Jump to content

Serious : Meth Production


Recommended Posts

We all know Risk = Reward

Drugs - A proven factor for civilians to make money / weapons

From what I have heard  +  experience, meth has scaled down in money. Why? Because it takes a while to produce and chances of getting caught are high. The amount it sells for is good but when you have 3+ people doing it, the price cuts a lot. Meaning less and less people do it because their are better options.

The point of this thread is for a community debate / argument on how to get the most notorious drug, meth up and running again. So when cops or rebels check these areas, they have high hopes of finding a juicy reward = fun.

 

My opinion on how to increase this money making drug is to enable gas masks + a special type of suit that is required to be worn inside of this area so the radiation does not kill you.

The construction building should be included in this zone of radio active air born gas.

 

Make the price of the gas mask / suit expensive and increase the price of meth.

What will this do? It will make it so people that go in this zone are dedicated to making money. 

It will increase the enjoyment for gun fights and those battles that drag across the map.

Gangs will be doing hemmits full of meth knowing its great income and will have some history making montage footage clips that some will never forget.

If done right it can be a daily spot that cops check, wondering if they have an empty waste land or an epic battle ahead of them.

 

Edited by -Predator-
Brendon Smith, Chewbacca and .Sean like this
Link to comment
5 minutes ago, Ezi13 said:

The server itself is not in a good condition, adding those stuffs will make it worse. 

Ok, now explain your argument. Not in good condition? How? Adding it would be worse? Why? How about you explain yourself a little bit more rather than expecting everyone know what you mean.

Edited by -Predator-
Link to comment

You want to fix drugs? You want to fix the larger economy? It seems to me that there are two viable options. 

1) Remove the market system entirely. 

It was implemented in order to make people switch up their gameplay and break up the meta of doing one activity all day everyday while all other activities were completely ignored. In this respect the market has worked to some small extent, increasing the number of meta-viable vocations from 1-2 to 2-4. But this meager increase has only served to move people en masse from one activity to the next, rather than ushering different people into different activities simultaneously. Not only has the market failed to have its intended effect on gameplay diversification, it has actually caused problems. Most notably, inconsistency, bugs, frustration, hindrance to group play, and an all around devaluing of players' time and effort.

All of this to say, it has tipped the fun/grind ratio in the wrong direction without really adding value to the gameplay experience. So scrap it. 

2) Positive Scaling

If you are intent on having a market, allow it to function like a real market. Instead of solely penalizing a lack of scarcity, reward scarcity. Allow activities to scale positively when no one is doing them, allow them to scale a lot. Perhaps a 3 tiered system based on risk and legality. So for example if the whole server was running drugs and no one was doing diamonds, eventually diamonds would become so scarce (and thus valuable) that people would be highly incentivized to make a run. This would go a long way in achieving what the market initially set out to do, it would allow players to speculate on the markets with carefully timed buying and selling, it would assure players are able to make good money at any given time, while allowing a variety of gameplay opportunities, and allows the market to reward trying new things, rather than simply penalizing you for having a routine. 

Specific amounts would have to be carefully tweaked to keep risk/reward metrics intact, but if it was done right it could go a long way in making the grind less painful. 

 

That's just my opinion of course. 

 

TL;DR: Fix issues by either removing market entirely or adding positive scaling. It's not adding much gameplay value at the moment, scrap it or improve it. 

Jack Hoff, Eldar, Anzy and 1 other like this
Link to comment
1 hour ago, Buckwalter said:

You want to fix drugs? You want to fix the larger economy? It seems to me that there are two viable options. 

1) Remove the market system entirely. 

It was implemented in order to make people switch up their gameplay and break up the meta of doing one activity all day everyday while all other activities were completely ignored. In this respect the market has worked to some small extent, increasing the number of meta-viable vocations from 1-2 to 2-4. But this meager increase has only served to move people en masse from one activity to the next, rather than ushering different people into different activities simultaneously. Not only has the market failed to have its intended effect on gameplay diversification, it has actually caused problems. Most notably, inconsistency, bugs, frustration, hindrance to group play, and an all around devaluing of players' time and effort.

All of this to say, it has tipped the fun/grind ratio in the wrong direction without really adding value to the gameplay experience. So scrap it. 

2) Positive Scaling

If you are intent on having a market, allow it to function like a real market. Instead of solely penalizing a lack of scarcity, reward scarcity. Allow activities to scale positively when no one is doing them, allow them to scale a lot. Perhaps a 3 tiered system based on risk and legality. So for example if the whole server was running drugs and no one was doing diamonds, eventually diamonds would become so scarce that they were so valuable people would be highly incentivized to make a run. This would go a long way in achieving what the market initially set out to do, it would allow players to speculate on the markets with carefully timed buying and selling, it would assure players are able to make good money at any given time while allowing a variety of gameplay opportunities, and allows the market to reward trying new things, rather than simply penalizing you for having a routine. 

Specific amounts would have to be carefully tweaked to keep risk/reward metrics intact, but if it was done right it could go a long way in making the grind less painful. 

 

That's just my opinion of course. 

 

TL;DR: Fix issues by either removing market entirely or adding positive scaling. It's not adding much gameplay value at the moment, scrap it or improve it. 

Damn dude couldn't agree more. There would be no need for a market system if everything was a tad bit more even....seems like a shortcut to get people to do other money making activities  that fails miserably.

Edited by Frizzy
Link to comment
1 hour ago, Buckwalter said:

 

With this, do you think it would be beneficial to somehow have the market penalize stored goods? So if a lot of people are doing drug runs, and no one is doing diamonds. The diamond value would go up. So I could just go and sell my diamonds in my house. Or do you think that should be a benefit of running things and storing them for sale at a different time?

Link to comment
Just now, Killswitch said:

With this, do you think it would be beneficial to somehow have the market penalize stored goods? So if a lot of people are doing drug runs, and no one is doing diamonds. The diamond value would go up. So I could just go and sell my diamonds in my house. Or do you think that should be a benefit of running things and storing them for sale at a different time?

I don't think it would be an issue. If someone has the foresight to store goods for prolonged periods of time in order to take advantage of better prices, I say they've earned it.

In my mind it's no different than the current scotch mechanics. Storage space and time are sacrificed for higher payouts. Only difference is here there is a greater degree of risk. 

Hahaha besides who wouldn't want the Asylum equivalent of a futures market? 

All of this would of course depend on specific scaling amounts and time periods. 

Killswitch likes this
Link to comment
2 hours ago, Buckwalter said:

You want to fix drugs? You want to fix the larger economy? It seems to me that there are two viable options. 

1) Remove the market system entirely. 

It was implemented in order to make people switch up their gameplay and break up the meta of doing one activity all day everyday while all other activities were completely ignored. In this respect the market has worked to some small extent, increasing the number of meta-viable vocations from 1-2 to 2-4. But this meager increase has only served to move people en masse from one activity to the next, rather than ushering different people into different activities simultaneously. Not only has the market failed to have its intended effect on gameplay diversification, it has actually caused problems. Most notably, inconsistency, bugs, frustration, hindrance to group play, and an all around devaluing of players' time and effort.

All of this to say, it has tipped the fun/grind ratio in the wrong direction without really adding value to the gameplay experience. So scrap it. 

2) Positive Scaling

If you are intent on having a market, allow it to function like a real market. Instead of solely penalizing a lack of scarcity, reward scarcity. Allow activities to scale positively when no one is doing them, allow them to scale a lot. Perhaps a 3 tiered system based on risk and legality. So for example if the whole server was running drugs and no one was doing diamonds, eventually diamonds would become so scarce (and thus valuable) that people would be highly incentivized to make a run. This would go a long way in achieving what the market initially set out to do, it would allow players to speculate on the markets with carefully timed buying and selling, it would assure players are able to make good money at any given time, while allowing a variety of gameplay opportunities, and allows the market to reward trying new things, rather than simply penalizing you for having a routine. 

Specific amounts would have to be carefully tweaked to keep risk/reward metrics intact, but if it was done right it could go a long way in making the grind less painful. 

 

That's just my opinion of course. 

 

TL;DR: Fix issues by either removing market entirely or adding positive scaling. It's not adding much gameplay value at the moment, scrap it or improve it. 

 So you just copy pasted minbagge's post?:fail:

Link to comment
1 hour ago, Killswitch said:

With this, do you think it would be beneficial to somehow have the market penalize stored goods? So if a lot of people are doing drug runs, and no one is doing diamonds. The diamond value would go up. So I could just go and sell my diamonds in my house. Or do you think that should be a benefit of running things and storing them for sale at a different time?

If they did do that then that could/would cause them to grind/gather things that NO ONE else is doing and then give them incentive to store/sell the things that no one does. All in all gives people incentive and you will see more people doing more jobs is that not a win win. Seems to make more sense than a market that punishes people for doing the things that ONLY make sense to do for profit/time. Besides with so many methods to make money compared to your house slots/server the amount of storage needed and future telling abilities it would be very hard to see what the market may need next.

Link to comment
On 9/20/2016 at 9:32 PM, Brendon Smith said:

Larger mission file = slower server lots more desync lots more delays over all isnt needed

Completely untrue. Mission only runs like shit when the scripts aren't properly optimized. Mission file size does little to directly impact performance. I've played on servers with mission files of over 100mb and they run better than asylum.

MrClean and MR. COW like this
Link to comment
1 hour ago, Treeherder said:

Completely untrue. Mission only runs like shit when the scripts aren't properly optimized. Mission file size does little to directly impact performance. I've played on servers with mission files of over 100mb and they run better than asylum.

Very true indeed. But players is a thing that is taking an impact as well

Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...