Schedule I

Schedule I

View Stats:
A few questions
1. If I fill up the dealers inventory with jars of different mixes and not leave room for baggies will that cause issues with profits/sales? Do they just end up selling the entire jars or are the baggies "stored" in their dwelling? Don't want to do this if it wastes product.

2. My friend and I are doing a co-op run also, at current we are in the barn and he is making/mixing weed and I'm handling the Meth. We are making for our dealers and selling ourself (again he selling weed and me the meth). However I'll get a few meth sales at a day and he will get a ton of weed sales. Is this because the pricing is too high or does it just sell less?

3. Other than the free samples, does it matter what you sell as far as effects? Will customers buy more of one mix than others because of the effects or is addictiveness the only thing that matters?
< >
Showing 1-5 of 5 comments
malogoss Apr 18 @ 7:21pm 
1. all jars is a bad idea. Dealers can automatically break jars into baggies, but they need empty inventory slots for that. So 2-3 stack of jars is fine, 4-5 not so much.

2. each NPC has a limited daily budget. Meth likely sell for more in $, so you sell less in quantity. That could be an explanation.

3. no, effects don't matter after the sample. I'd still avoid "explosive" for reasons, but else, have fun.
1) They sell everything you give them. Baggies, jars, bricks. They clear them all. Load them up with whatever and you're good to go.

2) Customers have a limited amount of funds, a 'wallet', if you will. They might have $1000 and buy twenty OG Kush at $50 each, but they're only going to buy four Donkey Balls meth at $250 each. Naturally you'll sell more of the lower priced product, but overall you'll be earning the same amount per day.

3) Not really, no. Customers are more likely to buy products with effects they like, as long as the quality is acceptable, but you can just as easily get through the entire game selling only OG Kush without mixing.
Again, as #1 said, dealers also sell anything. Consider them to be Cash for Trash machines, except for drugs.
Originally posted by malogoss:
1. all jars is a bad idea. Dealers can automatically break jars into baggies, but they need empty inventory slots for that. So 2-3 stack of jars is fine, 4-5 not so much.

They do just fine with 5 stacks of bricks, there's even an in-game tool tip telling you you can load the dealers up. Don't worry about that "they need an empty slot" nonsense.
1: Leave a spot available for them to break product down to baggies per sale. They only need 1 slot available for it, so just leave one empty and you're good. Will improve profit/sales per day by 10x if you're filling up their inventories.

2. Meth just doesn't sell as much in bulk as weed does, but you can get a lot of sales a day if it's the only thing available, plus, stick to one or two mixes max for profit. If it cost too much, they won't buy as much until they're deeply desperate and knocking on your door. So ironically, you can sell regular plain meth of any quality, and make like $4k a day, or add mixes to it, and make about $5.5k-$6k/d on meth sales, mid game I mean too, and you alone, no dealer profits, or friends profits. With dealers, and at the Barn, you should be bringing in about $10k a day minimum, and spending quite a lot too now I imagine on supplies.

3. Nah not really. Customers will buy literally anything you have available, in order to not brick the game by making products no one will buy. You're entirely right about the free sample thing as well. Also, effects kinda influence when you go out and start offering deals and initiating the deals your self instead of waiting for a text. Not sure if you noticed or not, but a lot of people when you talk to them (and after they've become a customer of course) you can select usually two options: One being whenever they're at their job site, you can purchase from their shop, or two: You can offer them weed. Not the free sample, but just a straight up deal on the spot. You will have a % bar just like when you're offering a free sample, and when you have their favorite effects, you can sell them more of that item and at a higher price than usual. Their standards really play an influence whether you have 1, 2, or all 3 favorite effects.

Hope this helps. This is all at least what I've noticed throughout my playtime, and I've made it to the barn as well.
J.Da.Z Apr 18 @ 8:23pm 
Originally posted by SlaynHollow:
1: Leave a spot available for them to break product down to baggies per sale.
Ignore this, this isn't true. There's even in game tips to load up the dealers with product.
Last edited by J.Da.Z; Apr 18 @ 8:24pm
< >
Showing 1-5 of 5 comments
Per page: 1530 50