Drug overhaul

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Afternoon,

I have started a while back on a drug overhaul for fun. This was a hobby project I initially picked up after hearing some ideas from @Hazza and @Jack Bruhross and it is now starting to take form.

The content of this update will be of a major scale as it will touch nearly everything in the drugsystem we currently have. The only things not effected will be the existing 'seeds' and 'drugs' they will remain the way they are to not render storages useless.

now I will break this post down based on the release schedule of the updates. This will give a view of what to expect. A thing I would like to clarify is this: There will NOT be any timestamps as we want to release these updates without major bugs or issues so they can be enjoyed to the fullest by new and old players.

Update 1: Drug Economy

As you all know the drug economy in perp is tragic at this moment,You buy for a set price and sell for a set price and if the server population is low you can sell with nearly no risk involved. This leads to players filling up their storages and then selling a lot of drugs at once.

As you might understand that is not realistic in the market. So... We changed it. The drug dealer will now be based on demand and supply. The numbers need to be fine tuned but the more supply the lower the demand. Supply being what you are selling, Demand being the drugdealers drug wishes.

If a drug is not frequently sold it's price will skyrocket due to high demand. We know this will happen so there is a catch. If supply is low, and demand is high we will take a middle ground to not superboost specific drugs.

The full economy is based on sales. This means we will not have influence over drug prices, Except for one part, drug prices can see a 1.2% - 1.4% multiplier if there are 60 - 70 players online at the moment of selling.

If selling at low demand, And low playercount the drugs will be significantly less worth then they are now.


Update 2 - 6: New drugs

After the first update multiple updates will introduce new drugs. The drugs will not be revealed yet. Each drug will work different and has a chance to be easy or hard. Of course we don't need
more AFK appartment growing so we will be introducing new ways of producing, Selling and getting drugs.

Update 7: Current drugs​

The current drugs we have (Except for meth) Are very afk oriented and will be reworked to fit in the more active ways of producing the new drugs will have. This means their base value will increase as the workload will be higher and more risk of production will be involved.

Update 8: Marked money​

Somewhere in these updates we will be introducing marked money. It will be given when cheap drugs are sold at the drug dealer. You will then have to wait +-15 minutes and can exchange it at a different NPC for real money. This will work well with the increased drug payouts as there will be even more risk in selling them.

Update 9: DD Changes​

The current drugdealer is quite boring. He will get a manager. If you are selling high end drugs you can sell them at a high end dealer. He will not always be around like the normal one and he will be in more risky / public places. He is worth going to as he will give you clean cash. No marked money due to the high end drugs you are selling him. He will also work with a demand system, So time which drug you sell right using the text app.


For ideas or suggestions you can reach me in my DM's as it is my main place of contact . I will not be responding on Discord or Steam as I will likely forget.
 
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Afternoon,

I have started a while back on a drug overhaul for fun. This was a hobby project I initially picked up after hearing some ideas from @Hazza and @Jack Bruhross and it is now starting to take form.

The content of this update will be of a major scale as it will touch nearly everything in the drugsystem we currently have. The only things not effected will be the existing 'seeds' and 'drugs' they will remain the way they are to not render storages useless.

now I will break this post down based on the release schedule of the updates. This will give a view of what to expect. A thing I would like to clarify is this: There will NOT be any timestamps as we want to release these updates without major bugs or issues so they can be enjoyed to the fullest by new and old players.

Update 1: Drug Economy

As you all know the drug economy in perp is tragic at this moment,You buy for a set price and sell for a set price and if the server population is low you can sell with nearly no risk involved. This leads to players filling up their storages and then selling a lot of drugs at once.

As you might understand that is not realistic in the market. So... We changed it. The drug dealer will now be based on demand and supply. The numbers need to be fine tuned but the more supply the lower the demand. Supply being what you are selling, Demand being the drugdealers drug wishes.

If a drug is not frequently sold it's price will skyrocket due to high demand. We know this will happen so there is a catch. If supply is low, and demand is high we will take a middle ground to not superboost specific drugs.

The full economy is based on sales. This means we will not have influence over drug prices, Except for one part, drug prices can see a 1.2% - 1.4% multiplier if there are 60 - 70 players online at the moment of selling.

If selling at low demand, And low playercount the drugs will be significantly less worth then they are now.


Update 2 - 6: New drugs

After the first update multiple updates will introduce new drugs. The drugs will not be revealed yet. Each drug will work different and has a chance to be easy or hard. Of course we don't need
more AFK appartment growing so we will be introducing new ways of producing, Selling and getting drugs.

Update 7: Current drugs​

The current drugs we have (Except for meth) Are very afk oriented and will be reworked to fit in the more active ways of producing the new drugs will have. This means their base value will increase as the workload will be higher and more risk of production will be involved.

Update 8: Marked money​

Somewhere in these updates we will be introducing marked money. It will be given when cheap drugs are sold at the drug dealer. You will then have to wait +-15 minutes and can exchange it at a different NPC for real money. This will work well with the increased drug payouts as there will be even more risk in selling them.

Update 9: DD Changes​

The current drugdealer is quite boring. He will get a manager. If you are selling high end drugs you can sell them at a high end dealer. He will not always be around like the normal one and he will be in more risky / public places. He is worth going to as he will give you clean cash. No marked money due to the high end drugs you are selling him. He will also work with a demand system, So time which drug you sell right using the text app.


For ideas or suggestions you can reach me in my DM's as it is my main place of contact . I will not be responding on Discord or Steam as I will likely forget.
add lsd and ketamine
 
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one of the new overhauls leaked!



now we need a realistic sesh update complete with raves, 3 for 100s, afters in a complete randoms kitchen/basement, k in a c bag, and extreme paranoia-inducing comedowns at work on a monday morning
 
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@Dank did u see my booze trade idea :D high end booze???
 
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if we dont get NOS tanks and mdma i will be disapointed
 
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@Dank did u see my booze trade idea :D high end booze???
honestly the booze trade thing would be brilliant
 
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The current drugs we have (Except for meth) Are very afk oriented and will be reworked to fit in the more active ways of producing the new drugs will have.
Nobody who plays this gamemode wants to be in it 24/7 incase their weed gets more UV light than they should. What exactly is the problem with AFK moneymaking as long as the profits don't neglect what other illegal activities should make you.
At the end of the day, higher profiting illegal activities should net you more profit, although at a greater cost and time expense, AFK methods of drugs should be kept. No need to fix what aint broken my friend
 
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Nobody who plays this gamemode wants to be in it 24/7 incase their weed gets more UV light than they should. What exactly is the problem with AFK moneymaking as long as the profits don't neglect what other illegal activities should make you.
At the end of the day, higher profiting illegal activities should net you more profit, although at a greater cost and time expense, AFK methods of drugs should be kept. No need to fix what aint broken my friend
Don’t worry afk drugs will remain but will be reworked to be less valueable as you said, it’s optional to make more

For ideas on how to do that feel free to post here or dm me
 
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so would this update introduce a incentive if you would to try and strangle hold the drug market by restricting people selling by camping the drug dealer etc ??
basically are zerg org's just going to live at the drug dealer to make there pockets fat ??
 
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so would this update introduce a incentive if you would to try and strangle hold the drug market by restricting people selling by camping the drug dealer etc ??
basically are zerg org's just going to live at the drug dealer to make there pockets fat ??
If only they sell demand will drop, the more people selling different drugs the better for the economy, if anything it could be seen as a boost to selling as everyone profits of that
 
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Who has been introducing NOS to you?

On a serious note, I’m a drug free staff member @Dank and you know that, but I would say I can help you with a lot of things to do with them so just contact me if need be :)
swear you got pulled by the feds the other day for stinking of weed
 
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Who has been introducing NOS to you?

On a serious note, I’m a drug free staff member @Dank and you know that, but I would say I can help you with a lot of things to do with them so just contact me if need be :)
a friend of mine has done every drug. he is using meth atm im sure he can help better than you in case dank needs it. im not joking give him like 5-10 euros he can even make a guideline. all for perp...
 
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