Armorsmith Archive

Thread: Possible Solution to ADK's

FluffyFusion
Thu Oct 27, 2005 10:09 am
#1

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.

FluffyFusion
Thu Oct 27, 2005 10:10 am
#2


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.

ShugFlurry
Thu Oct 27, 2005 10:35 am
#3

I'd rather have ADKs than have 00s of people asking for repairs tbh.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
FluffyFusion
Thu Oct 27, 2005 10:45 am
#4






ShugFlurry wrote:
I'd rather have ADKs than have 00s of people asking for repairs tbh.




Well then, how about kits that could be crafted like the ones we have now, except with no chance for failure, and they wouldn't lower the item condition, that way with a few factory runs, a crafter could easily handle the demand and not have to repair the items himself.

veria
Thu Oct 27, 2005 10:52 am
#5

There again it seems you will have in essence an ADK kit that you have to constantly use... or are you saying it will have limited uses? Also to protect a whole suit of armor, you would need waht? 9 ADK's? What that would mean to me is if everyone is only allowed one ADK EVER, then people would have to buy other's adk's to adk an entire suit. Which I know some people do. But that being said, that would mean that only 1 in 9 characters would have a fully adk'd suit and would never need an armorsmith.


But I suppose the weaponsmiths may be hurt by this.

ShugFlurry
Thu Oct 27, 2005 10:56 am
#6

So basically a player crafted ADK?



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
FluffyFusion
Thu Oct 27, 2005 11:00 am
#7






ShugFlurry wrote:
So basically a player crafted ADK?





Technically, yes. Except it's provided by crafters, not as a vet reward, and thus the crafters are able to generate money. The ADK should have NEVER been a vet reward, it's not a reward, it's a neccessity.

Ecnirp
Thu Oct 27, 2005 11:00 am
#8






veria wrote:

There again it seems you will have in essence an ADK kit that you have to constantly use... or are you saying it will have limited uses? Also to protect a whole suit of armor, you would need waht? 9 ADK's? What that would mean to me is if everyone is only allowed one ADK EVER, then people would have to buy other's adk's to adk an entire suit. Which I know some people do. But that being said, that would mean that only 1 in 9 characters would have a fully adk'd suit and would never need an armorsmith.


But I suppose the weaponsmiths may be hurt by this.







Not quite, a lot of vets have left and a lot of new players never make it to 1yr and that trend will continue pushing more ADKs out there to people on the server. Would be interesting to know the ratio of ADK's to players.



Shame they never decided to make it "Non Tradeable" or "Bio Linked" when it was first released as that was obviously a consideration because of the text that was seen on them not long ago.




veria
Thu Oct 27, 2005 11:09 am
#9

I was saying the highest ratio possible... but you are right about the real ratio. Which being lower would be even better for the weaponsmiths and other crafters

FlurryArmorsmith
Thu Oct 27, 2005 1:28 pm
#10

I agree... but...Yes weaponsmiths and armorsmiths should have better success at repair. but being able to repair from zero isnt going to solve anything. Thats a zero-replacement situation.Same as having an adk without the expense IMHO. What WOULD solve at least the armor and clothing issues is if the AA or CA could be retrieved from the zero condition armor and be reapplied to new armor. We would sell plenty of clothing or replacement armor, and customers wouldnt have to spend 180 mil on a suit of armor. win=win situation I think. No easy answer as far as weapons go. IMHO adk's should be a no-trade item, everyone gets one and only one. then only one weapon could possibly be adk'd by one person. And most people use multiple weapons these days. Because the situation as it stands is the rich get the adk's on all their precious items, while the poorer are having to buy replacement items often. ADK's on my server have gone from 5 mil to 30 mil in about 6 weeks. One ADK'd item per toon is my suggestion. If we dont need to replace items - crafters will suffer and the economy as a whole is suffering now from the ADK issue.




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Cardco2
Thu Oct 27, 2005 2:39 pm
#11


THEYINVENTEDSPACESFORAREASONYOUNOOBS!





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LeviticusD
Thu Oct 27, 2005 3:10 pm
#12

Tell that to Lithium.




Cardco2 wrote:


THEYINVENTEDSPACESFORAREASONYOUNOOBS!












LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
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built2shred
Thu Oct 27, 2005 3:20 pm
#13

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.

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