I was just reading about the new "fake items" that have been added to the game. I like the idea of them but I'm wondering: How has their adictive properties been implemented? If someone could clarrifie this it would be good.
Is there, or has there been any consideration to having positive effects as well as the negatives, now or in the future? Or bringing out similar items that will. I.e. small/temporary skill boost as well as losing health. Or are they simply meant for use in tricking people by selling as if they were real medical items?
“Those with the misfortune of being submerged in a tank of the counterfeit liquid generally come out healed of the infirmity that caused them to undergo the treatment, but find that they are addicted to the spice. They also often find they aren't as healthy as they had been before the experience.”
“It was determined very quickly that the drug was highly addictive; so instead of scrapping the formula and trying again, which would have cost time and money, the manufacturers decided to market it more widely, hoping that the addictive qualities of the drug would keep buyers coming back for more.”
Will the owner of the items be able to tell the difference between the real medical supplies and the drugs? and if not, will it be possible to reject or not accept ownership of items other people try sending you?
I'm more interested in other thing: Drugs are supposed to be counterfeit medicals, so how i'm going to sell it as fully working stuff for someone else than one-day newbie who can't read? (as their type will be specified in makeover event). Where is the point of them then?
Another question: can drugs be used for combat? Since there is risk of losing health and both medicines and drugs can be used on other people, won't it be exploited as way to stun/kill somoene?
If You don't live for something, You will die for nothing.