a bit more like it was there.

So my ideas are:

Make Formulars reusable (either by the thrift chance or permanent like in dl1)

Give crafted items some unique abilities or give the more bonuses to more than 1 stat (they dont have to be better than normal drops, but different)

And PLEASE put the 6. item lvl ingame again (the one after ultimate, for which you didnt need a tech, but special (highlvl) formulars to craft the parts which were need to craft insane items).

Oh and please make it so that the %thrift bonus stays if you have teched everything but put your people out of the building.
Or make it possible to tech a tech which doesnt do more than giving 1-2 traitpoints every 100k research points (and maybe some ingredients/formulars?)

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