Armorsmith Archive
Thread: Possible Solution to ADK's
or make them "no-trade"
built2shred wrote:
So we go from a few players having ADK's to giving everyonecrafted ADK's so they can use them on all there stuff? Thats a really bad idea.
What they should of done was make ADK's a one time use. Once you applied it to your weapon then thats it. As it is now you can destroy your weapon and get your ADK back.
Correct me if Im wrong but I think theychanged it to a 2 year gift instead of 1 year. If so that will limit how may ADK's are out there and keep crafters in bussiness.
Just my opinion, but just get rid of the things already.
While the Devs had their hearts in the right place with such a gift, it does not fit in the "Star Wars feel" of this game, or is something that makes sence IRL. Lets face it you wear cloths/armor in combat, its gonna get dinged. You squeeze ur fat little finger on that trigger and forget to let go, its gonna wear and tear. Soon enough it goes poof..simple as that. Sure I'd like the 20 inch Toyo Tires wrapped around my RX-8 to last forever....but unless i drive down the driveway and reverse it back into the garage, I'll be replacing those puppies after some high speed usage ![]()
Yea, some people drop some cash on tapes and high priced weapons and don't want to see them go down the drain from a 0 decay, but thats what makes the game as realistic as it should be. You'r not supposed to have something forever. Maybe give us the ability to remove tapes and Bio-link them so u cant trade them off, something other then these ADK's.
If players have the ability to spam the spaceports offering 15 - 25 mill for these things, well then they obviously have enough credits, and I'd rather see them in our shops updating that old T-21.
****steps off soap box****
Geminii
Master Weaponsmith
Soto Bros. Inc.
Crafting the Galaxy sinc 2003
geminni wrote:
Just my opinion, but just get rid of the things already.
While the Devs had their hearts in the right place with such a gift, it does not fit in the "Star Wars feel" of this game, or is something that makes sence IRL. Lets face it you wear cloths/armor in combat, its gonna get dinged. You squeeze ur fat little finger on that trigger and forget to let go, its gonna wear and tear. Soon enough it goes poof..simple as that. Sure I'd like the 20 inch Toyo Tires wrapped around my RX-8 to last forever....but unless i drive down the driveway and reverse it back into the garage, I'll be replacing those puppies after some high speed usage
Yea, some people drop some cash on tapes and high priced weapons and don't want to see them go down the drain from a 0 decay, but thats what makes the game as realistic as it should be. You'r not supposed to have something forever. Maybe give us the ability to remove tapes and Bio-link them so u cant trade them off, something other then these ADK's.
If players have the ability to spam the spaceports offering 15 - 25 mill for these things, well then they obviously have enough credits, and I'd rather see them in our shops updating that old T-21.
****steps off soap box****
Geminii
Master Weaponsmith
Soto Bros. Inc.
Crafting the Galaxy sinc 2003
speaking as a combatant, (i have no adks, i'm not rich) if you remove adks, people will leave the game, alot of people will leave the game, thats bad for us, but because of SOE's bottom line (read: money) they will NEVER do this, i like the idea of repairing for crafters, but i'm sorry, this isn't gonna happen, people that have 200 mil in adks in a suit, WILL NOT stay if you nerf that suit
FluffyFusion wrote:
To me, ADK's have always done the game harm. They are by far the most useful item in the game (so much infact, that they are starting to become a substitute currency, with prices rising everyday) and I for one would like to see them done away with. Lets face it, after you've scraped together components to make that nice SAC/Damage capped Trandoshan Hunting Rifle, or your 300+ RIS armor suit, or that shirt with your + accuracy/speed CA's, you'd like to hang on to them for a while. But with the rate at which items degrade, all of yours efforts could have been in vain. The only way to get around this right now, is with the ADK, but this hurts the economy in that they have not only become the most popular item, but also it hurts the crafters since players won't ever need a new weapon/armor suit. I believe a new system can be implemented that will make their existance unnecessary, and every one happy. All that needs to be done, is allow weaponsmiths/tailors/armorsmiths able to fully repair, to 100% condition, any weapon/clothing/armor item, even if it has reached 0 condition. This way, every one gets to keep their items, and the crafters can charge to repair things, so their business keeps going. The only other thing this would effect would be Jedi Lightsabers; to compensate for this I think crystal/pearl degrading should be taken out completely, after all, after you've tuned 500 "good" crystals, or dropped 100+ million on premiums, you don't want to have to go through the same endeavor a whole month later, people should be rewarded for their hard work.
I do not agree with this concept. This way of doing business only benefits the warrior, not the crafter. By making armor completely repaired from 0 or whatever only benefits 1 person, the warrior class. As an armorsmith, I dont want to be like the poor smugglers and stuck at a spaceport shouting to repair armor. Thats total BS. In the initial run, we would see an increase at front end sales, but then the sales would drop off to nothing with this type of system. As a warrior who can make 5 or 6 mil a week, all they will do is get one of each type of armor and then all they have to do is magically repair it. This equates to minimizing the armorsmith profession, and im not for that.
The AS/Tailor professions have been minimized enough, and doesnt need any further dumbing down. Im sorry armor degrades at the rate it does, but the solution to that is to have soe change the degradation factors so that armor wont become unuseable so fast. In addition, if this is who I think it is, you also mentioned to me ingame about the tapes and losing lots of money on those. The losing of tapes is a bad thing, I agree with that. The best way to correct that situation, is to allow the tailor profession the ability to make a tool or skill that allows them a good chance to be able to remove the tape from the armor/clothing.
In closing, if this were instituted, it would mark the end to the armorsmith and tailor professions because no one is going to want to sit at a spaceport hollering to repair armor all day. This is theone of thereasons that you dont see allot of smugglers running around nowdays.
freedomwarrior wrote:
FluffyFusion wrote:
To me, ADK's have always done the game harm. They are by far the most useful item in the game (so much infact, that they are starting to become a substitute currency, with prices rising everyday) and I for one would like to see them done away with. Lets face it, after you've scraped together components to make that nice SAC/Damage capped Trandoshan Hunting Rifle, or your 300+ RIS armor suit, or that shirt with your + accuracy/speed CA's, you'd like to hang on to them for a while. But with the rate at which items degrade, all of yours efforts could have been in vain. The only way to get around this right now, is with the ADK, but this hurts the economy in that they have not only become the most popular item, but also it hurts the crafters since players won't ever need a new weapon/armor suit. I believe a new system can be implemented that will make their existance unnecessary, and every one happy. All that needs to be done, is allow weaponsmiths/tailors/armorsmiths able to fully repair, to 100% condition, any weapon/clothing/armor item, even if it has reached 0 condition. This way, every one gets to keep their items, and the crafters can charge to repair things, so their business keeps going. The only other thing this would effect would be Jedi Lightsabers; to compensate for this I think crystal/pearl degrading should be taken out completely, after all, after you've tuned 500 "good" crystals, or dropped 100+ million on premiums, you don't want to have to go through the same endeavor a whole month later, people should be rewarded for their hard work.
I do not agree with this concept. This way of doing business only benefits the warrior, not the crafter. By making armor completely repaired from 0 or whatever only benefits 1 person, the warrior class. As an armorsmith, I dont want to be like the poor smugglers and stuck at a spaceport shouting to repair armor. Thats total BS. In the initial run, we would see an increase at front end sales, but then the sales would drop off to nothing with this type of system. As a warrior who can make 5 or 6 mil a week, all they will do is get one of each type of armor and then all they have to do is magically repair it. This equates to minimizing the armorsmith profession, and im not for that.
The AS/Tailor professions have been minimized enough, and doesnt need any further dumbing down. Im sorry armor degrades at the rate it does, but the solution to that is to have soe change the degradation factors so that armor wont become unuseable so fast. In addition, if this is who I think it is, you also mentioned to me ingame about the tapes and losing lots of money on those. The losing of tapes is a bad thing, I agree with that. The best way to correct that situation, is to allow the tailor profession the ability to make a tool or skill that allows them a good chance to be able to remove the tape from the armor/clothing.
In closing, if this were instituted, it would mark the end to the armorsmith and tailor professions because no one is going to want to sit at a spaceport hollering to repair armor all day. This is theone of thereasons that you dont see allot of smugglers running around nowdays.
I totally agree with this.
I don't think ADKs are bad for the game at all. I think they are worthwhile to preserved something that your worked hard for, if you can afford a nice set of RIS, a Nice Saber heck if you brave DWB to get a mando piece then I think you have the right to ADK it. I do agree with you that ADK prices are going up and up but that's just demand for items. People want ADKs if people are willing to save up 20-30 mil that's what they want from the game.
I really don't think 30mil will hurt the economy that greatly, it will hurt the individual crafting communities economy or the entire community more if people only have to buy 1 weapon or 1 suit of armour and it's repairable. Crafters will turn from crafting items to repairmen. I don't mind repairing armour for free but I do mind paying a monthly subscription to be a repairmain.
cl0kwerq wrote:
Credit goes to someone else for actually having this idea...but I'm posting it.
I disagree that ADK's are ruining anything. Luckily people are greedy and thus they sell their 1 only ever ADK to someone for a silly amount of credits. There we have our customer base. The people recieving the ADK's more than likely only get the best ever armor from their alt or friend for free anyhow, so their contribution to the economy is actually fairly small (at least with necessity items). Since it is shaping up that the people with the most ADK's also have th most credits then we can trust that those nasty ADK's won't be hurting anyone.
Now, about repair. It's a great idea, but it needs changing. All crafters need to have a 100% chance to repair up to 100% condition any item which they have made. Them personally (like, it's got their name on it). This means that as long as that player is playing they have repeat business. This would range as far as houses, so you would eventually end up with only items and houses in the game that were created by the people who are currently playing the game. That's how decay should work. Anyone in that profession should be able to repair say 50-60% per repair (which means if the original creator isn't around it will eventually go boom). Anyone outside of the profession should be able to repair 10%. There is no reason why a Swordsman should know how to stitch up his own armor.
This system would solve so many problems at once it's not even funny.
I'm for changing up the system too to be more effective in repair, but I don't believe this is necessarily true. When in battle, weapons and armor take a beating. The creator may be better at fixing his own stuff vs. somebody else and recieve some bonuses on repairing his own, but it should still lose some condition. At the same time a patch-up israrely as good as a brand new thing. So maybe they can cut the condition loss in half for those who repair thier own stuff. This sounds like it's a coding nightmare though and I doubt the devs would be able to implement such a system without really messing up the system.
I think there just needs to be a large reduction in the number of bad repairs more than anything. We are masters and would never be this incompetent in repairs as we currently are.
Also, I agree with you with the ADK's. Those with full /ADK suits wouldn't have been customers anyways, but the person who sold it, now has money to spend on his own set. No loss.
cl0kwerq wrote:
Credit goes to someone else for actually having this idea...but I'm posting it.
I disagree that ADK's are ruining anything. Luckily people are greedy and thus they sell their 1 only ever ADK to someone for a silly amount of credits. There we have our customer base. The people recieving the ADK's more than likely only get the best ever armor from their alt or friend for free anyhow, so their contribution to the economy is actually fairly small (at least with necessity items). Since it is shaping up that the people with the most ADK's also have th most credits then we can trust that those nasty ADK's won't be hurting anyone.
Now, about repair. It's a great idea, but it needs changing. All crafters need to have a 100% chance to repair up to 100% condition any item which they have made. Them personally (like, it's got their name on it). This means that as long as that player is playing they have repeat business. This would range as far as houses, so you would eventually end up with only items and houses in the game that were created by the people who are currently playing the game. That's how decay should work. Anyone in that profession should be able to repair say 50-60% per repair (which means if the original creator isn't around it will eventually go boom). Anyone outside of the profession should be able to repair 10%. There is no reason why a Swordsman should know how to stitch up his own armor.
This system would solve so many problems at once it's not even funny.
This wont work. Alot of crafters have alts that have their wearable factories down. With this system, you are forcing the crafters to place all the wearables with their main char and/or hand make the armor. I did hand making of armor for several months no thanks to the armorcolor cratebug. No thanks, I have no desire to do this again. So now, the name on the armor is going to be my jedi's name, not my crafter. So how would you solve this dilemma? My jedi doesnt know how to sew a stitch either.
See, the issue on decay is readily resolved with soe returning and examining their numbers on decay. Correcting and making it so that decay will not happen as fast. In addition, adding what I proposed earlier with tailors to make them more viable again. Give them the ability to remove the clothing attachments or armor attachments. This would give them the ability to be more profitable than they already are. This would also solve the issues with the high costs of tapes. In addition, im not saying to make the ability a 100% success, but a ratio. maybe give the tapes conditions, and as they are removed from armor or clothes, they lose condition and not repairable. Once they hit 0 condition, then the tape becomes useless.
Daytona wrote:
How about making ADKs untradeable instead? One per account.
no, this would make the people who already have adks all powerful. everyone else would have to replace things while they keep there 20 that they bought when they were cheap
The thing that really p*sses me off with these ADK discussions is the premise that ADKs are hurting weaponsmiths.
I cant believe the sheer neivity of the thinking.
This is the nerf argument:
"ADKs mean that a weaponsmith makes a double and triple capped weapon and then no-one comes back to buy weapons"
The problem with this rather narrow argument is that:
It assumes that people will actually stick to the one weapon. The fact is:
1) People change profession
2) People want to use some other weapons of the same group
3) Even when you hit many caps, it still isnt the perfect weapon. The perfect weapon would need Max damage cap, Min damage cap, Speed cap, Accuracy cap (not that it does anything) and a slice Critical.
It assumes that ADKed weapons are constantly being traded and never go out of existance. The fact is:
1) Its harder to trade or sell an ADK weapon so the price of it goes down
2) At some point the price is often 1-5 mil above the price of the ADK and destroying it isnt such a big deal
3) Some people, myself included, often cant be bother to go through the trouble of the trade and destroy it
It assumes that everyone has ADKs. The fact is:
1) Established players have several ADKs. They are often quite rich. They will also consequently pay over the odds for a weapon. They will work with the crafter to get the best thing that can be made. This I have found is both very rewarding from both a crafting viewpoint as well as money making viewpoint.
It assumes that ADKs uniformally effect the spectrum of Weaponsmith. The fact is:
1) The market for cheap weapons is always there. People that either neither rich enough for ADKs or are not strong enough level to have the best weapons so wouldnt ADK them anyway.
2) The Elite weapon market should be the one most effected but this is componsated by the fact people are prepared to pay extreem amount of money for weapons they *think* they going to keep forever
It assumes that if the ADKs are removed , weaponsmith will have better trade. The fact is:
1) If ADKs are removed, people will not pay good money for a weapon that last a few weeks
2) Crafters will end up making cheap weapons only which translates into the mass production market which will many crafters, myself included, are not remotely interested in.
Ive got a vested interest in keeping ADKs for TWO reasons:
1) Im not interested in mass producing stuff. I like making speciality weapons, that market will be completely dead if ADKs are remove. Cant see anyone speeding 10+mil on a weapon that last a few weeks. The mass production market is out there for people if they want to do it today, but its not for me.
2) Ive got 13 ADKs and I love them. Its not even the investment. I got a fair bit of money from being a weaponsmith, around 120mil. I could have more if I did WS full time, Im sure I could cap. I just think the ADKs are useful. For reference, Ive destroyed around 5 ADKed weapons and 1 complete ADK suit of armor. I got a great set of RIS with loads of tapes. I am now in the process of collecting some more tapes in the hope that someone can make an either better set of RIS. In the mean time, i dont have to worry about my stuff crapping out.
Lastly:
a) I dont want to be completely rude but the idea on the first post is possibly the dumbest thing Ive heard yet. I dont like to flame but I wish people would exercise a little bit of thought. I wont re-iterate why its dumb as some quite articulate people have already mentioned it.
b) If crafters could make decent Melee weapons (theres virtually nothing we can make) and the quest weapons werent so much better. That alone would improve things. I heard some arguments to how weapon caps are hurting WS, i think there is merit to that argument too.
- paragraphs are your friends
- it is too late. ADKs are here, they are not going anywhere. Lets saysomeone buys 20 of them, andthey paid 20m each. If these were removed or harmed in a way that my 400m investment went poof, that would be bad, and they would cancel. This would be bad for SOE.
- nerfing adks would piss off more people than it would help