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Drug Addicts - CCP, you're doing it wrong (yet again)

Author
Malen Nenokal
HEX Reconnaissance and Reclamation
#21 - 2012-04-25 14:34:33 UTC
This is how I've always wished in-game drugs worked.

Supported. Pirate
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#22 - 2012-04-25 15:25:30 UTC
So forums ate my last post, disappoint I am now on second page :(

DIsposible Hero wrote:
The problem with all of these ideas is death is cheap; who cares if you permanently mess yourself up? Just kill yourself and you get a shiny new clone, free of any nasty addictions or brain damage your last meatsack may have accumulted. People with a lot of excess isk would just fly around high all the time with +1000000% to all of their stats, and then kill themselves to avoid the "hangover".


Sounds like sandbox to me, you can go for buffs that are expensive, permanent and low risk (implants, good PvP set should set you back around 6 bil), or you could go for buffs that are cheap, temporary, and high risk (reworked boosters that could bork your clone). Or you could go absolutely batshit crazy and go for both, if you are willing to risk borking a multi-billion ISK clone.


Now onto the bulk of the OP
I think this is a fantastic idea, boosters atm are standard fare for PvP cargo bays, this shouldn't really be the case.
There should be almost the same dilemma over whether to use boosters in game as there would be if you were to use drugs IRL.

I'd do this by implementing the system you suggest, being able to stack pills for added effect and bringing in severe consequences if you choose to overdo them such as addictions and withdrawals.

I'd like to tweak the short-term negative aspects of boosters to maybe attempt to emulate drug induced psychosis. Some poorly thought out examples of this could be that while 'high' on drugs your perceptions cannot be trusted like they should, maybe have this represented in game by targets displaying false readouts of remaining HP, or if more intoxicated maybe blues appearing as red on overview (and vica versa), or people showing as flagged when they aren't, or even more intoxication starts to display false ships on overview, or perhaps starts showing that Diemos as a thorax, that Raven as a CNR, that rifter as a Freki.
Customary RL analogy: The guy that's just smashed 4 hits of PCP has near superhuman strength, but he's also incapable of telling friend from foe, or even what is really going on in the world around him.

As you can see, there are many interesting and dynamic penalties that can be applied to the pilot rather than the ship.
When you get drunk and drive, you don't crash because your car obtains a -30% penalty to steering response, you crash because your perceptions are skewed, your inhibitions are gone, and your response time is shot.

Long term penalties should be focused around addiction, you get addicted you suffer withdrawals without your drug.
withdrawals imo should be mostly in the form of attribute reduction (think of it like a -4 implant)

The other negative I'd like to see, is that stacking drugs should exponentially increase your chance of a fatal overdose (instead of a stacking penalty like mods). Lets pull some numbers out of my arse here and say that popping 3 strong exile should equate to a 50% chance of fatal overdose, when you OD your clone dies in it's ship, you wake up in a clone bay, and your ship is left floating in space as if you ejected.
To balance this out a bit there could maybe be a 0% OD chance on a single dose.

Your clone should obviously be cured of addiction if it dies, but there should probably be some sort of 'detox' booster, like a 2 week treatment program you can go through to ween yourself off the drugs. Make it 10x (another arse number) more costly than the drug itself and you got yourself a great little mechanic.



Gotta say some of the complaints on this thread are asinine, people taking the new form of boosters should be well aware of the risks going in. If someone is stupid enough to totally screw up their char and quit the game, how is that any different to the idiot that pours all his money into a faction ship, takes it to lowsec, gets popped and quits?

There should be a rather awesome pic here

Just Alter
Futures Abstractions
#23 - 2012-04-25 15:57:18 UTC
Copine Callmeknau wrote:
So forums ate my last post, disappoint I am now on second page :(

DIsposible Hero wrote:
The problem with all of these ideas is death is cheap; who cares if you permanently mess yourself up? Just kill yourself and you get a shiny new clone, free of any nasty addictions or brain damage your last meatsack may have accumulted. People with a lot of excess isk would just fly around high all the time with +1000000% to all of their stats, and then kill themselves to avoid the "hangover".


Sounds like sandbox to me, you can go for buffs that are expensive, permanent and low risk (implants, good PvP set should set you back around 6 bil), or you could go for buffs that are cheap, temporary, and high risk (reworked boosters that could bork your clone). Or you could go absolutely batshit crazy and go for both, if you are willing to risk borking a multi-billion ISK clone.


Now onto the bulk of the OP
I think this is a fantastic idea, boosters atm are standard fare for PvP cargo bays, this shouldn't really be the case.
There should be almost the same dilemma over whether to use boosters in game as there would be if you were to use drugs IRL.

I'd do this by implementing the system you suggest, being able to stack pills for added effect and bringing in severe consequences if you choose to overdo them such as addictions and withdrawals.

I'd like to tweak the short-term negative aspects of boosters to maybe attempt to emulate drug induced psychosis. Some poorly thought out examples of this could be that while 'high' on drugs your perceptions cannot be trusted like they should, maybe have this represented in game by targets displaying false readouts of remaining HP, or if more intoxicated maybe blues appearing as red on overview (and vica versa), or people showing as flagged when they aren't, or even more intoxication starts to display false ships on overview, or perhaps starts showing that Diemos as a thorax, that Raven as a CNR, that rifter as a Freki.
Customary RL analogy: The guy that's just smashed 4 hits of PCP has near superhuman strength, but he's also incapable of telling friend from foe, or even what is really going on in the world around him.

As you can see, there are many interesting and dynamic penalties that can be applied to the pilot rather than the ship.
When you get drunk and drive, you don't crash because your car obtains a -30% penalty to steering response, you crash because your perceptions are skewed, your inhibitions are gone, and your response time is shot.

Long term penalties should be focused around addiction, you get addicted you suffer withdrawals without your drug.
withdrawals imo should be mostly in the form of attribute reduction (think of it like a -4 implant)

The other negative I'd like to see, is that stacking drugs should exponentially increase your chance of a fatal overdose (instead of a stacking penalty like mods). Lets pull some numbers out of my arse here and say that popping 3 strong exile should equate to a 50% chance of fatal overdose, when you OD your clone dies in it's ship, you wake up in a clone bay, and your ship is left floating in space as if you ejected.
To balance this out a bit there could maybe be a 0% OD chance on a single dose.

Your clone should obviously be cured of addiction if it dies, but there should probably be some sort of 'detox' booster, like a 2 week treatment program you can go through to ween yourself off the drugs. Make it 10x (another arse number) more costly than the drug itself and you got yourself a great little mechanic.



Gotta say some of the complaints on this thread are asinine, people taking the new form of boosters should be well aware of the risks going in. If someone is stupid enough to totally screw up their char and quit the game, how is that any different to the idiot that pours all his money into a faction ship, takes it to lowsec, gets popped and quits?



I dont know anyone who has dilemmas over drugs irl.

Certain drugs are awesome, others are poisons, averybody knows which is which.
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#24 - 2012-04-25 16:12:17 UTC
Because RL drugs are made of space gas, so they all have to work the same way...
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#25 - 2012-04-25 16:34:57 UTC
Just Alter wrote:
I dont know anyone who has dilemmas over drugs irl.

Certain drugs are awesome, others are poisons, averybody knows which is which.

I'll clarify, I mean for first time users.
Anybody who regularly uses drugs doesn't have any dilemma over it, but most people do have second thoughts when first offered a hit.

There should be a rather awesome pic here

Jovan Geldon
The Scope
Gallente Federation
#26 - 2012-04-25 17:06:16 UTC
Mors Sanctitatis wrote:
In game drugs (boosters) should mimic real life drugs


STOPPED READING THERE
Kengutsi Akira
Doomheim
#27 - 2012-04-25 17:20:27 UTC
Rico Minali wrote:
Im not serious, these effects would be ridiculous, but I am trying to point out that Eve is a game, you dont want too much reality here.
The bit about my job though is true, Ive been working for years on mental health cases, a very large number of which have been caused by hard drug use.


yet more of the "people have a issue telling the game from reality in EVE" and why that psychopath/sociopath in space label seems to stick to us

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Simi Kusoni
HelloKittyFanclub
#28 - 2012-04-25 17:25:26 UTC
I, too, wish for the introduction of ketamine to make my character's come downs feel less soul destroying.

In game DMT would be nice too, just to make burn Jita more entertaining.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mors Sanctitatis
Death of Virtue
#29 - 2012-04-26 03:53:16 UTC
Copine Callmeknau wrote:
So forums ate my last post, disappoint I am now on second page :(

DIsposible Hero wrote:
The problem with all of these ideas is death is cheap; who cares if you permanently mess yourself up? Just kill yourself and you get a shiny new clone, free of any nasty addictions or brain damage your last meatsack may have accumulted. People with a lot of excess isk would just fly around high all the time with +1000000% to all of their stats, and then kill themselves to avoid the "hangover".


Sounds like sandbox to me, you can go for buffs that are expensive, permanent and low risk (implants, good PvP set should set you back around 6 bil), or you could go for buffs that are cheap, temporary, and high risk (reworked boosters that could bork your clone). Or you could go absolutely batshit crazy and go for both, if you are willing to risk borking a multi-billion ISK clone.


Now onto the bulk of the OP
I think this is a fantastic idea, boosters atm are standard fare for PvP cargo bays, this shouldn't really be the case.
There should be almost the same dilemma over whether to use boosters in game as there would be if you were to use drugs IRL.

I'd do this by implementing the system you suggest, being able to stack pills for added effect and bringing in severe consequences if you choose to overdo them such as addictions and withdrawals.

I'd like to tweak the short-term negative aspects of boosters to maybe attempt to emulate drug induced psychosis. Some poorly thought out examples of this could be that while 'high' on drugs your perceptions cannot be trusted like they should, maybe have this represented in game by targets displaying false readouts of remaining HP, or if more intoxicated maybe blues appearing as red on overview (and vica versa), or people showing as flagged when they aren't, or even more intoxication starts to display false ships on overview, or perhaps starts showing that Diemos as a thorax, that Raven as a CNR, that rifter as a Freki.
Customary RL analogy: The guy that's just smashed 4 hits of PCP has near superhuman strength, but he's also incapable of telling friend from foe, or even what is really going on in the world around him.

As you can see, there are many interesting and dynamic penalties that can be applied to the pilot rather than the ship.
When you get drunk and drive, you don't crash because your car obtains a -30% penalty to steering response, you crash because your perceptions are skewed, your inhibitions are gone, and your response time is shot.

Long term penalties should be focused around addiction, you get addicted you suffer withdrawals without your drug.
withdrawals imo should be mostly in the form of attribute reduction (think of it like a -4 implant)

The other negative I'd like to see, is that stacking drugs should exponentially increase your chance of a fatal overdose (instead of a stacking penalty like mods). Lets pull some numbers out of my arse here and say that popping 3 strong exile should equate to a 50% chance of fatal overdose, when you OD your clone dies in it's ship, you wake up in a clone bay, and your ship is left floating in space as if you ejected.
To balance this out a bit there could maybe be a 0% OD chance on a single dose.

Your clone should obviously be cured of addiction if it dies, but there should probably be some sort of 'detox' booster, like a 2 week treatment program you can go through to ween yourself off the drugs. Make it 10x (another arse number) more costly than the drug itself and you got yourself a great little mechanic.



Gotta say some of the complaints on this thread are asinine, people taking the new form of boosters should be well aware of the risks going in. If someone is stupid enough to totally screw up their char and quit the game, how is that any different to the idiot that pours all his money into a faction ship, takes it to lowsec, gets popped and quits?


Great post. I bolded my favorite part Pirate
Mara Rinn
Cosmic Goo Convertor
#30 - 2012-04-26 04:12:57 UTC
Add side effects such as randomly losing targets, making the screen blurry, randomly warping to some celestial, and waking up the next morning with a massive headache. No clone jumping during hangover effects :)
Andre II
Brutor Tribe
Minmatar Republic
#31 - 2012-06-03 20:11:34 UTC
Wonderful idea! Absolutely love it!

https://forums.eveonline.com/default.aspx?g=posts&t=47868

Vito Antonio
Doomheim
#32 - 2012-06-03 21:03:03 UTC
Mors Sanctitatis wrote:

This isn't a very good imitation of how real drugs work.

If you prefer realism perhaps you should try taking real drugs while playing eve.
TheBreadMuncher
Protus Correction Facility Inc.
#33 - 2012-06-03 21:09:21 UTC
Not quite. Drugs should give us f*cking rainbow **** and should make us think CONCORD are officers. So we shoot them and die. Pirate

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Makkal Hanaya
Revenent Defence Corperation
#34 - 2012-06-03 21:28:13 UTC  |  Edited by: Makkal Hanaya
I think this would be an excellent addition to the game.

Rico Minali wrote:
In that case they should also stop your heart on a very slim chance. Even taking a small dose should have the random chance of killing you, this is also how real life drugs work, even on people who take them for years. Everything is fine, then suddenly poof, dead right off the bat.

Can you provide an example of someone dropping dead because they smoked a single joint?

Render unto Khanid the things which are Khanid's; and unto God the things that are God's.

Dheeradj Nurgle
Hoover Inc.
Snuffed Out
#35 - 2012-06-03 22:09:45 UTC
You are a Capsuleer, a Demigod, Drugs isn't supposed to kill you.
Istvaan Shogaatsu
Guiding Hand Social Club
#36 - 2012-06-03 22:29:33 UTC
Hey man, that's a piece of my life I've put behind me. I don't need a bloody game to start giving me withdrawal flashbacks.

Also, making the drugs more realistic would hike up this game's rating to at least 18+ which, while probably having a positive effect on the community, would pull the game out of certain stores. This, as you can guess, is a bad thing.
Tallian Saotome
Nuclear Arms Exchange Inc.
#37 - 2012-06-03 22:37:05 UTC
As someone with more firsthand experience with drugs that I would care to enumerate, I gotta say that if you think you get no negative effects from drugs while you are high you need to do more of them.

I'll never forget the day I took a handful of mushrooms, did a bunch of lines, then laid on the couch screaming in my head for help because I couldn't move anything and was freaking the hell out while my wife sat 10 feet from me thinking I was just pissed at her and giving her the silent treatment.

Drugs have negative effects while you are on them as well as after, and, tbh, long term drug use effects would pretty well ruin the game for anyone in a position to try them.

Inappropriate signature removed, CCP Phantom.

Svarek
#38 - 2012-06-03 23:07:36 UTC  |  Edited by: Svarek
To be perfectly honest - yes, the boosters (I would note that the name is distinct from "drug") do need some kind of overhaul to make their usage more interesting and dynamic or meaningful... but paralleling life overmuch would not be advisable, as others have said more eloquently here. (And with the level of technology Eve has - cybernetics and so on - wouldn't you think a lot of the negative effects of drugs would be minimized or eliminated as well?)

Wouldn't a simple boost - and not one in the 100% range, definitely less than 25% - with a deficit/withdrawal for twice as long afterward work? Perhaps boosters could even be temporary stat modifications, in that they allow you flexibility without permanent change or respec. (Obviously, temporary stat effects would be pretty pointless if stats weren't more useful.)

Increasing DPS is not an effect you could explain through existing lore. Effects like increasing your targeting speed, maximum targets, turret control, accuracy, could, though, be explained through a "mental boost." They would indirectly affect your DPS, but in a way that's less blunt and takes more skill and is generally more interesting. I realize I'm likely stating the obvious here.

Again, running too close to realism isn't that much fun for a game most of us play as play.

Whoops.

Mara Rinn
Cosmic Goo Convertor
#39 - 2012-06-03 23:07:44 UTC
Rico Minali wrote:
Even taking a small dose should have the random chance of killing you, this is also how real life drugs work, even on people who take them for years. Everything is fine, then suddenly poof, dead right off the bat.


That is only because the drugs you buy on the street have very poor quality control. One week, the stuff you get from your supplier is cut down to 30% because the rest is sugar and strychnine. The next week it's 50% pure and you overdose.

Rico Minali wrote:
And no, all you users out there, dont go telling me im wrong, I work in the healthcare field, I know what Im talking about.


You work "in the healthcare field"? Being a DBA at a health insurance company is not relevant experience Twisted

Mara Rinn
Cosmic Goo Convertor
#40 - 2012-06-03 23:12:13 UTC
Svarek wrote:
Wouldn't a simple boost - and not one in the 100% range, definitely less than 25% - with a deficit/withdrawal for twice as long afterward work?


I play for two hours a day. Thus having a system in place where a booster works for O(N) hours and provides O(N^2) hours of withdrawal systems would work for me :)

Say for example that using a blue pill for 1 hour would produce 2 hours of withdrawal symptoms, but using for 2 hours would lead to 4 hours of withdrawal. Using another blue pill will remove the symptoms and restore the boosted performance, but then you'd be using for 3 hours and suffer 9 hours of withdrawal.

Then as you use for more hours straight, you have more and more chance of slipping into major withdrawal and suffering more severe side effects while having no way to counter them. 8 hours straight of booster use, then BAM, you're in the medical centre having your blood filtered for 5 days straight before your body is ready for infomorph transfer.

Excellent for casual players :)