Drug Balancing Discussion

have u ever based?? Weed is plant/harvest every 19 mins. Coke is plant/harvest every 38 mins, but u SHOULD dry ur leaves too make it worth the time
Yes and drying is very few clicks iam watching a YouTube video either way
 
I think this has great potential, I use to base a lot back in v5 when GC Org was in its peak. And yeah admittedly, semi afk drug production can be very boring, I like how when meth changed you'd have to keep a close eye on the temps to avoid blowing up the whole of slums, this level of interactivity is pretty good. Have you thought about maybe introducing things like grow lights and soil moisture/feed requirements for weed for example, you would need a proper lighting setup to make the finished product produce better yield, but still allow people to grow without the lights, meaning less yield, these lights should be stealable by successful raiders maybe too. With the soil side of things, in order to get the best yield out of it, you would need to monitor the moisture levels of your soil, and feed it different things to keep the plants nutrition at a good level throughout the grow cycle. Then comes the balancing side of things between the 2 options to grow, maybe for people using the full on highest yields method, the production time is increased slightly, adding more risk of losing it to a raid. (I just want to add too that I know we had lights in the past with the advanced planters, but it wasn't really interactive other than attaching them to your planter and forgetting about it, also can't remember if raiders could steal them or it was just the plant pots they could nick)

For cocaine, I think the current method post grow, on the chemical table is solid, I feel it has a good interactivity layer and forces you to interact with the table to progress, but the growing side of it just boring, in the sense of you're just waiting for it to finish so you can then dry them. But I don't see any way to improve that since, at the growing stage, it is just what it is, until you have the leaves to process. Maybe adding some similar style method as the weed idea with the lights producing more leaves per grow, but not sure how this fits into Coca plants.

In terms of extra drugs being added to the server, I think this would be very good and encourage some maybe dormant players to come back more often, with new mechanics to learn, and more opportunities to RP scenarios, maybe potentially bringing in the production of Ecstasy, MDMA, LSD etc. would be brilliant! And overhauling how magic mushrooms are produced too.

I did also want to add that, with new drugs and ways to earn money, there should also be new things to spend money on, such as maybe some new cars, or new items that can be used in RP, maybe some new/different store items like wallpapers, skins, maybe even different phone shells if that's even doable. I'm not saying this should be immediate with this update but definitely something to consider following it :)
 
Cool and all but can we address the economics, should we expect an increase in perp coin prices given making money will be easier?
Will craftables increase in prices, weapons at-least?

The Perp Coin inflating to player set cost 125-150k due to power growing on v6 is presume was never addressed when it comes to crafting prices, this probably should see an increase in crafting prices at-least. It would make sense IF players didn't have soviet tier arsenals in their inventories because the demand would go up for the rifles/snipers/smgs, but its not the case due to hoarding of weapons.

I understand the reluctance to do price increases as it dissuades new players off the get go, which is why maybe the larger weapons should be effected by this.
 
We had another idea about making drugs like meth more desirable to craft.
Currently, the issue is that meth gives very little profit because of balancing. You can make meth at the same time as growing so to balance it we have to make it give little extra profit.

The idea would be to make meth as profitable (or more) as cocaine because it is quite challenging to make. But to balance things we would disallow players making meth from growing at the same time.
What do you think about this change?


should we expect an increase in perp coin prices given making money will be easier?
I don't believe we will actually make making money that much easier (if at all), it's not the main purpose of this update. It's rather to add more variety and balance things slightly differently.
 
We had another idea about making drugs like meth more desirable to craft.
Currently, the issue is that meth gives very little profit because of balancing. You can make meth at the same time as growing so to balance it we have to make it give little extra profit.

The idea would be to make meth as profitable (or more) as cocaine because it is quite challenging to make. But to balance things we would disallow players making meth from growing at the same time.
What do you think about this change?
If this is the case, meth would have to considerably more profitable, the risk is a lot more, it requires your full attention, and can easily be blown up if you are not paying attention for even a few seconds.
Wouldn't think this is a bad idea though, however, meth is a lot more risky than cocaine, which you can just slap down and dry whenever whilst you do something else
 
Reimplementing advanced planters and forcing certain drug plants such as the aforementioned heroin to require one in the seed > plant step would be a good step imo. Whilst I like the accessibility of all drug growing methods currently, I think certain drugs should be locked behind needing to splash out a little more for the growing and production equipment so there’s some degree of personal progression behind the drugs.

We currently have something similar with weed > Coke and Coke > meth, but no plant has ever forced you to use an upgraded planter, just to procure a chem table then acquire more attachments for said chem table.
 
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