Weaponsmith Archive
Thread: The ADK Discussion
Muzz wrote:
Would you?I wouldn't. It'd be a far more healthy sign for the profession, and the game as a whole,if base weapons sold alot more.
The people who buy base weapons don't put ADKs on them. People who buy base weapons more than likely don't have more than one ADK to use, anyway, IF they have an ADK at all. The problem plagueing the sale of base weapons are far removed from any problems you are trying to manfacture with ADKs.
The problem is the usefulness of base weapons, ALL vanilla crafted weapons in fact, which is more of aproblem and one this "issue" takes time and attention away from. But, that's for another thread.
First!! now i'll edit and expand on my thoughts...
I'd like to see them reduce decay and not eliminate it. The % of decay reduction is not really an issue at the moment, although it will obviously have to be a high reduction for them to keep their value and not cause an outcry amongst the players who have spent alot of money of them.
They are called Anti-Decay, not No-Decay. Prolonging the lifespan of an item, while not making it everlasting, would still be a huge benefit to the players spending money on them, while also meaning that weapons, and indeed armour loaded up with high-level SEAs, are not'buy once, use forever' items.
Maybe they can also make the item used on non-repairable, but the ADKswill of course still be retrievable once the item has worn out.
Message Edited by Muzz on 10-16-2005 10:18 PM
Message Edited by Muzz on 10-16-2005 10:19 PM
At this point, I thinkmost WS'shave made the best of the situation.
- PreCU / Post ADK-A lot of weaponsmiths made some nice high-end weapons that generated healthy sales even though a large portion of ADK's were used on looted rifles and lances.
- Beginning of CU -Most of ADK users sought after more "postCU" friendly weapons that generated healthy sales.
- Beginning of Powercells / Casing - Most of ADK users sought after more powerful weapons that were single, double, and in some cases triple capped, that generated healthy sales.
- WS Buffs -A handfulof ADK users sought after more powerful weapons that were single, double, and in some cases triple capped, that generated healthy sales.
- ToOW & Beyond/ Look to the future- Hopefully as the game progresses, the weapons will progress also causing an ever changing marketplace for weapons and still retain the need for good weaponsmiths.
The use of ADK's in my opinionhurt both the WS and AS professions very hard from the level of need they were at prior to vet rewards. It hurts my return business from the average customer because the customer won't need anotherweapon after he has 1-2 that are ADK'd or until a better one comes out.
Regardless, at this point, I think extreme high end weapons are selling fairly well when all things are considered. Mid-grade weapons are at all time low sales, and noob-grade weapons trickle some funds in from time to time.
The only saving grace we have from the "ADK situation" is the advancement of the game and hopefully the advancement of the WS profession to make more powererful components and weapons.
In reference to a solution, the ONLY "solution" at this point would be to institute the controversial "Bio-Link" to them. A few weeks ago, the original text from the ADK description was put back on live. Originally ADK's were going to be bio-linked, thus making them a 1 per account style reward.
If ADK's were bio-linked to the veteran reward player, then the need for consumables would remain in large for AS and WS professions alike.
emovamalla wrote:
If ADK's were bio-linked to the veteran reward player, then the need for consumables would remain in large for AS and WS professions alike.
How is that so much different from what we have now? If the ADK became tradeable when the weapon was destroyed there's not really much of a change from the current situation. Look at most auctions for ADK'd weapons. Most of the bidders are in it for the ADK not the weapon.
Summerflame wrote:
The best Idea I have seen so far was making the ADK bio link the weapon when used. When destroying the weapon the adk would be returned to tradable status
This is copied from the "Regaining the challange thread". I already know some people don't like the ideas, but consider the potential. And if you have an idea simular, feel free to modify my ideas.
Message Edited by Lythand on 10-16-2005 06:48 PM
Well, they are not forced to claim ADK's specifically. There are holograms and other itemsto pick from at all the 1 year + marks
Muzz wrote:
emovamalla wrote:
If ADK's were bio-linked to the veteran reward player, then the need for consumables would remain in large for AS and WS professions alike.
And what would crafters / entertainers do with them?
Otherwise, nice post.
Muzz wrote:
How is that so much different from what we have now? If the ADK became tradeable when the weapon was destroyed there's not really much of a change from the current situation. Look at most auctions for ADK'd weapons. Most of the bidders are in it for the ADK not the weapon.
Summerflame wrote:
The best Idea I have seen so far was making the ADK bio link the weapon when used. When destroying the weapon the adk would be returned to tradable status
It would keep auctions with "Min Bid = ADK+5mil" from happening. Basically people would think twice before ADKing the weapon if they knew it was _theirs_ forever, untradeable.
However, instead of removing the ADK, you change it from a Permanant anti-decay to 50% reduction in Decay.