Weaponsmith Archive

Thread: The ADK Discussion

LxValku
Mon Oct 17, 2005 10:29 am
#53


The best I could see them doing with the ADK without having every combat class jump down thier (the devs) throat is making the ADK something that MUST be bio linked to a character to work while also making them non tradeable.


Also putting a limit to the number of items anyone one ADK can be applied too. For example a new never used ADK would have to be bio linked by the owner then the ownerof the ADK could use the ADK a total of 5 times before the ADK becomes unuseable.


This would basically stop people from just transferring ADKs from item to item with no consequence other than losing the item that was ADKed. It would also reduce the number of ADKs on the market and destory the ones that are over used.




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HairlessWook
Mon Oct 17, 2005 10:32 am
#54

My two sense on ADK's is this...Keep em as they are. My business is not affected by them. If ur spending 15mil for a double capped Trando rifle, logic tells u to ADK it...I would, so I cant blame anybody else who does the same.


Bio-link'em or Slower decay...Bah. How about fixing some of the other truely broken stuff in the game, like CA's with battle fatigue healing still dropping, Goraxes dropping smuggler tools(HUH?), an oversimplified crafting system and Janky Elite Big Game.ADK's havent ben a game breaker yet, I just think they're overpriced.





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Riese64
Mon Oct 17, 2005 10:46 am
#55


ADK's are not going to be nerfed. I think in order for a adk to be used itshould haveto be applied to an item by a WS or a AS. Another Idea would be to have adk kits creatable by AS or WS. They could increase the weaps max damage. These could be reapplied after a time. I think instead of asking for it to be nerfed we should try to incorporate them into our profession.




Message Edited by Riese64 on 10-17-2005 10:47 AM



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Gohma_Manovich
Mon Oct 17, 2005 10:52 am
#56






Riese64 wrote:


ADK's are not going to be nerfed. I think in order for a adk to be used itshould haveto be applied to an item by a WS or a AS. Another Idea would be to have adk kits creatable by AS or WS. They could increase the weaps max damage. These could be reapplied after a time. I think instead of asking for it to be nerfed we should try to incorporate them into our profession.





Message Edited by Riese64 on 10-17-2005 10:47 AM




but how would jedi ADK a saber? They are non-tradable unless you count jedi as their own weaponsmiths



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kAotiC_HeRo
Mon Oct 17, 2005 12:03 pm
#57

Here is my 2 credits on this topic.

This point of view is for the Jedi's who own an ADK for 1 use... Their lightsaber. Because WE craft our weapon AND use handed tuned components... this is COMPLETELY unacceptable to nerf ADK's. Simply because we are already gimped for damage, our highest weapon enhancer is now extinct and the components we DO have are worth hundreds of millions to us because we have tuned hundres and hundreds of Pearls to get what we have currently.


However, I do agree that the ADK market is DESTROYING the weapon market. I personally feel that there is something that needs to be changed to level the economy and the profit from a weaponsmith. Whether it being altering the effects of an Anti-Decay Kit or otherwise... but in all honesty before everyone wants to cry nerf... no... Nerfing is wrong. Fixing is what we want to happen.


Because of the fact that our best enhancer (Flawless/Premium Pearls) no longer are dropping... removing the actual anti-decay effect from ADK's that are on sabers will have a catastrophic effect on a profession you don't even make weapons for. There needs to be some kind of dinstiction as to which professions would be getting this fixed.


So ultimately, Unless Premiums / Flawless drops are fixed (I Speak for the Jedi Community) and they are able to be looted once more... then I do not support your supposed nerf of all ADK's without distiction. Nerfing an item that affects classes you don't even make weapons is a BAD idea. However, I do support the cause if it's done to level the weapons/armor economy.



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Muzz
Mon Oct 17, 2005 12:06 pm
#58

Although it would be lovely if it happened, SOE releasing a new gun/weapon every month unfortunately has the least chance of any so far of actually happening.



Orgama

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ludio ludius utpote 2003, in pello utpote 11/2005
Azphat12
Mon Oct 17, 2005 12:10 pm
#59


I would agree with a couple posts above.....bring back varied damage types. If you nightsister hunt....then you want that energy weapon.....krayt hunt needs kinetic....bols need heat....etc..etc. This would add to the WS aresenal of weapons being sold. No 1 weapon should beable to effectively kill everything.


Also, ADK's once applied are biolinked period....meaning they cannot be traded. If you destroy the said item...YOU get the adk back, but you cannot trade it to anyone. This would skyrocket the price of ADK's and honestly most people couldnt afford them so less would be around to the average joe.


Another idea would make something else worth taking other then an ADK....this would help future 1yr reward getters. When I look at that list...everything is crap accept the ADK. If I saw a really cool item that was on par with an ADK then I might take it. Also....make it something that doesnt apply to WS or AS, but at the same time is nice..perhaps a really nice pearl/crystal. If I new I could get a 100 dam -8 FC crystal or pearl...I would be highly tempted to take it. Make that non tradeable also. Ofcourse that wont work if premies come back...but you get the point.





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Muzz
Mon Oct 17, 2005 12:21 pm
#60

This has already been suggested...... perhaps instead of the ADK as a 12 mth reward, a new reward of a weapon enhancer. The enhancer would be used to create a weapon that goes, for example, 50 points over the normal damage cap.

BUT, once it's crafted, the weapon cannot be traded, PUP'd, sliced or (most important) ADK'd. It would be usable on any weapon, melee or ranged. It would decay at the normal rate. Let's face it, everyone takes the ADK at the moment, tempting people not to in the first place might be the easiest solution to implement.

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



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Nastypope
Mon Oct 17, 2005 12:32 pm
#61

Yeah that be great but for us Jedi who cant get the pearl and crystal we need still.



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MonKaiku
Mon Oct 17, 2005 12:39 pm
#62


my opinion


ADKs are great. I love them, I own lots of them


I am all for doing things and implemeting things that can help my fellow crafters. I do think that ADks are too popular to make any drastic changes without pissing off too many people


my suggestion: Make them biolinked when used. RIght now I have a lot of adks. If I wanted to use an ADK on a new pistol (and replace my adk pistol) I usually sell the pistol as minimum bid of 1adk. People then bid ADK +1m, ADK +2m etc. The way things currently are, the ADK weapons just get passed around from one player to another. If the ADk are biolinked, I would need to destroy the weapon since the ADk is biolinked. This way the rich folks can keep buying ADks, but need to destroy the weapons to use on new weapons instead of just passing the weapon on and loading up a fresh ADK. Every weapon that is destroyed benifits the WS>


I would not think twice about destroying a 4m weapon to replace it, and I am sure there are plenty of others that feel the same way as me.



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MonKaiku
Mon Oct 17, 2005 12:43 pm
#63

for the anti decay kit crowd I would say this


every time an ADK gets sold for 18-20mill, I think 99% of those people go to your shop and buy a weapon they have been dying to get, but never had the money.


I do not ADK looted weapons, they are easily replaced (won't ever go through 10 LD-1 rifles), but like to ADK crafted weapons. Every weapon I adk I give $$$ to WS, and the person who sells the ADK gets you $$$ too, I think a lot of people forget that




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Summerflame
Mon Oct 17, 2005 1:22 pm
#64






Luzenit wrote:


ADKs are a contributing component to what ails the weapons crafting profression, but it certainly not absolute cause to our woes. Maybe we should have a focus thread addressing all factors that have negatively impacted the weapons profession and constructive ideas to pass along to the devs on remedying the situation. We ahve one of these. Its the one called regaining the challenge and its stickied


Problems -


1.) The CU - This is the biggest reason for the difficulties we have at present. As soon as a player hits master level, there are only one or two desirable (capped) weapons needed. Most weapons we are able to craft are now unsellable for the most part. Even without an ADK, a player needs the same weapon(s) over and over again. The CU removed thed the need for owning various weapons that had primary elemental damages such as Heat, Cold, Stun, Blast, etc. Weapons are now Kinetic and energy - - - and a player only needs a favorite or two to take care of his/her PvE & PvP needs. Before the CU, and even after the introduction of ADKs, business was good. There was always a demand for different weapons AND there was always a chance a better weapon could be crafted. Many of my regular clients are now Jedi (as a majority of players are) and no longer need my goods or services. I am sure there are many Jedi alts that are crafters, but it I am not sure of the impact on the economy that has.


2.) Looted Weapons are Better - Sadly, looted weapons are oftenbetter than the craftables. A player can easily replace a lootable weapon when needed - from Nym slug throwers to the killer weapons found on Kesh. It appears that the new expansion will be offering even more looted weapons that surpasss anything we can make. Granted, power cells and reinforced casings allow some nice weapons to be made, but our basic weapons do not compete. Even slicing is not allowed to go over hard caps to make crafted goods more desirable.


3.) ADKs - A weapon will or piece of armor will never die with an ADK appled, but how much of an impact is this really compared to the above listed concerns? There are players that have bought multiple ADKs for armor and weapon(s), but that also means that there are that many players that no longer have the (limit 1 ADK/account). There are far more players that no longer have an ADK at their disposal and wish they hadit back! They are a rare commodity going for over 20 million credits on my server. The cost alone excludes many players from ever getting an ADK (unless they are able to receive it as a reward). There are not that many ADK'ed weapons for sale or trade. on my server as it is. It is too easy (and to go get a better weapon and re ADK than finding a buyer for the





I do realize the ADK is not the only problem our profession have and I also realize that some of the weaponsmiths doesnt see it as a major issue, but the fact remains that the ADK is cuttin ginto our business and that there is a great part of the Community that is concerned about the adk. Which is why I think its fair we bring it up and possibly have it changed.


I myself think the lack of variety is a huge issue, but we have a whole thread for that and I will post that on the Correspondent forum soon. However ADKs is such a painfull and hard to discuss topic that I realized it had to have a post of its own so it didnt overshadow our other issues.





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Summerflame
Mon Oct 17, 2005 1:25 pm
#65






Camelz wrote:

You need to survey combat profs with the questions:


Would you pay 5 mil credits +for a FWG5 if you couldnt ADK it?


How much would you be prepared to pay for a weapon that you couldnt ADK ?


Would you still look for triple capped (or as close as possible) weapons if they had a limited lifespan?


What would you be prepared to pay for such a weapon in such circumstances?



People paid millions upon millions before the ADK aswell. They used the awesome weapons for speical occasions and bought unehanced versions for everyday grind.



Yes I possess an ADK (only the 1). The only reason I was prepared to pay so much for a weapon recently was because I had that ADK sat in the bank. Apart from Jedi, I would saymost combat toons carry a number of weapons with only one or at most a couple of weapons being ADKed.


I really think you guys are a mile off. Dont you think that the fact that the majority of players now have no need whatsoever for either WS or AS has had more impact on your business than the ADK? All the crafting alts will say no of course, or will say that we only need 1 ADK to every 2 toons (to protect those pearls).


Yes this is another reason for it. Our declining marked cannot be contributed to one factor alone IMO. its a combination of a lot of bad design choices made through the last year or so


/sigh


Like there havent been enough nerfs already.


If you guys could craft lightsabres this thread would never have started.











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