Weaponsmith Archive
Thread: The ADK Discussion
Summerflame wrote:
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.
How can ADKs be a problem when so few people have them? For everyone that has more than one, that's one fewer person that can possibly have one. The MOST a server can have is one per person (Yes, yes, people quit and MAY leave behind their ADKs, but many don't, and many more haven't played for a year yet to even receive theirs.)
Focus on the real problems, removing ADKs is just a bandaid.
However they are hear, and here to stay.
Instead of removing them, i have another another solution to the problem.
Pre- ADK People did not use there best weapon, and only used it for PvP or showing off. Post ADK people ONLY used there best weapon. Now if ADK were instead of illiminate decay, but reduce by a %, say 50% for example the weapon will still decay, but at a much longer time period. This will allow the "uber" weapon to be pulled out and used more often, but still keep players from using them all the time, and keep Combatants buying new weapons to use as thare main weapon.
However the problem with this is that All weapons now have caps, so there is no "uber" weapon, soon the market will be flooded with caped weapons, and the WS/AS professions will surely die.
I say Remove caps, re-introduce the different damage types, and re-introduce Creature/NPC resists. This will create a need more more diverse weapons, instead of one or two. Also reduce the amount of high quality loot coming into the game via Gorax/krayte/BH missions. This will keep the truely "uber" weapons rare, and justify the need for the ADK.
Also limit one ADK per account, so that people will not have a bunch of weapons, or armour with ADK's on them. And make ADK non-tradeable, so a noob must put the time in to get the reward.
shilo2 wrote:
Creation of the ADK was as big a blunder on the Devs behalf as giving free Holcrons as a birthday gift back in '03 spawning the Holo grind, nearly killing the game.
However they are hear, and here to stay.
Instead of removing them, i have another another solution to the problem.
Pre- ADK People did not use there best weapon, and only used it for PvP or showing off. Post ADK people ONLY used there best weapon. Now if ADK were instead of illiminate decay, but reduce by a %, say 50% for example the weapon will still decay, but at a much longer time period. This will allow the "uber" weapon to be pulled out and used more often, but still keep players from using them all the time, and keep Combatants buying new weapons to use as thare main weapon.
However the problem with this is that All weapons now have caps, so there is no "uber" weapon, soon the market will be flooded with caped weapons, and the WS/AS professions will surely die.
I say Remove caps, re-introduce the different damage types, and re-introduce Creature/NPC resists. This will create a need more more diverse weapons, instead of one or two. Also reduce the amount of high quality loot coming into the game via Gorax/krayte/BH missions. This will keep the truely "uber" weapons rare, and justify the need for the ADK.
Also limit one ADK per account, so that people will not have a bunch of weapons, or armour with ADK's on them. And make ADK non-tradeable, so a noob must put the time in to get the reward.
and what are you gonna do to the guy that has a bunch? there is one person on my server that has at least 100 adks, his bank & cash are capped. you going to take all his adk's away?
kAotiC_HeRo wrote: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.
The bio-link idea would work perfect for Jedi. You're never can trade your lightsaber anyway.
Summerflame wrote: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 communityLets get this discussion rollingPost your take on the ADK and Possible solutions to the Issue.Please be specific.
To be totally honest, I have absolutely no problems with the ADK as it is now. While I sympathize with many of the comments (I wont call them complaints)regarding them, I do not want to see them change.
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 do ![]()
Its here : http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=98840
Message Edited by Lythand on 10-17-2005 11:49 PM
The solution to the ADK is to make elemental damage meaningfull in combat.
1- Elemental damage on a weapon should be worthwhile experimenting on.
2- Armor Elemental Stats need to be reworked.
3- Specials need to multiply Elemental damage.
4- More CL 54 weapons with damage diversity need to be made.
Why is this a solution?
Everyone only get's one ADK and if one suit of armor/weapon can't do it all, then ADK's imbalance is reduced. This solution is the solution we will never see though because it would take effort![]()
PyscoJuggalo wrote:
The solution to the ADK is to make elemental damage meaningfull in combat.
1- Elemental damage on a weapon should be worthwhile experimenting on.
2- Armor Elemental Stats need to be reworked.
3- Specials need to multiply Elemental damage.
4- More CL 54 weapons with damage diversity need to be made.
Why is this a solution?
Everyone only get's one ADK and if one suit of armor/weapon can't do it all, then ADK's imbalance is reduced. This solution is the solution we will never see though because it would take effort
With regard to weapons, it's similar to the system we had pre-CU. There's not a cat in hells chance of them changing it back. If they did can you imagine the screaming that would start for other pre-CU stuff to be changed back.
Lythand wrote:
Besides the ADK, I think all crafting professions are do for our own CU...the Crafting Upgrade.
GrooperNugent wrote:
Lythand wrote:
Besides the ADK, I think all crafting professions are do for our own CU...the Crafting Upgrade.
Oh my....can you imagine what would happen if they did that.../shudder
On the devs record that would have more effect on the combat palyers then the ceafting ones.....
So after reading this thread i have come to the conclusion it is now a useless thread. Where the following happens:
- People support changing the adk(crafters,some combat)
-People don't support changing the adk(combat(jedi).some crafters)
So more and more combat players join in and will start flaming us without knowning what's in the other stickies.
Crafters have to defend themselfs and explain the same stuff over and over. This thread is dead now....
And just to add to "discussion"
For combat players read the other stikies before saying anything. We know about resists and looted weapons and whatever you can throw at us to stop talking about the ADK. And YES those will help the ADK problem as well but i and most of us really doubt the devs will ever re-introduce resists in this game.
For the crafters you can see the small amount of people that came here to start a flame or try to stop us from talking about this. We need to make a stand with 1 point of view. Keep the adk from stopping decay and making it not possible to trade with an item attached (forum flame war)or change the adk to only decreasing decay(forum flame war). I honnestly believe the first option will have the smallest flame war and people going bezerk. Offcourse there are other suggestions: Max number of uses. vehicle repair kits for weapons/armor and some other stuff i can't remember(sorry)
There will allways be combat players who hate the crafters couldn't care less what happend(npcweaponsmiths?)as long as they can get the exp or loot and have the best equipment. Now there are some that do understand the economy is run by players and it isn't all loot. If we can get those players to see our point about the adk we have a much larger support group. We can't win this solo or with 2 or 3 other crafting profs vs combat.(jedi/bh). Without a reasonable solution it won't ever happen anyways. And i'm sorry to the people supporting the reduce decay option it can't happen and basicly i don't want it to happen it's not terrible to have no decay on certain items. There will always be the rich and poor people andthe rich will buy the poor will sell.
I have other things to say but i'm just to "angry" to what happend to this thead. I don't want to defend myself in a thread about discussing a subject that concerns us. We are discussing something we didn't ask the devs for anything yet.