Weaponsmith Archive
Thread: The ADK Discussion
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.
maigy wrote:
VtheDrake wrote:
I had a Master Weaponsmith for a week
But as a person that loves to go out and fight all the time, raid a base, do bounties have fun here is my whole thoughts summed up best that I can.
Decay in this game is ridiculous. Especially on armor now, without a ADK I would'nt even think of putting a attachment on it. And Weapons, why pay good money for a nice one just get a half decent one and slap powerups on it.
Myself I have 4 ADK's at the moment. But I would love to see them gone, IF they did one thing. Reduce decay a little bit, and add in a repair feature, where only weaponsmiths can repair weapons and armorsmiths can repair armor. Therefore I could put attachments in my armor take out 5 bases without it being destroyed, then take it to a armorsmith to have it repaired, and of course, paya little fee for the service, not outrageous hopefully but something substantial to keep them in business lol.
And that about sums it up.
Viridian Drake
I agree with this too... if decay wasnt as crazy as it is and repairing actually worked then completly removing ADKs from the game would work... The entire repair system would need a revamp... allowing Master weaponsmiths with really good repair mods and really good repair kits to only lose 1-2% off of the max condition when they repair an weapon.
Offcourse if the devs would change to adk to reduce decay(i don't support that) i would scream to get decay lowerd. The decay on armor is insane. I went with a group of new guildy's doing some sightseeing on yavin4 offcourse came past the light/dark jedi enclave. And a newbie had to run in there and while trying to rez him i got killed(40k dmg hit)and i lost a pretty sweet rebel recon helmet in 1 hit all condition lost. I think last time i checked the armorsmith forums the decay rate was in there current issues list.
TheLastV8 wrote:
I've spent probibly 350 million credits setting up my character. 7 ADK's for a suit of health enhanced RIS armor. With +25 to every skill I can have. And two ADK'ed rifles. This took a while and I would be pissed if I had to worry about decay while pvping. I like to pvp alot and dont want to worry about condition loss.
well then support the New ADK that will Reduce Decay by 50-75% that way your stuff wont decay as much as you fight.
I have an idea, that even if you insure your stuff it should decay at 1% if killed in PvP, same as if is for PvE. Currently if you die while PvP your stuff will decay at the standard 5% rate.
The majority of players only have one account and thus only one ADK. Are these people using their one per account ADK on each piece of armor and each weapon? NO. The people that are able to ADK full suits of armor and every weapon they own are the ones that have been in the game for well over one year, have multiple accounts and/or have an excess of money stashed away to buy ADK's for these purposes.
The reason WS's and AS's see their sales slipping is for a multitude of reasons. not just the introduction of ADK's.
First, a lot of people are moving to using loot dropped weapons and not crafted weapons. Low end weapons are useless to 99% of the gaming population because they outgrow them within 2 weeks of starting the game when they get to level 80. Once they get to cl 80, why spend money using a weapon I'd have to pay 500k for when I can run a relatively simple quest and loot a comparable weapon?The easy solution, the one the DEvs should and could implement, is for NOACTUAL WEAPONS TO BE ABLE TO BE LOOTED. Instead, have schematics drop that require WS'sto create thegun.
Second,people like myselfstill use the guns we have left over from pre-cu. Back then I was able to get a top end scatter pistol (which has translated into a high capacity scatter) that converted to 930 dmg with good speed and fair sac for 100k to 250k. I have 5 of these identical pistols stored away. I have crates of 100.0 functionality weapon repair kits stashed away. I only have one ADK, but I guarantee no weaponsmith is going to see my character anytime soon unless out of nostalgia I want a Scythe crafted of something. Solution? not sure, maybe require players to find a WS to perform any repairs to weapons? Maybe require players to find a WS to /convert any pre-cu weapons for a price.
Either way, the problem isn't ADK's, its loot dropped weapons and poor conversion decisions by the devs imo. If the casual gamer can use a weapon that costs nothing (quest reward), why spend money on a weapon that is only marginally, if any, better (except loot enhanced weapons, such as power cells & casings, etc).
If you insist upon blaming ADK's why not make them untradeable like many other items. I'm not talking bio-linked, I mean 100% untradeable. That would mean that only 1 adk would ever be present on any one account. One weapon per person or one piece of clothing or one piece of armor...I have no problem with that because I only have my 1 adk. But there is no way I would support a change to the functionality of an ADK being changed from stopping 100% of decay.
Given the price your see people paying for ADK’s and given they are fairly limited item. Most of them are ending up in the hands of the top 5% of wealthy players as they ADK everything they own. That would still leave a very large block of people that don’t have one.
How this does affect WS is as the top 5% of wealthy players ADK their guns, their money isn’t continually chasing after the next great super loot made gun to replace the one they’re using. So the price on top end guns is still in the reach of more people.
Cigaran wrote:Make 'em no trade. Quick, simple and it doesn't require the Dev's to force more Bio Link's on us. (these are the root of all evil if you ask me)On a perosnal note, I still don't see where you are all getting the "OMG!!1!!, my sales are ruined, I can't make any credits now because of ADK's.) stuff from. Seriously, this is a 1 per account, 360 days of subscription reward. I think the big issue was the droping of the BL part of them. Yes, allowing a person to get multiples of these may have not been the best idea (kinda kills the balance of the game in general) but I'm pretty sure I know where the intent of this item was at.Think of Han's DL-44. It's an iconic item that instantly conjures up his image. Chewie's Bowcaster is no different. I think the intent of the ADK was to allow us to have an iconic item, a signature item if you will, that was to represent our character over those 12 months of play. One item that defines your characters personality be it a weapon, a special robe or that Mandalorian Chestplate you have.I do also think that these need to be left alone honestly. Changing the behavior on them would seriously weight the deck in the favor of the Veteran in terms of what they can have. I am not, have not been and will NEVER be a fan of ideas or changes that allow existing players to keep what they have while shafting the newcomer. A level playingfield is the best. Wasn't that the reason for the abomination they called the CU?
because once a nice weapon is built, its is ADK, and you will not have a return customer, unless they decide to switch professions. even then, they will only buy one high end weapon. To grind they will buy a piece of crap off the bazzar.
This really bites into us.
sm1550 wrote:
The majority of players only have one account and thus only one ADK. Are these people using their one per account ADK on each piece of armor and each weapon? NO. The people that are able to ADK full suits of armor and every weapon they own are the ones that have been in the game for well over one year, have multiple accounts and/or have an excess of money stashed away to buy ADK's for these purposes.
SuperStisco wrote:
no, Do NOT remove ADK's or tuch en its good as it is
so your argument not to change anything about the adk they are good right now and people will get mad?
Really? You think that? Seriously? You think most people have 10 ADKs?
maigy wrote:
I think the majority of players are like me... I got 2 accounts = 2 ADKs, my wife is a triple crafter so that gives me another 1 I have had about 20 guildies quit after getting their ADK that has given me 7 more.