Darkwind
More and more drug addicts..

Manfred VonRichthofen


Posted May 23, 2020, 7:30 pm
Hello gentlemen
Just a noob question, again. Since last reset friday 3 of my new gang members turned drug addict, just noticed that. My old gang members (40+ years old) are 100% heavy users...
I am not sure if there is a mechanic behind, but I would need advices on how to avoid being addicted. Every weeks I have 20 years old or younger good members turning addict.

I also heard that for returning players like me, 8 free rehabilitation are available. How can I access that option ?
Thanks
*Dark Tempest*


Posted May 23, 2020, 8:00 pm
pm Sam with ganger ids to have him reverse the ones that got addicted while you were gone - this has been changed to no longer happen while in Vacation Mode.

As far as I know having addicts in your gang makes it more likely that other gangers will turn to drugs.
Manfred VonRichthofen


Posted May 23, 2020, 8:28 pm
Hum ok I will do that. The fact that my old gangers are all old heavy users might be the problem :-/

Thanks for the info
Manfred VonRichthofen


Posted Jun 5, 2020, 7:04 am
Friday reset and 3 new drug addicts ...
All 3 of them were "cleared" by Sam few days ago as part of the 8 free rehab for returning players...

This time I had only 1 light user in the same town. The 3 new drug addicts are only light users but please! they were reset only less than 7 days ago :(
I know they are around 50 years old but this is really too much
darthspanky


Posted Jun 5, 2020, 8:29 am
i took the deal he offered myself had 8 cured, leaving maybe 6 mostly y-46 users when it was offered some time ago, i have 23 now including leader addicted to 2 drugs who was drug free prior. ill have to ship them all from towns and camp again to elms rehab, spend up to 4 or 5 weeks or more to get them cured, watch them get worse in rehab, while some suggest medicine have usefulness with possibly helping cure being ignored for the camp wars features he is implimenting, only to have them get cured and addicted a few weeks later, welcome to darkwind.
Manfred VonRichthofen


Posted Jun 5, 2020, 8:44 am
Yes that's a pain hehe, sorry Dath your situation is even worst than mine.
Just to be clear I am not complaining but I just try to understand how the system works because I want to mitigate and reduce the drug addict spread in my gang.
I noticed that yesterday evening, I hired a new guy that was a light user neophetamine. I suppose that people ex-users are more inclined to get addicted again, and having even one drug user in the same town is a factor.
Here is what I gathered for now, I am not sure it is really how it works, as it is mostly player information.
- It spread like a virus, you have one addict, you will get more and more in the same town.
- Ex-users are more inclined to be addicted again
- The older you are the more chance you get addicted
- Last point, I have been told the two opposite... some say the more you use your gangers to scout or anything, the more they will get addicted. Some say that if your gangers stay in town too much time doing nothing they will have more chance to get addicted... so I don't know.

darthspanky


Posted Jun 5, 2020, 9:12 am
yeah my leader is in morgan and i scout him every week, dont know how or why they get addicted, but it gets frustrating when your favorite gangers keep getting addicted and older, just means they die earlier, keeping the benificial drug user who can get psi skill only seem to get it towards end of life when they have 20 streanth and origonally had alot more.

tho i have noticed it seems they get cured faster the second or third stay at rehab.
Effy


Posted Jun 5, 2020, 10:26 am
When i came back i just fired/killed all but the scout -she was somehow clean of dopes- and did a fresh reset. I like "building up" so those dying old fags were more a pain than anything else.

I admit i spared the best scout to be able to start scouting "soon" and has been quite useful to move around and recover stuff split around all evan, but i'm happy i "let go" the rest of them

They are just going to die soon, don't lose effort "training" them while you could be training new bloods that will be around much longer.

(Yes, i lost my attachment to them after being a few years away)

Now, i could have left a 100+ handgunner to speed new trainers... but i didn't have one :)
Manfred VonRichthofen


Posted Jun 5, 2020, 11:57 am
Old gangers are used as mentors, and help to train new hires faster, so I just kept 8 old gangers (with free rehab) in each skill to act as mentors. But I will probably ditch them soon.

There is no indication the ganger act as mentor but here is a copy paste of the wiki page for information :

Mentoring
Older characters (age 36+) with skills over 100 can boost the training of those skills in the same town or camp that they're in.
A character has to be age 27 or younger (and in the same town) to receive help from a mentor
The mentor has to be set to train the skill they want to mentor others in.
The effect of the mentoring is substantially stronger than a low-level motivator, and the effect gets stronger the higher the mentor's own skill is. However it affects only one skill, and it forces the mentor to be training in that skill themselves.
Motivator and Mentor have their training effects stack.
Dropdeadfred


Posted Jun 6, 2020, 9:39 am
Manfred VonRichthofen said:
- Last point, I have been told the two opposite... some say the more you use your gangers to scout or anything, the more they will get addicted. Some say that if your gangers stay in town too much time doing nothing they will have more chance to get addicted... so I don't know.


For that first part, I really hope not.  Lets punish players for playing the game...just no. 
darthspanky


Posted Jun 6, 2020, 1:29 pm
i think there may be a way to tell if they are mentoring, i often see a second blue astrick by the capped gangers skill i use train to mentor the others. but cant confirm this maybe sam can.
Valiance


Posted Jun 6, 2020, 2:36 pm
It would all be much simpler if we took drugs out of the game.

The *only* benefit is that it means some people take squads to Elmsfield. (I have a permanent squad there, but I'm always training First Aid).

I've yet to a player say they like the system :-)
Manfred VonRichthofen


Posted Jun 6, 2020, 5:43 pm
darthspanky said:
i think there may be a way to tell if they are mentoring, i often see a second blue astrick by the capped gangers skill i use train to mentor the others. but cant confirm this maybe sam can.


The blue * is here if you are training a skill already capped, so you will usually have 2 * the red and the blue, for capped and training.

*Rev. V*


Posted Jun 6, 2020, 6:10 pm
Not sure about that.....according to the Wiki-
You have to be training in that skill to mentor it, be over 36, and have over 100 in that skill.
Also, gangers have to be younger than 27 to gain the benefit.
Parapsycho


Posted Jun 26, 2020, 1:34 am
Valiance said:
It would all be much simpler if we took drugs out of the game.

The *only* benefit is that it means some people take squads to Elmsfield. (I have a permanent squad there, but I'm always training First Aid).

I've yet to a player say they like the system :-)


That and 46-Ys to get psionics**.

Agree with the overall sentiment. The cost/benefit ratio is way out of wack.

**If we take out drugs, maybe some cultists can start a Psionics training facility in Firelight, but there could also be an Anti-Psi contingent that attacks FL constantly. Psi Training only (slowly) takes place if the attackers are repelled. Players that hate psionics could join the attacking side as well.

But, I digress...
NotSure


Posted Jun 26, 2020, 2:56 am
Most of my older gangers are heavy users. I let it be partly because life is short and a Zerked out gunner can be a bit entertaining.
Effy


Posted Jun 29, 2020, 7:44 am
Do having a ganger alone in a town/camp increase chances for the rest of the gangers to get an addcition?

(Yes, this is thread hijacking)
*Synyster Gates*
jesse_bliss@yahoo.com

Posted Jun 29, 2020, 9:24 pm
Agreed, drug addictions are why I've lost interest once again. It's a pain to have gangers becoming addicts left and right while being primarily stationed in Badlands. I don't have the time or patience to run 20+ dudes to Elms just to have half of them back on drugs before arriving back at Badlands.
*goat starer*


Posted Jun 30, 2020, 12:01 am
*Synyster Gates* said:
Agreed, drug addictions are why I've lost interest once again. It's a pain to have gangers becoming addicts left and right while being primarily stationed in Badlands. I don't have the time or patience to run 20+ dudes to Elms just to have half of them back on drugs before arriving back at Badlands.


i really struggle to see how the addictions add to the fun of the game in any way. having characters have them is good backstory fluff. the effects on gameplay are just a bit of a ball-ache.

I would be interested to see if anyone actually thinks they are a valuable part of the game?

FireFly


Posted Jun 30, 2020, 12:38 am
I think they add to the game, I even think having negative ball busting effects adds to the atmosphere of the game. Gangers are supposed to feel mortal after all and that includes stupid self destructive behavior. Then again, I seem to be in the minority of people that think scouting with injured gangers is okay.

I think they should be adjusted along the line of the neo drug to have a better balance of pros and cons. Well, most of them anyway. Really ain't much upside to being an alcoholic.
*goat starer*


Posted Jun 30, 2020, 1:14 am
FireFly said:
I think they add to the game, I even think having negative ball busting effects adds to the atmosphere of the game. Gangers are supposed to feel mortal after all and that includes stupid self destructive behavior. Then again, I seem to be in the minority of people that think scouting with injured gangers is okay.

I think they should be adjusted along the line of the neo drug to have a better balance of pros and cons. Well, most of them anyway. Really ain't much upside to being an alcoholic.


FF you were always a natural scavenger player. that's why i like you :-)
*Dark Tempest*


Posted Jun 30, 2020, 1:27 am
FireFly said:
Some stuff I don't agree with and then:

I think they should be adjusted along the line of the neo drug to have a better balance of pros and cons. Well, most of them anyway. Really ain't much upside to being an alcoholic.


Some noticeable pro's would be nice, even if they continued to be outweighed by con's most of the time. At least make them flavorful. rather than a complete drag, as is the case with all but 46 Ys.
FireFly


Posted Jun 30, 2020, 1:30 am
*goat starer* said:
FireFly said:
I think they add to the game, I even think having negative ball busting effects adds to the atmosphere of the game. Gangers are supposed to feel mortal after all and that includes stupid self destructive behavior. Then again, I seem to be in the minority of people that think scouting with injured gangers is okay.

I think they should be adjusted along the line of the neo drug to have a better balance of pros and cons. Well, most of them anyway. Really ain't much upside to being an alcoholic.


FF you were always a natural scavenger player. that's why i like you :-)
More of me liking RPG's a lot there, if it was up to me people wouldn't even get to pick their own specs. They'd be assigned based on what weapons you use the most! :cyclops:
FireFly


Posted Jun 30, 2020, 1:31 am
*Dark Tempest* said:
FireFly said:
Some stuff I don't agree with and then:

I think they should be adjusted along the line of the neo drug to have a better balance of pros and cons. Well, most of them anyway. Really ain't much upside to being an alcoholic.


Some noticeable pro's would be nice, even if they continued to be outweighed by con's most of the time. At least make them flavorful. rather than a complete drag, as is the case with all but 46 Ys.
Neophetamines are pretty alright, losing leadership and courage isn't that huge a loss for the increased training bonus. It's one of the few drugs that doesn't really sap ganger mileage/strength I think? Hell, I'd almost say it's a good on to have unless it's a leader.

edit
Quote:
Short-terms effects: Increases dexterity, speed and courage.
Long-term effects: Improves the effectiveness of weekly training. Heavy users lose courage and leadership due to paranoia.
It's disgustingly positive imho, the positives are stronger than the backdraws. If someone actually went and rehabbed these... why?

edit 2

Hey sam, can I build a neo factory? I wanna give them to the rest of my gang, slackers aren't training hard enough.  :cyclops:
joemcfarnham


Posted Jun 30, 2020, 1:42 am
I really think a camp building to cure addictions should be build-able and use the medicines we find in the wild.

I'de like to see more unique services available at camps that arent focused on having giant MRs and building super rare items, another purpose for the smaller camps would be great.
Madbooth


Posted Aug 12, 2020, 1:19 pm
joemcfarnham said:
I really think a camp building to cure addictions should be build-able and use the medicines we find in the wild.

I'de like to see more unique services available at camps that arent focused on having giant MRs and building super rare items, another purpose for the smaller camps would be great.


Agree that would be nice.

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