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.
 
Has there ever been a suggestion for weed involving rolling. I like the idea of using some paper and weed to create joints. You could create packs/boxes for more money, maybe?
honestly, weed buffing through processing is a prime idea, there's so many ways that stuff gets processed these days
spraying terpenes, hash processing, distillation, there's a lot of opportunity there. variables like weed quality, quantity, and the amount of time a player can all contribute to whichever processing method is optimal. brings a lot more variance into chemtable usage and slottage as well.
at the same time, there is a strong possibility of feature bloat with trying to accommodate every single form of cannabis processing.
people are gonna start making adverts not only to sell their tea leaves, but also to sell quality raw hemp material for rope or textiles, depending on its quality.
 
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.

I like the idea of making meth more valuable to craft because.. well it makes sense and it allows for creative mixtures which save costs.

But there will be an increase in making money given the proposed rule is (Weed : ~$80k per hour > ~100k per hour) as well as the "~10-20% boost" in drugs that are produced the least. Players will always opt for the most money so it should be expected that players hop back and forth if its dynamically boosted anyways, the slight solution to this is to make it so players have to literally sell the drug to see if the price is good or not, a dark web app for high level orgs is a really bad idea.

The dynamic drug pricing is insanely cool and interesting if there is a multitude of drugs to create.

Im still a die hard supporter of raising rifle/sniper prices as the low tier weapons combat makes the server a lot more fun for me.
 
This has nothing to really do with the creation of drugs, but more the mugging of drugs. Currently if a player breaks 3.4 at the drug dealer they lose NOTHING, staff are not allowed to force the drugs off the player/the player doesn’t drop the drugs that would have been lost. Most people rather take a punishment then lose 150k+ worth of drugs which even when i was staff I thought it was ridiculous. Is this something that could be implemented/changed with the update as it feels like you can currently sell/base and die there is little to no re-procutions if so

Anyway im glad to see how drugs and stuff are being re worked and you are asking for community’s opinions: Defo a good step in the correct direction
 
Currently if a player breaks 3.4 at the drug dealer they lose NOTHING, staff are not allowed to force the drugs off the player/the player doesn’t drop the drugs that would have been lost.
One problem I see is that the only person who would ever fall victim to a mugging at the drug dealer are new players. If they get mugged and lose their drugs they just quit the server and never come back.
Any regular player would use the cheat code or holding a pistol, which makes you invulnerable to muggings.
 
One problem I see is that the only person who would ever fall victim to a mugging at the drug dealer are new players. If they get mugged and lose their drugs they just quit the server and never come back.
Any regular player would use the cheat code or holding a pistol, which makes you invulnerable to muggings.
I'm confused as to what you are saying do you mean this will be tweaked so people can lose drugs or just let new people piss off and leave lmao. Sorry i'm just confused in how you worded it.
 
One problem I see is that the only person who would ever fall victim to a mugging at the drug dealer are new players. If they get mugged and lose their drugs they just quit the server and never come back.
Any regular player would use the cheat code or holding a pistol, which makes you invulnerable to muggings.
I do agree that new players are more seseptical to being mugged (which is a shame but people are cunts), however on numerous occasions I and others have had normal player in a easy mugging situation and caught off guard to which they haven’t complied and i’ve gained nothing from it other than enjoyment of them being punished

But yeah just thought i would bring it up due to the discussions of the thread
 
One problem I see is that the only person who would ever fall victim to a mugging at the drug dealer are new players. If they get mugged and lose their drugs they just quit the server and never come back.
Any regular player would use the cheat code or holding a pistol, which makes you invulnerable to muggings.
Also feel like you should be allowed as police to take drugs off people if they are arrested for a non-drug releated crime, I feel people are not giving a fuck really because they don't get their non related contraband taken. when comitting murder ect.
 
Players will always opt for the most money so it should be expected that players hop back and forth if its dynamically boosted anyways
Ideally, there should not be too much "ping ponging" of the drug "price". Instead, the market should find the "true" value of drugs and then stay stable at that price. It's not entirely easy to keep it relatively stable after value finding, but it is one of the main goals of the drug market. Basically boost unpopular drugs until enough people make it, but not too much boost where everyone will start making it.


I'm confused as to what you are saying do you mean this will be tweaked so people can lose drugs or just let new people piss off and leave lmao. Sorry i'm just confused in how you worded it.
Theres no plans we have of changing anything with the drug dealer mugging in this update. In the future, we can think about making it so staff can force take drugs, but I believe we should also make it so new players can't have all their drugs taken. Maybe just a percentage and then it's like a "learning lesson" .
 
Also feel like you should be allowed as police to take drugs off people if they are arrested for a non-drug releated crime, I feel people are not giving a fuck really because they don't get their non related contraband taken. when comitting murder ect.

Police can do this already if the suspect is being charged with a custodial sentence. It's right at the end of Law 3.7 Right to Search
Law enforcement officers may search a vehicle and/or storage container belonging to a detained person if it is believed that the vehicle contains evidence which is believed to be related to a crime that the Law enforcement officer has reasonable belief has been committed inside the vehicle and or a crime in which the vehicle has been used, a Law enforcement officer may also search any person who is detained for anything that the detained person is believed to be in possession of relating to the investigation for which they are detained, Law enforcement officers may also search any arrested person in their custody for any evidence of a criminal offence.
 
Theres no plans we have of changing anything with the drug dealer mugging in this update. In the future, we can think about making it so staff can force take drugs, but I believe we should also make it so new players can't have all their drugs taken. Maybe just a percentage and then it's like a "learning lesson" .
You can adjust the drugs drop when a new player dies they dont drop drugs but a non new player they lose their drugs on death but also staff forcing to take drugs/drug money is a better call.
 
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