Making Drugs Great Again
about 1 month ago
DIABLO
1,503 Total Respect
DIABLO
1,503 Respect
about 1 month ago
Last Edited 14/05/2026, 09:20:51
Creator of Cartel Empire, hope you enjoy!
Responses
about 1 month ago
GOON
22 Total Respect
GOON
22 Respect
about 1 month 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 1 month ago
DIABLO
1,503 Total Respect
DIABLO
1,503 Respect
about 1 month 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 1 month ago
VAELINN
324 Total Respect
VAELINN
324 Respect
about 1 month 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 1 month ago
IEJEN
155 Total Respect
IEJEN
155 Respect
about 1 month ago
Can we not combine it instead of replace it? Make different (strains) varieties of cannabis with different buffs?
about 1 month ago
BOONIESTEEP
178 Total Respect
BOONIESTEEP
178 Respect
about 1 month 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.
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about 1 month ago
HERPSAC
56 Total Respect
HERPSAC
56 Respect
about 1 month 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
about 1 month ago
BOONIESTEEP
178 Total Respect
BOONIESTEEP
178 Respect
about 1 month ago
Some further thoughts:
1. The easier and cleaner way to implement this is to have a shop that uses weed as currency, that then sells the proposed items. Otherwise prestige settings become a headache and we end up with more low quantity, marginally useful junk being generated in our inventory (trauma kits anyone?). Having a shop would mean no changes needed to the production side.
2. If the idea is the generate more demand/use for cannabis/cannabis 2.0, it should be a serious competitor to 8 coke/day and none of the proposed items really are - they are more niche items that would be very occasionally used.
If something uses the same drug cd as coke, it has to be a meaningful daily alternative to the energy gained from coke. On top of that, weed is generated in much larger numbers than coke, so it being realistically consumed and not overproduced is very unlikely.
Weed as currency might be the better road to go down on - smuggling does that indirectly, and these new items could do that too.
We could go even more imaginative - a church with crazy effects running only on weed, new cartel perks with weed, equipment tradable only for weed - anything that would be interesting to gate behind community production efforts, not just simply unlockable with cash.
Last Edited 15/05/2026, 00:10:34
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30 days ago
N_E_X_U_S
65 Total Respect
N_E_X_U_S
65 Respect
30 days ago
^in relation to point 1 in Booniesteep, you could keep weed as is and just allow an option before you take it on the effect you want it to do. Or using it as a currency sounds good, buy the new items with weed.
If it's a new production facility, do you keep the rank you're at now? If not do weed fields disappear, what happens to the achievements? You'd go into negative points if they were removed but if you kept them it wouldn't be fair on those who haven't got those achievement points yet.
Regarding cooldowns, I see this as an item for wars so it's ok to be in same cooldown, with new proposed territory war you'd might want to use these instead of coke anyway as that would debuff stats when you're fighting.
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.