Jedi Archive
Thread: Weaponsmiths want ADK nerfed. Voice your disapproval.
KevinP wrote:
ADK's should have never been allowed in this game. Things should change all the time. Keeps everything in motion.
Just my two cents.
Keep your two cents. Unless pearls are gonna drop like rain, then not just no, but hell no.
KRAKEN666 wrote:
one adk should be allowed per player only anyway. the ability to get 10 and protect all your armor and weapons is the abuse, not using it for one weapon or item. armor smiths get hit harder by this than weapon smiths because of the amount of peices they have to sell. If soe would make it one biolinked peice per player would eliminate alot of the problems.
i doubt that AS get hit harder as how many have the money to buy 7 ADK?
and prolly one for there weps aswell
Opie76 wrote:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=100395Some possible suggestions so far from the money hungry.1. Make adk biolinked to the owner of the weapon. That way uber weapons are not tradeable. (This i can live with)
NO!
2. 50% reduction of weapon decay (Not acceptable for those of us that have to loot to make our weapons work)
NO
3. Make it so the ADK has a chance to break (Not Acceptable to destroy a veteran reward)
and NOclicky someone?Ho'merMessage Edited by Opie76 on 10-16-2005 11:40 PM
adk's are just fine like they are.
I have been a weaponsmith since I've been a smuggler. Both a completely useless skills now.Looted items are better then what can be crafted and slices are broken: 8% dmg slice to a 750 max dmg weapon = 754 ???
I have also played Jedi for well into 10 months.
AntiDecayKits have ruined the game and it's balance with crafters. they need to be removed or a new function should be rebuilt to provide for a similar instance where players will still have their weapons decay although would be able to have them repaired to full condition without loss. This is also affecting armorsmiths. (I would propose that -0- condition on a weapon or piece of armor allow to be fully restored with a slight penalty of 1% applied to resistences on armor and 1% applied to dmg on weapons.
The issue with ADK for Jedi is _NOT_ about the adk as much as it is about access to quality componets required in the disfunctional system we all know. Lightsabers need a rebuild, they need to completely revamp the _ENTIRE_ process of building a Jedi lightsaber!
Yes, ADKs were the worst thing that has happened to this game.
p.s. yes, read my post for "is about access to quality componets required" in lightsabers.
Opie76 wrote:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=100395
Some possible suggestions so far from the money hungry.
1. Make adk biolinked to the owner of the weapon. That way uber weapons are not tradeable. (This i can live with)
2. 50% reduction of weapon decay (Not acceptable for those of us that have to loot to make our weapons work)
3. Make it so the ADK has a chance to break (Not Acceptable to destroy a veteran reward)
clicky someone?
Ho'mer
Message Edited by Opie76 on 10-16-2005 11:40 PM
Well, see since they cannot make our weapon or the items in it then I think we are not even a issue in this.
It would make no sense due to they have nothing to gain.
Insaincat wrote:
I don't think anything should be indestructible, this game should be fluid not static. Exelent gear should be something that is brought out on special occasions that are worth the risk of decay, not stacked indefinitely on a player that accumulates wealth to the point of obscenity.
i agree with you!