Weaponsmith Archive

Thread: The ADK Discussion

GrooperNugent
Mon Oct 17, 2005 6:16 am
#40






mort666 wrote:

Your also forgeting the investment some players have put into things that they have placed their ADKs on, such as Jedi with their pearls and crystals, some with sabers protected by ADK with pearls that no longer drop. As a community we should not be calling for nerfs, it will always come to bite us on the butt later. We should encourage the creation of balance through enhancement not nerfing.



Amen. Look what nerfing/counternerfing has done to the Jedi/BH forums. A nerf is a cheap way to disguise an underlying problem.




Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
Sosstuborx
Mon Oct 17, 2005 6:23 am
#41

You should not be able to ADK a looted weapon, imo.


Yes people will moan, but they can always go loot another with the exact same stats (ignoring the bizarre Slugthrower setup)...







Col. Cristos Diaz
-------------------------------
XanKrieger
Mon Oct 17, 2005 8:01 am
#42

OOOOO kiss my shiny zabrakian butt, this SUCKS, ok guys, i can appreciate that u might not like that ur sales dip a little but for gods sake adk's a a key part of the game, as a weaponsmith in my own i need a ADK for my saber else it goes bye bye and then i spend DAYS looting more crystals, seriously, if u cant sell your guns/ knifes/ lances then become a better buisnessman/women, but dont nerf the damn adk.




"Vi Veri Veniversum Vivus Vici"
XanKrieger - Combat Medic
Trigen Krieger - Jedi
Beotrix Krieger - Heavy Infantry
Kaiser, Bloodreaver, Cedar = My Mentors and lost Friends
Ranger/ Swordsman = My Pre Cu Template
Member of the Anti-Wook Squad
()gnn[[[[[[[[ppnW--Xggggggggggggggggggggg
XanKrieger
Mon Oct 17, 2005 8:10 am
#43






Rinviero wrote:






XanKrieger wrote:
OOOOO kiss my shiny zabrakian butt, this SUCKS, ok guys, i can appreciate that u might not like that ur sales dip a little but for gods sake adk's a a key part of the game, as a weaponsmith in my own i need a ADK for my saber else it goes bye bye and then i spend DAYS looting more crystals, seriously, if u cant sell your guns/ knifes/ lances then become a better buisnessman/women, but dont nerf the damn adk.






Did you read some of the solutions that have been posted here... No.


How would it affect you if you were not able to trade your lightsaber or slice it?


(UMMM i cant already? get with the times)






ADK being bio linked i can live with but the other stuff is very vvery wrong imo

WHat about my alt, BH she is, needs em and i dont have 5+ of em either, just saying




"Vi Veri Veniversum Vivus Vici"
XanKrieger - Combat Medic
Trigen Krieger - Jedi
Beotrix Krieger - Heavy Infantry
Kaiser, Bloodreaver, Cedar = My Mentors and lost Friends
Ranger/ Swordsman = My Pre Cu Template
Member of the Anti-Wook Squad
()gnn[[[[[[[[ppnW--Xggggggggggggggggggggg
Rinviero
Mon Oct 17, 2005 8:25 am
#44






XanKrieger wrote:






Rinviero wrote:






XanKrieger wrote:
OOOOO kiss my shiny zabrakian butt, this SUCKS, ok guys, i can appreciate that u might not like that ur sales dip a little but for gods sake adk's a a key part of the game, as a weaponsmith in my own i need a ADK for my saber else it goes bye bye and then i spend DAYS looting more crystals, seriously, if u cant sell your guns/ knifes/ lances then become a better buisnessman/women, but dont nerf the damn adk.






Did you read some of the solutions that have been posted here... No.


How would it affect you if you were not able to trade your lightsaber or slice it?


(UMMM i cant already? get with the times)






ADK being bio linked i can live with but the other stuff is very vvery wrong imo

WHat about my alt, BH she is, needs em and i dont have 5+ of em either, just saying






Yes I knew about the trade and slice restriction, that's why what we are discussing I feel has no effect on a Jedi at all.



  • The 'biolink the weapon' option is to try and reduce the number of ADK +1 mil auctions you see, a compromise would be that to trade the ADK you first have to remove the item it is attached to, this enables the user to benefit from the full use of the ADK but prevent weapons from just 'doing the rounds' of players without any new crafted weapons being required. The owner of the ADK can still sell it if he needs the cash - just not with something attached.

  • The slice restriction is to give the end user a reason to choose if they ADK the weapon or not. ADK to use for ever, or slice to get a slight advantage and let it decay.

I am very aware that the crafting community need to compromise in this area, there are some crafting players that would put there name to nothing less than the complete removal of ADK's - but I know as much as you do that this can not happen. As a combat player yourself can you agree that the points posted above represent a compromise that you could live with?



GlargTheKelfn
Mon Oct 17, 2005 8:31 am
#45

and what about the thousands of sliced adk'd weapons already out there? they get the advantage like pre cu jedi? /rofl


adk's are just fine, yes i have crafterS and i still make plenty of money. i use the money my crafter makes to buy the adk's for my other guys. stop the adk hate wankfest already




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

Dekka1
Mon Oct 17, 2005 8:37 am
#46


How about instead of nerfingoneaspect of the game we instead push for a fix of another. Make more useful weapons - then the argument that adks hurt your sales (which more times than not is that it's the products you create that hurt your sales) is nullified. If we had more useable weapons, if people needed more than a few (2 tops), it would be impossible for everyone to adk everything (which is already impossible, this would just obviously make that point more relevant). Afterall, for every person that has a full suit adk'd, that's6 other people who can't have ANYTHING adk'd.


ADKs aren't the problem, the lack of viable crafted weapons options for combat classes is.




Message Edited by Dekka1 on 10-17-2005 08:38 AM






--==DEKKA==--

ConRed +25/+35 Master Weaponsmith | +25/+25 Master Armorsmith | 4404 Force Crafter
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~Suitable to have dinner with since 6/04~
AnzelVincir
Mon Oct 17, 2005 8:45 am
#47


Summerflame (and other WSs)


How would you feel about this?



  1. Completely remove ADKs from the game.

  2. Make Armor Repair Kits and Weapon Repair Kits 100% with NO chance of destroying the item.

  3. Requiresuch kits to use an amount/combination of resources that make them fairly expensive.

  4. Adjust decay so that repair kits would need to be purchased on a regular basis.

Most players don't want to cut you'all out of the loop. In fact I would be more apt to pay uber amounts of cash for an item if I knew that I wouldn't lose it. As a combat player I don't mind giving repeat business and I don't mind the concept of decay. What I do mind is paying millions for an item and then have it go *poof*.


This way you would have income fromnewsales and repair kits. You could even buy back "used" weapons, restore them and then re-sale them if you so choosed. Right now Master Artisans are making a killing using the very same concept. When I go to the bazaar I see both new vehicles and the restoration kits.


This would also be a good solution for being cut out of all those uber loot items that drop. Most players don't use an uber looted weapon unless it's ADKd. Most players don't wear a Black Sun Ace helmet unless it's ADKd. See where I'm going witht this?

Message Edited by AnzelVincir on 10-17-2005 10:46 AM




AnzelZenalXenalXahnAgrippina
GrooperNugent
Mon Oct 17, 2005 9:24 am
#48






AnzelVincir wrote:


Summerflame (and other WSs)


How would you feel about this?



  1. Completely remove ADKs from the game.

  2. Make Armor Repair Kits and Weapon Repair Kits 100% with NO chance of destroying the item.

  3. Requiresuch kits to use an amount/combination of resources that make them fairly expensive.

  4. Adjust decay so that repair kits would need to be purchased on a regular basis.




So the weapons that are currently in-game would last forever. Not much room for new blood in our ranks, then. Yes Artisans may be making a killing on the repair kits, but you're missing the biggest complaint the WS's have, that there is little variety and wiggle room in the current state of weapon crafting.


Under your system, not only would the weapons that are ADK'd now be around forever, but every weapon that would be worth the cost of a repair kit as well.


This is not a flame, but by keeping more weapons in circulation, you would be getting the exact opposite of what we want and keep others out of the profession.




Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
CoderX_Ceci
Mon Oct 17, 2005 9:39 am
#49






EVILxWARLOCK wrote:


There is a simple way to solve this. Insted of the npc droping or rewarding a weapon, armor or anything like that, they drop the schematic for it. Do it like they did the geo pistols and stuff. Then the person would have to go to a crafter to have it made.





/Agree
AnzelVincir
Mon Oct 17, 2005 9:55 am
#50








GrooperNugent wrote:


So the weapons that are currently in-game would last forever. Not much room for new blood in our ranks, then. Yes Artisans may be making a killing on the repair kits, but you're missing the biggest complaint the WS's have, that there is little variety and wiggle room in the current state of weapon crafting.


Under your system, not only would the weapons that are ADK'd now be around forever, but every weapon that would be worth the cost of a repair kit as well.


This is not a flame, but by keeping more weapons in circulation, you would be getting the exact opposite of what we want and keep others out of the profession.







Well I guess it depends on what your objection to ADKs are. If your objection is that you are being cut out of the loop in terms of the economy then my solution makes perfect sense. If your objection is that you want to actually remove the most expensiveitems from the game through the use of decay then it's a whole other ball of wax.


ADKs were first used to keep "Legenday" items from leaving the game however now they are being used so that a player can have a full suit of armor and several weapons and suffer absolutely no decay which is completely cutting crafters out of the picture.


There has to be some middle ground. Crafters have to be kept in the loop and still earn a living and combat players who spend tens of millions on their equipment need to have some way of preserving or repairing their most precious items. I think the main problem is that these special items are being handed out like candy with the purchase of every expansion but that is a separate issue.


Let's take a look at Vehicle Restoration Kits which are crafted by Master Artisans. They are expensive to build and even more expensive to purchase. Therefore they are not a 'replacement' for 99% of the vehicles out there since they cost more than 99% of the vehicles out there. When you go to the bazaar you still see more vehicles for sale than you do vehicle repair kits.


Under my system 99% of the items out there would be disposable due to the cost of restoration so crafters would still be very very busy crafting weapons and armor and would spend very little time crafting restoration kits.






AnzelZenalXenalXahnAgrippina
Gohma_Manovich
Mon Oct 17, 2005 10:13 am
#51

ADK's should be bio-linked/non-tradeable so only 1 weapon/armour piece per character can have a ADK on it, they should not be removed seeing as many jedi who need to obtain many looted parts for their sabers without the ADK and no premium pearl drops and poor tuning results would practically kill jedi damage and damage the economy with krayt and ns farming



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GrooperNugent
Mon Oct 17, 2005 10:18 am
#52

Anzel,


I guess I am coming at it from a different perspective, however one that I know others share. It's not so much about the money as it is about keeping crafting viable and necessary. It's such a wonderful game mechanic they set up, i hate to see it dumbed-down and pushed to the side.


To be perfectly honest, I don't see them ever changing the way an ADK works and I certainly don't see them getting rid of the all together. Pandora's box has been opened.


So, then, what do we do to counter the effects the ADK has had on the WS/AS's game? I have endorsed the reinstatement of resists and elemental damage, something that alread exists in the game. Others have their own ideas. However I don't think removing or even changing ADK's is a reasonable expectation.



Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
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