- Messages
- 2
- Reaction score
- 0
- Points
- 10
Suggestion Title: Make The Drug System More Interactive
Suggestion Description: I think the current drug system is too basic and boring. Right now it's just you plant the seeds wait for it to grow and harvest it and 90% of the time is just waiting for it to grow doing nothing just afking.
It could be improved by adding additional steps for example having to keep the water jug or container full (right now it doesn't even go down) and keeping light levels steady so the plant for example weed doesn't die.
As an extra to the current system adding steps like trimming the plant, drying it, collecting the buds and packing it into bags. This would help it not feel like an afk simulator and make it way more immersive and rewarding (more steps higher reward).
With this change the system would be improving both the growing part and the production making it engaging and fun since it is how 80% of players make their money if not more.
Why should this be added?:
Increases player engagement by lowering afk time and adding active gameplay.
Makes the system feel more immersive and realistic.
Adds a feeling of progression through multiple production stages.
Rewards players effort and skill rather than just afking.
Encourages better resource management (water, light).
Can introduce risk/reward mechanics.
Gives room for future expansion.
Creates a reason for orgs to hire "growers" to stay and manage everything.
What negatives could this have?:
Increases complexity, which may overwhelm new or casual players.
Could slow down progression if not balanced properly.
What problem would this suggestion solve?: It would solve a lack of engagement and low immersion.
Suggestion Description: I think the current drug system is too basic and boring. Right now it's just you plant the seeds wait for it to grow and harvest it and 90% of the time is just waiting for it to grow doing nothing just afking.
It could be improved by adding additional steps for example having to keep the water jug or container full (right now it doesn't even go down) and keeping light levels steady so the plant for example weed doesn't die.
As an extra to the current system adding steps like trimming the plant, drying it, collecting the buds and packing it into bags. This would help it not feel like an afk simulator and make it way more immersive and rewarding (more steps higher reward).
With this change the system would be improving both the growing part and the production making it engaging and fun since it is how 80% of players make their money if not more.
Why should this be added?:
Increases player engagement by lowering afk time and adding active gameplay.
Makes the system feel more immersive and realistic.
Adds a feeling of progression through multiple production stages.
Rewards players effort and skill rather than just afking.
Encourages better resource management (water, light).
Can introduce risk/reward mechanics.
Gives room for future expansion.
Creates a reason for orgs to hire "growers" to stay and manage everything.
What negatives could this have?:
Increases complexity, which may overwhelm new or casual players.
Could slow down progression if not balanced properly.
What problem would this suggestion solve?: It would solve a lack of engagement and low immersion.




