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Quality - Is there a more comprehensive list of what it does?
So I've seen discussion regarding quality and I know a couple things for sure, but some questions aren't addressed/proving and I'm hoping there's a solid answer for a list of what quality does. I'm probably reading too far into it and it just stops at the first 2 things, but I want to verify if there really just isn't any value to focusing on quality except getting it to purple at the most.

What I know it DOES affect:
-Increases success rate when offering free samples to potential customers
-If your quality doesn't match or exceed the customer's standards, you will have a chance of having your deal rejected and will get reduced satisfaction regardless

What I know it DOES NOT affect:
-Does not directly affect product price at all
-As long as you meet minimum standards, anything higher does not influence the chance of customers accepting an offered deal (e.g. walking up to them and initiating a deal yourself)


What I don't know:
-Does it have any influence on people's desire to buy more product? (E.g. if I'm giving someone heavenly vs standard, are they more likely to make purchases more often?)

-In the same vein, does it have any impact on customer spending? It doesn't affect the actual price of the product, but does it affect people's willingness to pay higher prices or how much they're willing to spend at once?

I have seen online resources such as the fandom site list limits on the amount and frequency of customer spending, but have so far not found them to be accurate, as I have people spending larger amounts every day with no apparent weekly limit. I am wondering if these rates are variable and possibly influenced by Quality or other factors.

I guess the main point I'm trying to get at is - is there any point in going all the way to Heavenly quality if nobody actually needs that good of a product right now?
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Showing 1-8 of 8 comments
Exbeer May 7 @ 4:34am 
its more for mid to late game, how mutch it differs i dont really know, i would say try and error. i just do it because i can hehe but how mutch of an impact it has i could not really tell you, if you start failing then there is your answer i guess.
Sevelen May 7 @ 5:10am 
the better the quality the more u can sell it for or just there is a higher % of custumer buying it , if ur tryna sell walter poor quality meth he has 7% of accepting it and if ur selling heavenly he has 101%
KaarelK May 7 @ 6:22am 
Originally posted by Sevelen:
the better the quality the more u can sell it for or just there is a higher % of custumer buying it , if ur tryna sell walter poor quality meth he has 7% of accepting it and if ur selling heavenly he has 101%

The f is that example :'D.
Giving high standard customer poor quality produce. Even braindead can figure it out.

Imo it doesnt give anything . Giving heavenly out wont even change the %. Looks like its not implemented at all.

Edit: Did test it out with coca. Offering deals. Poor, standard, premium, heavenly.
Its only 1% difference for quantity between poor vs standard/prem/heavenly
Or 2% for 1 coca and +100 for price. Its even only 5% difference if you offer high customer poor to heavenly. Poor 96%, standard 99% and premium and heavenly 101%.
You could sell anything to anyone to farm XP. They will refuse your offer every other time anyway.
Last edited by KaarelK; May 7 @ 7:39am
Originally posted by KaarelK:
Originally posted by Sevelen:
the better the quality the more u can sell it for or just there is a higher % of custumer buying it , if ur tryna sell walter poor quality meth he has 7% of accepting it and if ur selling heavenly he has 101%

The f is that example :'D.
Giving high standard customer poor quality produce. Even braindead can figure it out.

Imo it doesnt give anything . Giving heavenly out wont even change the %. Looks like its not implemented at all.

Edit: Did test it out with coca. Offering deals. Poor, standard, premium, heavenly.
Its only 1% difference for quantity between poor vs standard/prem/heavenly
Or 2% for 1 coca and +100 for price. Its even only 5% difference if you offer high customer poor to heavenly. Poor 96%, standard 99% and premium and heavenly 101%.
You could sell anything to anyone to farm XP. They will refuse your offer every other time anyway.
Interesting, I tried experimenting by walking up to a customer and offering standard + heavenly versions of Cocaine with no mixers. I checked the success rate for each amount from 1-7, from 7 onwards it was 0%. For the values of 1-6, I got identical results in the success rate whether it was Standard or Heavenly, so I concluded that there was no difference as long as the minimum was met. I wonder what's causing the difference in our tests.
Originally posted by Zido Pendragon:
I have seen online resources such as the fandom site list limits on the amount and frequency of customer spending, but have so far not found them to be accurate, as I have people spending larger amounts every day with no apparent weekly limit. I am wondering if these rates are variable and possibly influenced by Quality or other factors.

They datamined the files on a fresh save so they're only accurate on day 1. The customers budgets increase when the player ranks up.

I guess you're referring to the cold sale? Because regarding waiting for the customer to contact you it's easy to infer that the customer doesn't know what quality you will give them later. And I've noticed the relationship turn sour after they bought from a dealer and their addiction didn't rise from that sale either.
Gawyn May 7 @ 11:49pm 
Basically quality is linked to the customers' "standards" attribute. If a customer has a "low" or "very low" standard then they will accept goods with a low quality to them. If they have a moderate standard then they will accept normal standard or higher quality of a product without question but may reject lower quality product even if they requested that product.

For instance if you have received an order for meth and you try to deal low quality meth to a customer with moderate standards then there is a 15% chance they will reject (this is observational based upon feedback in the game) it if the quality is low.

If a customer has a high standard then they will prefer products of premium quality and will tend to reject products of normal (presumably 15% chance) or low quality (probably 30-40% chance of rejection). Not tried any of these scenarios so I am guessing, somewhat but that is the basic mechanics of how quality and standards work alongside each other.
Originally posted by Jooshimus:
Originally posted by Zido Pendragon:
I have seen online resources such as the fandom site list limits on the amount and frequency of customer spending, but have so far not found them to be accurate, as I have people spending larger amounts every day with no apparent weekly limit. I am wondering if these rates are variable and possibly influenced by Quality or other factors.

They datamined the files on a fresh save so they're only accurate on day 1. The customers budgets increase when the player ranks up.

I guess you're referring to the cold sale? Because regarding waiting for the customer to contact you it's easy to infer that the customer doesn't know what quality you will give them later. And I've noticed the relationship turn sour after they bought from a dealer and their addiction didn't rise from that sale either.
Ah, that explains it. I don't think it mentioned their spending power increasing with rank so I wasn't certain what the info really indicated.

As far as quality potentially relating to customers contacting you, I was wondering if there might be an increase to the likelihood that they would buy from you regularly if you gave them good quality stuff before. I didn't figure it was likely, but say for example someone buys from me and I give them Heavenly quality - are they more likely to hit me up again soon after? I think the answer is no but I'm trying to consider all possibilities, especially because heavenly quality seems mostly pointless with the current system beyond the limited use of helping snag new customers more easily. I'd love to see it have more influence in the future - I prefer to keep my operations relatively simple and just produce one quality level, so it would be nice if there were a more tangible and regular payoff for putting in the effort to optimize quality.

Thanks for the answer tho that does help
No problem. I'm not certain on all the details nor am I inclined to code dive. Actually one more thing relating to "frequency of customer spending" I found that Mrs Ming ordered 7 days in a row once and according to these data miners she's only supposed to do it 1-5 times. I chalked it up to addiction level, which is most likely, but it would have been standard quality product which doesn't exclude the possibility that quality doesn't have an effect.
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