Drug Balancing Discussion

We are trying to find the right values, maybe $30k difference is more reasonable. I just think that the current difference of almost $60k is too much.
I've always found the difference in price to be justified by effort. You gain a lot more for interacting with the chemical table system and being present when handling cocaine, especially since you oftentimes end up having to defend them with guns worth in the ranges of 8-18k.

The investment into cocaine is higher compared to weed since you could simply just plant the weed somewhere and literally leave the base/area unoccupied until it's done. If you lose it then it's no big deal, plant again and wait 19 minutes.

Weed is easy, simple and fast, and as a result is less profitable as it should be.
Less maintenance & micromanagement should reasonably result in a lower profit margin, whereas the opposite absolutely should boost those margins.

I'm one of the laziest growers in existence and have been using the basic planters before the planter box was even decommissioned simply because I didn't want to micromanage the system, risk losing pyrex dishes, pots or even guns. I plant, leave them somewhere unattended and come back with minimal investment.
 
Meth needs a significant price boost considering it's so much more involved than the others and can kill you and your entire base if you mess it up.

I also think changing the way of collecting some ingredients could be beneficial instead of just going on your weekly shop and coming back with everything you need to make meth. Maybe growing one of them to counter pairing meth and weed, but again this would hinder profits even more for meth enjoyers so a price boost would definitely be required.

Also please get rid of that stupid leaky pipe sound effect that lets everyone in your postcode know that you're cooking.
 
The fact 90% of people do coke shows there is a meta.

I would love there to be more complexity to all drugs. Causes a distraction to defenders but also gives people something to do. People just planting, sitting for 20 mins and harvesting a ready to sell drug is *almost* money printer world!


The more complex & dangerous the better!!!


Add drugs that may go boom (like how meth does but higher chance for bigger money making drugs!!!)

Would be good for there to be damage yield after drug explosions with a buyable gas mask (which cops can equip too)
 
I think there needs to be more risk or like hands on action when growing to stop just the afk basing.

If you get raided growing coke you pretty much just lose one batch, a gun if you had one and like 10 mins of your time.

Maybe more action while making drugs, faster money and more risk :penguin:
idk I guess thats basically just what meth is though
 
  • Winner
Reactions: MJ.
Maybe more action while making drugs, faster money and more risk :penguin:
I think the new players get raided constantly, so it's very risky for them, while bigger orgs often get away with it.
The new update will also bring some small changes regarding this problem, but we will have to see if it will change it enough.
 
I think the important thing rather then money is going to be make ALL the drugs fun, weed/coke in their current state are incredibly boring.

All drugs should be involved in someway and fun system to do, because if they aren't you could add 100 new types of drugs are players will always do what is the most profit, even if its only slightly better but a lot of the longer term players will probably end up doing what is fun.

Maybe vary how different types are sold?
 
I think the important thing rather then money is going to be make ALL the drugs fun, weed/coke in their current state are incredibly boring.
Most people genuinely prefer to sit semi-afk in a base and grow drugs, so making all drugs interactive will not be a good idea.
However, some of the new drugs will definitely require more interactivity.
 
Most people genuinely prefer to sit semi-afk in a base and grow drugs, so making all drugs interactive will not be a good idea.
However, some of the new drugs will definitely require more interactivity.
Then those can be the lower priced ones, interactivity should increase price

I can't speak for everyone but having played for 10 years now if I have to grow more AFK drugs because its meta I'm going to lose it
 
Then those can be the lower priced ones, interactivity should increase price

I can't speak for everyone but having played for 10 years now if I have to grow more AFK drugs because its meta I'm going to lose it
100% agree. I very rarely base anymore because it’s always the same boring stuff. Meth isn’t worth the effort as the profit is awful, it should genuinely be double the price it is now. The semi afk making coke is so boring and growing weed is even more boring
 
  • Winner
Reactions: MJ.
All drugs textures ( cannabis, cannabisseeds, cocaine, cocaineleaves, extacy, fentanyl, hashis, heroin, lsd(acid), methamphetamine(meth), morphine, opium, shrooms, )

image_2026-08-17_010307415.png
 
Last edited:
100% agree. I very rarely base anymore because it’s always the same boring stuff. Meth isn’t worth the effort as the profit is awful, it should genuinely be double the price it is now. The semi afk making coke is so boring and growing weed is even more boring
It just feels like your rotting on a screen hopefully there's better ways to make it more fun
 
So as an overall question... Would you favor...

How it is now with medium-long grow times with minimal processing where the value is mainly because of how long it takes to grow.

OR

Generally lower grow times (no shorter than weed is currently) but more steps and interactivity with the processing to enhance the value of a product.


Of course profitability would be balanced accordingly so don't really think of that when answering. Not to bias this but what I notice quite often is how long grow times mean complications for raiders in order to maximize the drug bonus aspect (even though a lot of raids are purely to do PVP). However, the time it takes is a lot easier to balance profits around for when people power grow.
 
Back
Top