Sedatives in 1.20

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JFJohnny5
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Sedatives in 1.20

Post by JFJohnny5 »

Is it just me, or have sedatives basically disappeared since the 1.20 patch? I saw the patch notes about hallucinogenics, but I can't say I think of sedatives as being particularly hallucinogenic. Pre-1.20 I was having little issues finding what I need to craft First Aid Kits. It wasn't a ton of money, but was a nice way to make a few credits when visiting a station. Since 1.20 I don't think I've found a single vendor on a dozen stations that has any sedatives at all. Bug, undocumented change, or just bad luck?
Yolord
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Re: Sedatives in 1.20

Post by Yolord »

You're not alone :wink:
Revenant342
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Re: Sedatives in 1.20

Post by Revenant342 »

I haven't found any sedatives in trader inventories since 1.2 dropped, despite visiting dozens of stations. Multiple people on the Steam forums are reporting the same. Seems to have been "stealth-nerfed."
Vaeo
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Re: Sedatives in 1.20

Post by Vaeo »

If you need to "stealth nerf" something it shouldn't be nerfed.
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humility925
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Re: Sedatives in 1.20

Post by humility925 »

Yup, I wasn't happy too, it's nice to visit trader and buy, craft and sell them, now no reason to see trader at all every station since unable to make credit along the way.
Had a compassionate when you able... :)
(/\)arped
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Re: Sedatives in 1.20

Post by (/\)arped »

I've found a couple in lockboxes in 1.2 in the medical supplies recovery mission, but otherwise that's it.
SonnyJim
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Re: Sedatives in 1.20

Post by SonnyJim »

I was a bit bummed about this too, but the 1.2 patch notes DO mention sedatives being nerfed (perhaps a translations issue). Egosoft calls them "hard drugs". Hope this helps.
Socratatus
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Re: Sedatives in 1.20

Post by Socratatus »

Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
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JFJohnny5
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Re: Sedatives in 1.20

Post by JFJohnny5 »

Socratatus wrote: Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
See, I don't know if I fully agree with that. Was it too easy when the trader sold all three needed ingredients, and all you had to do was buy the supplies, step to the side to craft, then sell back for a major profit? Yes, that was too easy.

However, it seems like sedatives are just totally gone now. I would think it would make more sense to just not sell all three at the same trader. You could get needles at one station, the second ingredient (can't recall now - bandages?) at another station's trader, and sedatives at a third. It requires you to take the time to leave your ship and check the traders for what you need. It's still not a ton of money in the grand scheme, and you're spending time going from trader to trader, so it's not cheating. You're spending your time to get credits. That's pretty much the rest of the game.

Just my $0.02. Still hoping this was an unintentional change, as the complete removal of sedatives seems like a mistake.
Psukhomanteia
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Re: Sedatives in 1.20

Post by Psukhomanteia »

I agree that first aid kits were a bit exploitish but nerfing the ability to craft them entirely is not the answer. Just reduce the profit margin on them. Cut the price for them in half. Still profitable but not obscene. Or increase the number of each input needed.
Phoynix
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Re: Sedatives in 1.20

Post by Phoynix »

15 mins into game I can have capped a paranid destroyer and sold it for 12million with the starting fighter and 1 marine :P
Socratatus wrote: Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
astroshade
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Re: Sedatives in 1.20

Post by astroshade »

SonnyJim wrote: Wed, 5. Dec 18, 05:21 I was a bit bummed about this too, but the 1.2 patch notes DO mention sedatives being nerfed (perhaps a translations issue). Egosoft calls them "hard drugs". Hope this helps.
They could be included in that note but they probably shouldn't be, the primary issue there was delarium, as it sold for millions and you could easily craft 20 for every time you took a trip to a bar. It was basically a printing press.

If they wanted to nerf sedatives on top of that they should have specified it separately in the patch notes. Since you have to run around the station and find the markets to actually do the crafting, the kits weren't really any faster than crystal mining in terms of getting cash.
Slamdance_Kozmopolis
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Re: Sedatives in 1.20

Post by Slamdance_Kozmopolis »

JFJohnny5 wrote: Wed, 5. Dec 18, 16:36
Socratatus wrote: Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
See, I don't know if I fully agree with that. Was it too easy when the trader sold all three needed ingredients, and all you had to do was buy the supplies, step to the side to craft, then sell back for a major profit? Yes, that was too easy.

I don't agree at all. auto-traders are broken, there are no enemies to shoot, and no combat missions. I will not manually trade in this game. Crafting gives a bit of money at least.

Right now, there's nothing to do and noway to make money except manual trading... :cry:

I'm not doing that.
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Re: Sedatives in 1.20

Post by Snafu_X3 »

JFJohnny5 wrote: Wed, 5. Dec 18, 16:36 See, I don't know if I fully agree with that. Was it too easy when the trader sold all three needed ingredients, and all you had to do was buy the supplies, step to the side to craft, then sell back for a major profit? Yes, that was too easy.
Yup. Think scrap metal crafting in early XR :(
I would think it would make more sense to just not sell all three at the same trader. You could get needles at one station, the second ingredient (can't recall now - bandages?) at another station's trader, and sedatives at a third. It requires you to take the time to leave your ship and check the traders for what you need.
Agreed!
Psukhomanteia wrote: Wed, 5. Dec 18, 20:29 I agree that first aid kits were a bit exploitish but nerfing the ability to craft them entirely is not the answer. Just reduce the profit margin on them. Cut the price for them in half. Still profitable but not obscene. Or increase the number of each input needed.
Won't work.Reducing the spawn rate of one ingredient is a far better solution IMO (remember you can still get sedatives from lockboxes)
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carbunkle
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Re: Sedatives in 1.20

Post by carbunkle »

I do hope they find a way to reintroduce them, even if just occasionally at shops, or perhaps even a restricted good unless you have a specific earned license. Like for doing a lengthy chain of events for charity, such as donating food and resources to a cause.
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kylania
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Re: Sedatives in 1.20

Post by kylania »

Yeah, I started a new game in 1.2 and haven't found a single sedative.

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