
Destination SkillQueue
Are We There Yet
157
|
Posted - 2011.11.25 08:14:00 -
[1] - Quote
Baki Yuku wrote:I think the main issue is most people that use them on some elusive ship setups are content with how they are now and would like to keep them that way (CHEAP!). Here's the thing doh boosters as they are now suck they are only useful on some elusive silly setups which some people seem to use. On most of these drugs the drawbacks or risk of it far out-wights the gains. And that is the reason why boosters are so cheap even doh they are freaking hard to build. Supply > demand right now!
So if CCP decides to do something about drawbacks ofc the price is gonna skyrocket but you know what I think that's okay. The people that run around doing sites and building these drugs should get something out of it.
And as far as the issue must have item goes that's just plain stupid. Well I love to listing to lowsec people who claim that slave sets have become a must have and such. Why? Because nobody in zero zero is stupid enough to fly around with such implants. And even if you do they do not make you invincible not even by a scratch. Okay you might lose a 1on1 against someone that uses drugs but these 1on1s don't exist anyways.
I don't care if they become must have items or not, but having them give such huge bonuses without any downsides in their use seems like a huge mistake to me. I'm ok with having the downides tweaked in some form to make drug use more appealing to a larger segment of players, but if the downsides are just plain removed, the benefits need to be nerfed hard. We all know that cost alone isn't a good balancing mechanic and every time CCP has tried that it has brought huge problems to the game, so the better drugs need a real downside to them to keep things balanced.
Actually it would makes sense to tier up drugs so there are easy entry level ones with small boost and no side effects. As you increase the bonus you gain, CCP should increase the side effects and even bring addiction mechanics to the game. Basicly make it so, that low level boosters are easily available and widely used buffs with low entry barrier and cost(few percentage point bonuses at max). While the strong drugs are expensive, have nasty side effects and cause addiction(negative bonuses, that can be removed permanently by not using drugs during a certain period of time or temporarily by using more drugs of that type.) Something like this would achieve a wide demand for drugs, while at the same time keeping the game changing ones in the niche even for the people who can afford them on a constant basis. |