Weaponsmith Archive

Thread: The ADK Discussion

flounder05
Tue Oct 18, 2005 5:59 am
#79



Maceey wrote:
and for you jedi. The bio-linking the item wouldn't hurt you.... you can't trade tuned pearls or lightsabers....





I agree. I have a jedi, he's holding all of my ADK's until I decide which type of saber I want to use. And I want the damn things to be bio-linked.



CROSYK ~ LIGHTINGRIDER
Down With Pants
- V -
SchinkDeisel
Tue Oct 18, 2005 6:42 am
#80

I don't know if it has been said yet, but, ADKs are now 40+ mill on the trade forums.


This means that there are less and less of them in game. (I know I'm not giving up mine, but they aren't on weapons either:smileywink


This also means that the "average" player has no chance on affording one, and will still need to buy from your local WS.


Its only a matter of time until they are "impossible" to get



Schink Diesel - Dark Jedi Knight
Azazel' - 12 pt Master Weaponsmith
(gnn[[[[[[]nnnWXggggggggggggggggg)
Canceled
Dekka1
Tue Oct 18, 2005 7:04 am
#81






Maceey wrote:

This thread is dead now....





If that's so, let's move on to real problems and offer real solutions to our problems.







--==DEKKA==--

ConRed +25/+35 Master Weaponsmith | +25/+25 Master Armorsmith | 4404 Force Crafter
Vendor Located @ -1800 -3244, Outside Coronet
~Suitable to have dinner with since 6/04~
Summerflame
Tue Oct 18, 2005 7:45 am
#82

As has been said before there is a thread adressing how to regain more variety in weaponry. Please use that one for all the excellent ideas in this area.


It is okay to think that the ADK has no impact on our profession and there is certainly room for those views (and I will carry them on when presenting this to the devs.), however there is a great part of the Weaponsmith community who does find that the ADK is having a very negative impact on our profession and thus we need this thread.


I removed it from the original thread as I realized it was overshadowingother (and in my opinion just as important) aspects.


For all the fighters (who doesnt have a WS) You are encouraged to participate in this discussions, but please keep it civil and as have been mentioned read our other stickies before participating as we are adressing a lot of the issues you raise


Also please note that this discussion is adressing the issues of the weaponsmith profession and while we dont want to ruin other peoples game experience we do have our own profession in mind first.


When the Devs introduced the ADK they totally disregarded the crafters (AS/WS) changing the ADK is IMO not a nerf, but a fix to a wrong implemented feature.





----------[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{{{



Dekka1
Tue Oct 18, 2005 8:07 am
#83






Summerflame wrote:

When the Devs introduced the ADK they totally disregarded the crafters (AS/WS) changing the ADK is IMO not a nerf, but a fix to a wrong implemented feature.







Summerflame, thanks for all the hard work with our profession. It's greatly appreciated.


Calling this proposed ADK "fix" (my ADKs work just fine) anything but a nerf is spin. If there is a call to nerf them, just call it that. No big deal, we aren't strangers to the idea. My concern is that these nerfings are taking the easy way out - the path of least resistance. By adressing the symptom and not the cause we aren't any better than the jedi forum. What we need is a focus on issues with lasting impact. Nerfing the ADK may make you feel good for a time, but the problems that truely hamper our professionwill not be addressed.


In the end, you will have wasted an opportunity to affect lasting change.


And aren't we, as a whole, crafters AND our enemies the fighters, tired of SOE for doing this exact same thing?







--==DEKKA==--

ConRed +25/+35 Master Weaponsmith | +25/+25 Master Armorsmith | 4404 Force Crafter
Vendor Located @ -1800 -3244, Outside Coronet
~Suitable to have dinner with since 6/04~
CharPrime
Tue Oct 18, 2005 9:31 am
#84

sorry but adks did not kill weapons sales.


cu did.


my weapon buying habits per cu.


crates and crates of t-21s (about 2million per crate), slice them for damage, delete the speed slices.


loot my own tissues and get a uber ws to make t-21s, slice them for damage, delete the speed slices.


then the adks came out.


buying better t-21s or loot my own tissues to make them. delete the old one and replace with a new and better one. this cost me more then buying crates of them and slicing.


either way (uber ws) made a ton of cash, you can keep upgrading and find a better one. spend 20 million on 1 gun, dumping it and get a better one vs spending 20 million on 10 crates. this about the same.


post cu.


all the old uber stuff got turn to crap. i rebought a new set of weapons, all stat capped, all adk. or i could have bought hundreds of stock guns. now a WS would rather make 40 million at one time then have someone who spends 10k every week. CU have made weapons mostly the same. There is a hard cap.


ADK has made it so people would pay alot more for a weapon, that "THEY CAN USE IT"if there was no adk, why would anyone want to pay hundreds more times for a weapon. when they can just buy a stockweapon and almost come out equal.i spend 14 million last night on a trando rifle. why? because i can adk it. so i am not buying a weapon every week. I think that smith would rather me spend 14 million at once the 10k every week.


per cu, post cu,adk or no adkif you are a good smith, you will always sell weapons.





Vendor location kor vella -2931 1721.
Drop of vendor location kor vella -2897 1698

RIS quest and set completed on 6-12-04,

Dekka1
Tue Oct 18, 2005 11:47 am
#85






Maceey wrote:






Dekka1 wrote:





Maceey wrote:

This thread is dead now....





If that's so, let's move on to real problems and offer real solutions to our problems.







i'm sorry if you don't see it as a real problem but as you might have guessed a lot of people posting here do think it's a real problem. Summer even made a dedicated thread to it.






You said it was dead, not moi.


I think a lot of the problem with ADKs, perhaps the only problem, is just like you said - "A lot of people posting here do think it's a real problem." My argument about the misplaced anger in calling to nerf this of all things stems from that short-sightedness. (short-sighted IMO, obviously)


I would beg to spend time fixing our profession, not nerfing others. That's an ugly road to start treading down. It's slippery too!








--==DEKKA==--

ConRed +25/+35 Master Weaponsmith | +25/+25 Master Armorsmith | 4404 Force Crafter
Vendor Located @ -1800 -3244, Outside Coronet
~Suitable to have dinner with since 6/04~
TheNarcis
Tue Oct 18, 2005 1:01 pm
#86






shilo2 wrote:





CharPrime wrote:

sorry but adks did not kill weapons sales.


cu did.


my weapon buying habits per cu.


crates and crates of t-21s (about 2million per crate), slice them for damage, delete the speed slices.


loot my own tissues and get a uber ws to make t-21s, slice them for damage, delete the speed slices.


then the adks came out.


buying better t-21s or loot my own tissues to make them. delete the old one and replace with a new and better one. this cost me more then buying crates of them and slicing.


either way (uber ws) made a ton of cash, you can keep upgrading and find a better one. spend 20 million on 1 gun, dumping it and get a better one vs spending 20 million on 10 crates. this about the same.


post cu.


all the old uber stuff got turn to crap. i rebought a new set of weapons, all stat capped, all adk. or i could have bought hundreds of stock guns. now a WS would rather make 40 million at one time then have someone who spends 10k every week. CU have made weapons mostly the same. There is a hard cap.


ADK has made it so people would pay alot more for a weapon, that "THEY CAN USE IT" if there was no adk, why would anyone want to pay hundreds more times for a weapon. when they can just buy a stock weapon and almost come out equal. i spend 14 million last night on a trando rifle. why? because i can adk it. so i am not buying a weapon every week. I think that smith would rather me spend 14 million at once the 10k every week.


per cu, post cu, adk or no adk if you are a good smith, you will always sell weapons.









Problem is that once that weapon is bought thats it! the ADK will eliminate the need to buy any more weapons. Pre-CU people bought the best weapons possible fromk Weaponsmith, and used them till they burnt out then bought a new one. In the time it took for it to burn out, they would be able to afford a new one. The weapons that people didnt use as much were the Looted exceptional and legendary weapons, because they had such high damage. And low condition, they were rarely used.

Plus the cost of BH loot that is needed for the "uber" weapons cost ALOT of money, which cuts deeply into profits. Unless you can afford a second account in RL and have a combat alt to get you the needed loot, alot of people cant afford that in RL.

Its alot like the architect situation, they dont make alot of money because of the low return customers, once you buy a harvester it doesnt decay.


And to the person who said that the 40million costs of ADK will keep them rare, on many servers they cost between 10-15mill. Also ebay credits are easily exceptable, and allow even noobs to buy anything in the game off the get-go.





Yeah, the 200% mark ups /wink



- Malak Draven
Maceey
Tue Oct 18, 2005 1:44 pm
#87







TheNarcis wrote:





shilo2 wrote:





CharPrime wrote:

sorry but adks did not kill weapons sales.


cu did.


my weapon buying habits per cu.


crates and crates of t-21s (about 2million per crate), slice them for damage, delete the speed slices.


loot my own tissues and get a uber ws to make t-21s, slice them for damage, delete the speed slices.


then the adks came out.


buying better t-21s or loot my own tissues to make them. delete the old one and replace with a new and better one. this cost me more then buying crates of them and slicing.


either way (uber ws) made a ton of cash, you can keep upgrading and find a better one. spend 20 million on 1 gun, dumping it and get a better one vs spending 20 million on 10 crates. this about the same.


post cu.


all the old uber stuff got turn to crap. i rebought a new set of weapons, all stat capped, all adk. or i could have bought hundreds of stock guns. now a WS would rather make 40 million at one time then have someone who spends 10k every week. CU have made weapons mostly the same. There is a hard cap.


ADK has made it so people would pay alot more for a weapon, that "THEY CAN USE IT" if there was no adk, why would anyone want to pay hundreds more times for a weapon. when they can just buy a stock weapon and almost come out equal. i spend 14 million last night on a trando rifle. why? because i can adk it. so i am not buying a weapon every week. I think that smith would rather me spend 14 million at once the 10k every week.


per cu, post cu, adk or no adk if you are a good smith, you will always sell weapons.









Problem is that once that weapon is bought thats it! the ADK will eliminate the need to buy any more weapons. Pre-CU people bought the best weapons possible fromk Weaponsmith, and used them till they burnt out then bought a new one. In the time it took for it to burn out, they would be able to afford a new one. The weapons that people didnt use as much were the Looted exceptional and legendary weapons, because they had such high damage. And low condition, they were rarely used.

Plus the cost of BH loot that is needed for the "uber" weapons cost ALOT of money, which cuts deeply into profits. Unless you can afford a second account in RL and have a combat alt to get you the needed loot, alot of people cant afford that in RL.

Its alot like the architect situation, they dont make alot of money because of the low return customers, once you buy a harvester it doesnt decay.


And to the person who said that the 40million costs of ADK will keep them rare, on many servers they cost between 10-15mill. Also ebay credits are easily exceptable, and allow even noobs to buy anything in the game off the get-go.





Yeah, the 200% mark ups /wink





Hey i didn't ask for the min bids of 8mil for a stack of cells. I would love to buy them at 1mil per stack and sell the weapon between 1-2mil(rifles/carbs not pistols...)

I don't need much profit i like to craft and i craft because i like it anybody that seen my vendors and server standards should know i'm cheap and not in it for the money.


Just the first couple of stacks are rare but the min bids actually increased after those first few stacks people wanted to bid a lot for. Now casings those are dirt cheap right now well if you look good enough some people still do 2 or 3mil min bid for a stack of casings.


And i don't want to stock rifles for 8mil just to get out of cost because of those stupid prices.

Message Edited by Maceey on 10-18-2005 10:44 PM




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
Muzz
Tue Oct 18, 2005 2:05 pm
#88






TheNarcis wrote:



Here is another question for all of you weaponsmiths. Will the decent guns still be 8-20 mil a piece if this was changed? If so then all the power to the ADK.

Message Edited by TheNarcis on 10-18-2005 03:26 PM





Maybe you should start by asking the EPC looters if they are going to still be 6-7 mil per stack.

Message Edited by Muzz on 10-18-2005 10:06 PM



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Kal_Serrak
Tue Oct 18, 2005 2:09 pm
#89


I'd like to present some issues: (I think they haven't been mentioned yet, or at least in passing)


1. This game's entire crafting system relied exclusively upon items spending only a fixed duration in the game. The fact that resources were spent and eventually turned into wall decorations was the lifeblood of the game's engine (both crafting and combat). Even the most 'uber'ly equiped character would eventually fall from equipment glory into the wasteland of zero condition. This system was in place to even keep the uber loot rotating, such as CAs and AAs, so that veterans and newbies would eventually hit a point of equalization as high end drops were used up.


2. Speaking of my beloved and totally borked smuggler profession, ADKs have the additional harm of dwindling the slicing market somewhat. Past are the days where a player brought up 15 loot-enhanced power hammers for me to slice, instead replaced with the one capped hammer with a ADK on it. (Not that I'm going to mention how the new slicing system also hurt weaponsmiths O_^). ADKs do hurt more than just the armorsmiths and weaponsmiths.


3. Finally, the fact that items do not decay - and uberloot drops may be preserved indefinitely - has raised the price of these items (uber loots, CA/AAs, etc.) which in turn is drastically inflating the economy. And to be in a system where a small portion of the community controls the most valuable commodity, and how its distributed - while being a triumphant replication of real world economics - discourages many players now [for example, how Bounty Hunters seem to a strong hold on looted slicing components].


I might be speaking out of turn (last time I posted on a crafter issue was Beta 3, and I was sysmatically flamed), but ADKs have to leave the game entirely. A reduced decay kit would probably be the most appropriate solution, but I would recommend a lesser deduction since I assume such an item would stack with smuggler's decay reduction armor slices.


I personally own several ADKs, and to be honest I could not delete/change them myself - they're too infinitely useful. Many of the "Have" players will also fight it adamently because they've invested hundreds of millions and hordes of time building up those +20x6 AA armor sets, those 12m+ weapons or those perfect lightsabers.


I don't think SoE's development staff will rid us of ADKs, only because the trend is away from service professions (or at least reducing the dependancy so that we don't inconvienence players by making them wait) to just another mindless combat game. But I believe Summer's argument can best be served with the inclusion that there is already a system in play to extend the duration of items.


*goes back to trolling the smuggler forums*




Kal'Serrak Sarrenak --- Trandoshan Hunter & Scourge of Kashyyyk
o Master Smugger (Naritus) - RESIGNED & SURRENDERED IN PROTEST
(October 2003 - October 2005)

Remember:
Help Control the Jedi Population - Have your Jedi Spayed or Neutered

LxValku
Tue Oct 18, 2005 2:10 pm
#90

I think some of the combat people replying in this thread are looking at weapons from the wrong point of view.


IMO weapons, armor, clothes, just about everything player created is a consumable. An item not meant to last an indefinte amount of time. An ADK stops a large number of these items from being consumables and makes them permanet unless deleted by a player. Which disrupts crafting classes.


It makes absolutely no sense for any item to last forever without needing any kind of repairs and no matter what anyone says the ADK is an issue while it isn't the only one it is one that needs to be addressed.



SWG is a movie game, its multiplayer and it was rushed that's a trifecta for the making of a crappy game.
maigy
Tue Oct 18, 2005 2:12 pm
#91






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.






Actually what I see are that most actions selling an ADK are asking for an ADK in return + some cash



Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
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