Making Drugs Great Again
about 8 hours ago
DIABLO
1,480 Total Respect
DIABLO
1,480 Respect
about 8 hours ago
Last Edited 14/05/2026, 09:20:51
Creator of Cartel Empire, hope you enjoy!
Responses
about 7 hours ago
GOON
22 Total Respect
GOON
22 Respect
about 7 hours ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
about 7 hours ago
DIABLO
1,480 Total Respect
DIABLO
1,480 Respect
about 7 hours ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
GOON - 14/05/2026, 10:50:24
My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.
Creator of Cartel Empire, hope you enjoy!
about 4 hours ago
VAELINN
205 Total Respect
VAELINN
205 Respect
about 4 hours ago
I think the new drugs would make the premium prestige on the drug factories more valuable for players who are interested in a specific drug, it would have to be updated to handle more than two options so would likely need to move away from the slider.
I think the variety of suggested drugs sounds good and I like that there is a non combat oriented drug in the mix.
I initially worried a bit about the combo of cannabis and painkillers for defense mains, but I think painkillers would also work for an agility main so that seems fair.
I could see an interesting secondary usage for the focus pills in the future as a consumable for sicaros on expeditions to possibly increase expedition odds too as a mechanic (just throwing ideas out for additional usages that come to mind - no pressure)
I like the idea of the underlying pricing changes (sounds fun to implement too)
about 4 hours ago
IEJEN
153 Total Respect
IEJEN
153 Respect
about 4 hours ago
Can we not combine it instead of replace it? Make different (strains) varieties of cannabis with different buffs?
about 2 hours ago
BOONIESTEEP
147 Total Respect
BOONIESTEEP
147 Respect
about 2 hours ago
The idea of the Focus Pills is not bad for new players who have low int, people who can't afford a full day of cocaine, or people who really want to focus on jobs. To make it more meaningful though, I'd suggest it having these effects:
+10% job success rate, +20% int gains, +20% job xp and rewards
If Adrenaline Shot shot also reduced Agility by 30%, it would have a use case for rep farming targets (to make them easier to hit by debuffing them) which I'd love to see.
The idea to have these be weed strains is quite fun, upvoting that.
about 1 hour ago
HERPSAC
48 Total Respect
HERPSAC
48 Respect
about 1 hour ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
GOON - 14/05/2026, 10:50:24My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.
DIABLO - 14/05/2026, 10:58:19
if i have a 50% success rate, is 10% increase going to make it 55% chance of success or 60%?
ALSO ALSO, aint speed and accuracy the same thing? TSK TSK diablo this aint torn
Last Edited 14/05/2026, 16:15:00
I'm looking for feedback on an idea I've started working on to improve the current state of the Weed Fields Production building and the Cannabis items. All values and effects shown below are initial ideas and have not been balanced yet.
Overall, I'd say the current state of the Weed Fields is very poor, Cannabis itself sees little use and is rather niche, and although the concept of Drug prices changing over time is something I would like to pursue further and add some actual depth to, it's also in a rather poor state currently due to being entirely random.
In order to fix some of the issues mentioned I believe the changes mentioned below may make it all a lot more interesting and more viable as a Production building -
Update Weed Fields
New Drugs
Cannabis & Cocaine Price Changes
Cannabis & Cocaine have long been sellable in the Drug Den, with prices changing daily. I like the core concept of the system but as it stands it's unrewarding and due to being entirely random has some significant quirks including Cannabis going into negative value some time ago. I'd like to make it less chaotic whilst still not being just a simple case of buying at the lowest value and selling at the highest.
The core idea is basically a hidden equilibrium price + player pressure + dampening, which is all a fancy way to say that each item will be given a hidden 'true value' which can be impacted by player activity in-game, however when that pressure continue to grow in one direction there's a rubberband effect where the higher or lower the value, the greater the pressure on the price to move back towards it's true value.
The "Player pressure" element of this would need to be selected carefully such that the community at large impacts the price but it's not easily manipulated by a small subset of players or even a collection of Cartels working together, this could be along the lines of usage of each item or number of attacks in the past 24 hours or similar metrics which give a good view of how the community at large is acting. Longer term we could even hook in something like supply so that players over-producing & under-consuming Cannabis for example puts pressure on the price crashing.