Weaponsmith Archive

Thread: The ADK Discussion

Dekka1
Thu Jun 26, 2003 7:39 pm
#1






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.







--==DEKKA==--

ConRed +25/+35 Master Weaponsmith | +25/+25 Master Armorsmith | 4404 Force Crafter
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Summerflame
Sun Oct 16, 2005 2:12 pm
#2

The ADK is by far the most controversial subject among weaponsmith.


This thread is dedicated to the discussion of the ADK and its impact on the weaponsmith profession + the solutions to the ADK problem.


I know the subject has been brought up many times before, but that only goes to show how important an issue it is to find a solution for.

Im quite aware that we wont be able to agree upon one single solution, but I would like to compile ideas here to be presented to the dev team.


Also while non-weaponsmiths are encouraged to participate in this discussion be aware that this is the weaponsmith forum and the goal of this discussion is to help solve an issue conserning the weaponsmith community


Lets get this discussion rolling


Post your take on the ADK and Possible solutions to the Issue.

Please be specific.









----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
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Muzz
Sun Oct 16, 2005 2:14 pm
#3




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



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
emovamalla
Sun Oct 16, 2005 2:54 pm
#4


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.




Foginock ~ 12pt Master Architect ~ 12pt Master WS ~ 12pt Master Artisan
Haciv ~ Master Powers ~ 4440Defender ~ 3002 Enhancer ~ 4000 Healer
Vicah ~ Master BH ~ MasterPistoleer ~ 4000CM


Summerflame
Sun Oct 16, 2005 3:07 pm
#5

My own personal thought on this matter is as follows.

I would love to have the ADK completely removed as I think they were a very bad idea in the first place. But realistically I dont think that its a viable option as so many people have put money and effort into getting these items.


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


I believe that to be a good compromise between crafters and fighters and IMO it would help bring some of our highend customers back when they changed template.





----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



Muzz
Sun Oct 16, 2005 3:29 pm
#6






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.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Muzz
Sun Oct 16, 2005 3:32 pm
#7






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





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.




Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Lythand
Sun Oct 16, 2005 3:47 pm
#8



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.




I will have to agree the ADK hurt the market. Here are some of my suggestions.


Make the ADK Biolink the Owner. All current ADKs in game can be forced to be biolinked to the owner apon login, if the player denies the biolink, it gets removed from the wepon. Make it so it can not be applied to a weapon till its biolinked. If you destroy the weapon, it staysyours. If you choose to not to biolink it, then its tradable, but not useable. Once biolinked, its never tradable again. Having it biolinked to the character should also be eliminated from the players account once the account is canceled. This Idea might seem a bit harsh, but I really think ADK's put a major hurting on the Community as a whole.


Second Idea for the ADK. Lets refresh on what the Acronym means. Anti Decay Kit. Meaning it will keep a weapon fromdecaying over time. When I played Dungeons and Dragons I used a mechanic where weapons had a chance of breaking. The ADK can keep the weapon from decaying, but not breaking. Make the chance of break lower with thehigher the complexity the weaponis. However a slice on the weapon can add back to that chance. Example a Advanced Laser rifle might have a 2% chance of jamming or breaking everytime it fires. Having it sliced at 100% modification might make it a 4% chance of break. Thus bringing the combatants with ADKs back to the weaponsmith. May not be as frequent as before, but a little is better then nothing.


Make ADKs so they can not be applied to Sliced weapons.


Move the ADK to a longer period of time of play before a player qualifies to get it. Make it like a 36 or even a 48 month reward item. People who have them now are grandfathered in. Have people who are within a month of the ADK now be grandfathered in. Everyone else has to wait. Personally if I were running the game, you would have access to all the holograms before having access to the ADK.



Make the ADK specific to a type of weapon giving you the option to choose how it will be applied when you qualify



Make the ADK specific for a profession giving you the option to choose how it will be applied when you qualify



How about making the ADK have a chance to break.


Give the ADK a decay time. Give it some high value of decay, which will keep the weapon from decaying. Like a power up. Once the adk is gone the weapon will start to decay. The owner of the wepon has a choice to use the wepon as is, or get another ADK.



An Idea wich will probably never come into play. Change the ADK to a crate of special power ups. The paower ups work like any other power up where after so much use, it disapears. The power up will be a ADK style pwoer up. Once the power up is gone, the owner must use another one. Once all the power ups are gone, the owner must purchase more....from a weaponsmith

Weaponsmiths will get a new schematic power up of ADKs Keep in mind this will also make the owner of the wepons choose..Do I want to use an ADk power up..Do I want to use one of the other power ups.. So then the weapon owners have to make other descisions.


These are just some Ideas. Some of the above Ideas will not work with the others. As summer has said the adks hurt. The ideas above either cut down on the inventory of ADKs or limit them.




Message Edited by Lythand on 10-16-2005 06:48 PM



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emovamalla
Sun Oct 16, 2005 4:15 pm
#9






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.




Well, they are not forced to claim ADK's specifically. There are holograms and other itemsto pick from at all the 1 year + marks




Foginock ~ 12pt Master Architect ~ 12pt Master WS ~ 12pt Master Artisan
Haciv ~ Master Powers ~ 4440Defender ~ 3002 Enhancer ~ 4000 Healer
Vicah ~ Master BH ~ MasterPistoleer ~ 4000CM


Maceey
Sun Oct 16, 2005 5:16 pm
#10

oke MY thoughts on the best possible solution is the following:


ONCE you adk a item it becomse bio-linked. The adk itself will not be bio linked. So once you adk thatuber itemit's for you only destroy it if you want to adk another item.


Now this will give us crafters return business if they change template or want something new or better.


If we go for bio-linking the adk itself the 15 or so combat profs we have will go mental and lets face it we can't win vs the jedai/bh right now.


Now about changing the adk to reducing decay only won't ever happen it can't happen. EVERY single combat person will go mental. It will be a an allout flame war on the forums vs the people that want to keep the adk and the people that want to change it. Don't get me wrong i hate the adk it's stupid in the player crafting game. But we allready have it! As far as i understand the devs didn't intend for people to sell them and trade them or even worse trade items with a adk on it.


Lets face it tailors(armorsmiths) hate no-decay armor shirts/belts/bandoliers. No need to get a new one ever because it doesn't decay. Always use your ca/aa forever. They wouldn't be able to change it because of the thousands of players who would object to it.


We have to be realistic in what we ask and hope for. Even getting a bio-link after the item has a adk on it will have a huge amount of complaints from people. If we add the reducing/removal/bio-link adk to the list i think it will make us look like a bunch of amaturs asking for nerfs. No offence to the people wanting that offcourse. it's just my personal thoughts




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
CorenLanra
Sun Oct 16, 2005 7:35 pm
#11



Muzz wrote:


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


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.





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.



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flounder05
Sun Oct 16, 2005 7:48 pm
#12

Just change ADK's to bio-link upon first use. At least this will keep "uber" weapons from chaning hands when someone gets bored and wants to move onto the next FOTM profession.



CROSYK ~ LIGHTINGRIDER
Down With Pants
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shilo2
Sun Oct 16, 2005 7:59 pm
#13

I personally believe that even thought the ADK severly damaged the market, and has damaged the WS and AS profession. You cannot remove the ADK's, the combatant professions would make a fuss that would make the CU petetion, and the xp change uproar look like peanuts.

However, instead of removing the ADK, you change it from a Permanant anti-decay to 50% reduction in Decay.



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