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Suggestion : The Skooma Trade in ESO

Murkblade
Murkblade
✭✭
If you have read my previous posts , you may have got a sense that I like the shady side of ESO.......and , yes, you would be correct!

Because the ESO world map is so HUGE , I think it would be brilliant to have skooma and moon sugar smuggling in the game.

Imagine receiving a band new in-game world map showing dynamic smuggling routes and a table of black market prices. I would feel like it was Christmas! All year round! (Maybe Khajiit caravans could hand out smuggling missions.)

You could even gain increasingly discounted prices at all vendors through being a successful and reputed smuggler.

Anyway, I wanted to ask you guys ...do you like the idea?


Most importantly, how do you think this could be realistically implemented?

Thought it might be an interesting and fun discussion we could have...

Happy Christmas!

Murkblade
Edited by Murkblade on December 24, 2015 3:13PM
  • JD2013
    JD2013
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    Nice idea but what would be the overall point of such an addition? Like, what is the reason for it?

    Rewards? Profit? What would it bring to the game as a whole?
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  • Murkblade
    Murkblade
    ✭✭
    JD2013 wrote: »
    Nice idea but what would be the overall point of such an addition? Like, what is the reason for it?

    Rewards? Profit? What would it bring to the game as a whole?

    Profit first and foremost but also....

    Depth for the game.... something to do... earn XP, roleplaying , developing your character, maybe even a smuggler's guild.
  • RedRoomGaming
    RedRoomGaming
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    Would it not be a bit repetitive though? Brilliant idea but once you did every smuggle mission it would the same over and over.
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  • Murkblade
    Murkblade
    ✭✭
    Would it not be a bit repetitive though? Brilliant idea but once you did every smuggle mission it would the same over and over.

    True...but people are already grinding like crazy and this would reward players with heavy profits for illegal goods. ;) It could be something you could come back to ever now and then when you needed to generate some quick gold for your character.

    As a concept this is just in the early stages.... I'm hoping that other people might suggest how it could be done well in the game :)
    Edited by Murkblade on December 24, 2015 3:18PM
  • Gidorick
    Gidorick
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    ✭✭✭✭✭
    Like this:
    Gidorick wrote: »
    A large part of the Khajiit culture, which has a rather negative stigma attached, is their manufacturing and love of the drug Skooma, which is made from Refined Moon Sugar.

    NOTE: This concept is from before the 1.6 provisioning update. I have long thought the removal of Moon Sugar as a provisioning ingredient was setting up the concept of Moon Sugar as a Skooma ingredient. Also, Since we now have XP boosters, I think Skooma could also incorporate that sort of mechanic.

    To Make Skooma:
    Skooma needs to be a very unique and multi-tiered concoction in ESO. Since Moon Sugar is a provisioning ingredient there needs to be a process that turns the provisioning ingredient into an alchemy reagent. My recommendation is for there to be a moon sugar enrichment and refinement process that requires a player to be adept at Provisioning and Alchemy (a cook & a chemist). This could turn into having Skooma cooking teams within ESO where one person works the Provisioning side and another works the Alchemy.

    (We should pause a moment for people to make all the Breaking Bad/Jesse Pinkman/Heisenberg correlations now…. Good? Ok… let’s move on.)

    Plants:
    There are two plants that should be added to ESO in order to support the Moon Sugar mechanic.
    • Moon sugar plants: These plants should be found in Elsweyr, especially along the southern shore, from which the Moon Sugar ingredient can be extracted.
    • Nightshade: The Nightshade plant reagent (which should be added for the Dark Brotherhood’s Black Sacrament anyway) should be added to Tamriel, specifically to Cyrodill. The alchemic traits of Nightshade could be Ravage Magica, Ravage Stamina, Lower Weapon Power, and Lower Spell Power.

      There will ultimately be many other uses for Nightshade other than Skooma production, but will not be discussed here.

    Moon Sugar Provisions:
    • Enriched Moon Sugar: Enriched Moon Sugar could be a level 25 grilled food that can be produced using Moon Sugar, Milled Flour, & Salt. The produced Enriched Moon Sugar could be able to be eaten to gain increased max Health for a time. Enriched Moon Sugar could ALSO be a provisioning ingredient for Moon Sugar Liquor.
    • Moon Sugar Liquor: Moon sugar liquor could be a VR5 provisioning drink recipe that requires Enriched Moon Sugar, Golden Malt, Snowberry, & Juniper Berry or Canis Root, Molasses, and Salt. This will produce a liquor that will give the effects of increased Health, Magica, and Stamina recovery for a period of time. Moon Sugar Liquor could ALSO be able to be used as a reagent in the alchemy recipe for refined Moon Sugar and Skooma. As a reagent, Moon Sugar Liquor could have the Restore Stamina and Restore Magica.

    Moon Sugar Alchemy:

    • Refined Moon Sugar: To make Refined Moon Sugar, an alchemist would need the single reagent of Moon Sugar Liquor. Refined Moon Sugar by itself could have the primary effect of Restore Stamina and Restore Magica, making useful for all builds. Moon Sugar Liquor could also be a reagent for Skooma with the traits of Restore Health, Restore Magica, and Restore Stamina.
    • Skooma: FINALLY! We get to the good stuff. To make Skooma an alchemist will need the following reagents Moon Sugar Liquor, Refined Moon sugar & Nightshade. The effects a single dose of Skooma is Restore Health, Restore Stamina, Restore Magica, Ravage Magica, Ravage Stamina, Lower Weapon Power, and Lower Spell Power.

    Skooma Use:
    The main use for Skooma would be an emergency drink that is kept on-hand for a last second go-to during battle. It could have an extremely powerful Heath, Stamina, and Magica restoration that is coupled with a Lowered Weapon Power and a Lowered Spell Power.

    Addition: Skooma could also give players an XP boost. To make this tempting to use, the boost could be upwards of 200% but could only last for a short period of time, like 30 seconds.

    Once a player uses Skooma, they start to become addicted and they feel the effects of the addiction process. Once mildly addicted, a player must use Skooma within a specific amount of time else they would start to go through the levels of Withdrawal.

    Addiction:
    Once a player uses Skooma, they will benefit from some bonuses but will also experience some penalties. The player isn’t dependent on Skooma during the first level of addiction and becomes even more addicted the more Skooma they use.
    • Pre-Addiction:
      A player that has used Skooma within the past 6 hours will…
      • Have slightly yellowed eyes
      • Have increased Heath Regeneration for 20 minutes after Skooma use
      • Have increased Stamina Regeneration for 20 minutes after Skooma use
      • Have increased Magica Regeneration for 20 minutes after Skooma use
      • Have slightly altered vision 5 minutes after Skooma use.
      • NOT experience Skooma withdrawal if no more Skooma is used
      • Become further addicted if Skooma is used within 16 hours of their last Skooma use
    • Mild Skooma Addiction:
      Those that have just become addicted to Skooma but have not further abused the drug will…
      • Have moderately yellowed eyes
      • Have light rings under their eyes
      • Have greater increased Heath Regeneration for 30 minutes after Skooma use
      • Have greater increased Stamina Regeneration for 30 minutes after Skooma use
      • Have greater increased Magica Regeneration for 30 minutes after Skooma use
      • Have slightly altered vision 10 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 8 hours
      • Will become further addicted if Skooma is used within 12 hours of their last Skooma use.
    • Moderate Skooma Addiction:
      Those that have fallen deeper into addiction with Skooma will…
      • Have deeply yellowed eyes
      • Have darker rings under their eyes
      • Have yellowed teeth
      • Have even greater increased Heath Regeneration for 45 minutes after Skooma use
      • Have even greater increased Stamina Regeneration for 45 minutes after Skooma use
      • Have even greater increased Magica Regeneration for 45 minutes after Skooma use
      • Have slightly altered vision 20 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 4 hours
      • Will become further addicted if Skooma is used within 6 hours of their last Skooma use.
    • Severe Skooma Addiction:
      Those that have been addled by Skooma addiction will…
      • Have deep yellow-brown eyes
      • Have very dark rings under their eyes
      • Have darkened yellow-browned teeth and
      • Have an odor that appears as a faint yellow cloud around the player
      • Have greatly increased Heath Regeneration for 60 minutes after Skooma use
      • Have greatly increased Stamina Regeneration for 60 minutes after Skooma use
      • Have greatly increased Magica Regeneration for 60 minutes after Skooma use
      • Have slightly altered vision 30 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 2 hours
      • Will experience Skooma overdose if is used within 3 hours of their last Skooma use.
    • Overdose:
      During an Overdose a player will experience a fit of rage and will have the following buffs for 5 minutes:
      • Increased Speed
      • Increased Health
      • Increased Weapon Damage
      • Increased Spell Damage
      • Slightly altered vision for 2 minutes followed by Moderately altered vision for 2 minutes followed by Severely altered vision for 1 minute.
      • After 5 minutes they will die
      • Once they revive at a way-shrine, their Severe Skooma Addiction clock resets

    Skooma Withdrawal:
    Skooma withdrawal is experienced in three stages, depending on the severity of the player’s addiction. To avoid feeling the effects of withdrawal a player simply needs to use more Skooma, the problem is, the amount of time in which they have to use Skooma to avoid withdrawal is always less than the amount of time it would take to get even more addicted to the drug. This leaves a player not wanting to become further addicted feeling withdrawal effects for a period of time. No matter the stage of withdrawal, the use of Skooma will relieve all withdrawal symptoms.
    • Withdrawal Stage One:
      If a player that is addicted that doesn’t use more Skooma within the allotted time will experience the following symptoms for 24 hours.
      • Slowed running speed
      • Decreased Max Stamina
      • Decreased Max Magica

      If a player that is Mildly Addicted to Skooma goes 24 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate. If a player is Moderately or Severely addicted, they will begin to feel the effects of the next stage of withdrawal.

    • Withdrawal Stage Two:
      If a player is Moderately or Severely addicted and suffers through the first stage of withdrawal without using more Skooma, they will experience the following symptoms:
      • An even slower running speed
      • Even more decreased Max Stamina
      • Even more decreased Max Magica
      • Decreased Weapon Critical
      • Decreased Spell Critical

      If a player that is Moderately Addicted to Skooma goes an additional 36 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate. If a player is Severely addicted, they will then begin to feel the effects of the next stage of withdrawal.

    • Withdrawal Stage Three:
      If a player is Severely addicted and suffers through the first and second stages of withdrawal without using more Skooma, they will experience the following symptoms:
      • An even slower running speed
      • The inability to use a horse or fast travel in any way
      • Greatly decreased Max Stamina
      • Greatly decreased Max Magica
      • Even more decreased Weapon Critical
      • Even more decreased Spell Critical
      • Decreased Weapon Power
      • Decreased Spell Power

    If a player that is Severly Addicted to Skooma goes an additional 48 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate, but thy will experience a 10% increase in their age that is a permanent effect of the Skooma use.

    If a player is severely addicted to Skooma, it will take them 4.5 days to recover. During any period of recovery, a player can visit a Skooma Den and can increase their recovery speed. Once a player is fully recovered from Skooma the number of hours they must wait between their next two Skooma uses to avoid becoming addicted again during Pre-Addiction doubles. (16 to 32 to 64 to 128 to etc….)

    Skooma Dens:
    • Skooma Dens serve multiple purposes in the Skooma mechanic of ESO. Even though they are meant as detox clinics for addicts, they have come to also serve as Skooma trading posts.
    • A place players can go to buy Skooma or the ingredients, recipes, and reagents from NPCs or other players.
    • A place players can go to sell Skooma or the ingredients, recipes, and reagents to NPCs or other players.
    • A place players can go to speed the withdrawal process by going through a cleansing ritual offered by a Khajiit mage.

      The mage induces a fever dream in which the player must battle waves of varying yellow-shaded Daedra in a psychedelic dream-world. There could be quests within this world and sieges where the player must defend their mind or attack a keep within their mind.

      Time, while in this world runs at 10X the speed. So a player that is severely addicted can partake in 10.8 hours of Fever Quests and will awake no longer addicted to Skooma. These quests can be embarked on all at once or one at a time.

    Merchants:
    Being addicted to Skooma effects how players can interact with the NPCs of Tamriel.
    • Most Merchants will not do business with a player severely addicted to Skooma.
    • Most Merchants will not do business with a player experiencing the first stage of withdrawal, Craftsmen are the exception.
    • Most Merchants and Craftsmen will not do business with a player experiencing the second stage of withdrawal.
    • Most NPCs will ignore a severely addicted player experiencing the third stage of withdrawal
    • The black market and select NPCs will buy and sell Skooma and Skooma accessories

    The Guards:
    Any player that is severely addicted to, or suffering withdrawal from Skooma within the walls of a city will arise suspicion.
    • These players will be stopped by the guard and if that player has any Skooma or Skooma accessories in their possession they will be fined and the Skooma and Skooma accessories will be possessed.
    • The player will be given the opportunity to run while they are being interrogated by the guard. This will increase the player’s bounty and wanted level. No gold or items will be confiscated.
    • If the player doesn’t have any gold to pay the fine their bounty and wanted level will increase and the guards will attack them after all their Skooma and Skooma accessories will be confiscated.

    Quests:
    Various quests could be places throughout Tamriel that involve Skooma.
    • Harvesting ingredients
    • Making provisions
    • Making reagents
    • Smuggling Skooma
    • Taking NPCs experiencing withdrawal to the Skooma Den.
    • Etc.

    While this is a fairly complex Skooma suggestion there seems to be a desire for Skooma in ESO and the production of Skooma should be difficult. The benefits of Skooma should be great, but the long term Benefits should be pretty severe. At this time I do not think there should be a permanent bonus to Skooma addiction and the only permanent penalty is cosmetic. Just like everything in ESO, there is room for tweaking in this concept.

    What are your thoughts?

    If you like this idea please support it over on the original thread here:
    http://forums.elderscrollsonline.com/en/discussion/141857/skooma-concept-suggestion/p1
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Murkblade
    Murkblade
    ✭✭
    Gidorick wrote: »
    Like this:
    Gidorick wrote: »
    A large part of the Khajiit culture, which has a rather negative stigma attached, is their manufacturing and love of the drug Skooma, which is made from Refined Moon Sugar.

    NOTE: This concept is from before the 1.6 provisioning update. I have long thought the removal of Moon Sugar as a provisioning ingredient was setting up the concept of Moon Sugar as a Skooma ingredient. Also, Since we now have XP boosters, I think Skooma could also incorporate that sort of mechanic.

    To Make Skooma:
    Skooma needs to be a very unique and multi-tiered concoction in ESO. Since Moon Sugar is a provisioning ingredient there needs to be a process that turns the provisioning ingredient into an alchemy reagent. My recommendation is for there to be a moon sugar enrichment and refinement process that requires a player to be adept at Provisioning and Alchemy (a cook & a chemist). This could turn into having Skooma cooking teams within ESO where one person works the Provisioning side and another works the Alchemy.

    (We should pause a moment for people to make all the Breaking Bad/Jesse Pinkman/Heisenberg correlations now…. Good? Ok… let’s move on.)

    Plants:
    There are two plants that should be added to ESO in order to support the Moon Sugar mechanic.
    • Moon sugar plants: These plants should be found in Elsweyr, especially along the southern shore, from which the Moon Sugar ingredient can be extracted.
    • Nightshade: The Nightshade plant reagent (which should be added for the Dark Brotherhood’s Black Sacrament anyway) should be added to Tamriel, specifically to Cyrodill. The alchemic traits of Nightshade could be Ravage Magica, Ravage Stamina, Lower Weapon Power, and Lower Spell Power.

      There will ultimately be many other uses for Nightshade other than Skooma production, but will not be discussed here.

    Moon Sugar Provisions:
    • Enriched Moon Sugar: Enriched Moon Sugar could be a level 25 grilled food that can be produced using Moon Sugar, Milled Flour, & Salt. The produced Enriched Moon Sugar could be able to be eaten to gain increased max Health for a time. Enriched Moon Sugar could ALSO be a provisioning ingredient for Moon Sugar Liquor.
    • Moon Sugar Liquor: Moon sugar liquor could be a VR5 provisioning drink recipe that requires Enriched Moon Sugar, Golden Malt, Snowberry, & Juniper Berry or Canis Root, Molasses, and Salt. This will produce a liquor that will give the effects of increased Health, Magica, and Stamina recovery for a period of time. Moon Sugar Liquor could ALSO be able to be used as a reagent in the alchemy recipe for refined Moon Sugar and Skooma. As a reagent, Moon Sugar Liquor could have the Restore Stamina and Restore Magica.

    Moon Sugar Alchemy:

    • Refined Moon Sugar: To make Refined Moon Sugar, an alchemist would need the single reagent of Moon Sugar Liquor. Refined Moon Sugar by itself could have the primary effect of Restore Stamina and Restore Magica, making useful for all builds. Moon Sugar Liquor could also be a reagent for Skooma with the traits of Restore Health, Restore Magica, and Restore Stamina.
    • Skooma: FINALLY! We get to the good stuff. To make Skooma an alchemist will need the following reagents Moon Sugar Liquor, Refined Moon sugar & Nightshade. The effects a single dose of Skooma is Restore Health, Restore Stamina, Restore Magica, Ravage Magica, Ravage Stamina, Lower Weapon Power, and Lower Spell Power.

    Skooma Use:
    The main use for Skooma would be an emergency drink that is kept on-hand for a last second go-to during battle. It could have an extremely powerful Heath, Stamina, and Magica restoration that is coupled with a Lowered Weapon Power and a Lowered Spell Power.

    Addition: Skooma could also give players an XP boost. To make this tempting to use, the boost could be upwards of 200% but could only last for a short period of time, like 30 seconds.

    Once a player uses Skooma, they start to become addicted and they feel the effects of the addiction process. Once mildly addicted, a player must use Skooma within a specific amount of time else they would start to go through the levels of Withdrawal.

    Addiction:
    Once a player uses Skooma, they will benefit from some bonuses but will also experience some penalties. The player isn’t dependent on Skooma during the first level of addiction and becomes even more addicted the more Skooma they use.
    • Pre-Addiction:
      A player that has used Skooma within the past 6 hours will…
      • Have slightly yellowed eyes
      • Have increased Heath Regeneration for 20 minutes after Skooma use
      • Have increased Stamina Regeneration for 20 minutes after Skooma use
      • Have increased Magica Regeneration for 20 minutes after Skooma use
      • Have slightly altered vision 5 minutes after Skooma use.
      • NOT experience Skooma withdrawal if no more Skooma is used
      • Become further addicted if Skooma is used within 16 hours of their last Skooma use
    • Mild Skooma Addiction:
      Those that have just become addicted to Skooma but have not further abused the drug will…
      • Have moderately yellowed eyes
      • Have light rings under their eyes
      • Have greater increased Heath Regeneration for 30 minutes after Skooma use
      • Have greater increased Stamina Regeneration for 30 minutes after Skooma use
      • Have greater increased Magica Regeneration for 30 minutes after Skooma use
      • Have slightly altered vision 10 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 8 hours
      • Will become further addicted if Skooma is used within 12 hours of their last Skooma use.
    • Moderate Skooma Addiction:
      Those that have fallen deeper into addiction with Skooma will…
      • Have deeply yellowed eyes
      • Have darker rings under their eyes
      • Have yellowed teeth
      • Have even greater increased Heath Regeneration for 45 minutes after Skooma use
      • Have even greater increased Stamina Regeneration for 45 minutes after Skooma use
      • Have even greater increased Magica Regeneration for 45 minutes after Skooma use
      • Have slightly altered vision 20 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 4 hours
      • Will become further addicted if Skooma is used within 6 hours of their last Skooma use.
    • Severe Skooma Addiction:
      Those that have been addled by Skooma addiction will…
      • Have deep yellow-brown eyes
      • Have very dark rings under their eyes
      • Have darkened yellow-browned teeth and
      • Have an odor that appears as a faint yellow cloud around the player
      • Have greatly increased Heath Regeneration for 60 minutes after Skooma use
      • Have greatly increased Stamina Regeneration for 60 minutes after Skooma use
      • Have greatly increased Magica Regeneration for 60 minutes after Skooma use
      • Have slightly altered vision 30 minutes after Skooma use.
      • Will experience Skooma withdrawal if Skooma isn’t used within the next 2 hours
      • Will experience Skooma overdose if is used within 3 hours of their last Skooma use.
    • Overdose:
      During an Overdose a player will experience a fit of rage and will have the following buffs for 5 minutes:
      • Increased Speed
      • Increased Health
      • Increased Weapon Damage
      • Increased Spell Damage
      • Slightly altered vision for 2 minutes followed by Moderately altered vision for 2 minutes followed by Severely altered vision for 1 minute.
      • After 5 minutes they will die
      • Once they revive at a way-shrine, their Severe Skooma Addiction clock resets

    Skooma Withdrawal:
    Skooma withdrawal is experienced in three stages, depending on the severity of the player’s addiction. To avoid feeling the effects of withdrawal a player simply needs to use more Skooma, the problem is, the amount of time in which they have to use Skooma to avoid withdrawal is always less than the amount of time it would take to get even more addicted to the drug. This leaves a player not wanting to become further addicted feeling withdrawal effects for a period of time. No matter the stage of withdrawal, the use of Skooma will relieve all withdrawal symptoms.
    • Withdrawal Stage One:
      If a player that is addicted that doesn’t use more Skooma within the allotted time will experience the following symptoms for 24 hours.
      • Slowed running speed
      • Decreased Max Stamina
      • Decreased Max Magica

      If a player that is Mildly Addicted to Skooma goes 24 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate. If a player is Moderately or Severely addicted, they will begin to feel the effects of the next stage of withdrawal.

    • Withdrawal Stage Two:
      If a player is Moderately or Severely addicted and suffers through the first stage of withdrawal without using more Skooma, they will experience the following symptoms:
      • An even slower running speed
      • Even more decreased Max Stamina
      • Even more decreased Max Magica
      • Decreased Weapon Critical
      • Decreased Spell Critical

      If a player that is Moderately Addicted to Skooma goes an additional 36 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate. If a player is Severely addicted, they will then begin to feel the effects of the next stage of withdrawal.

    • Withdrawal Stage Three:
      If a player is Severely addicted and suffers through the first and second stages of withdrawal without using more Skooma, they will experience the following symptoms:
      • An even slower running speed
      • The inability to use a horse or fast travel in any way
      • Greatly decreased Max Stamina
      • Greatly decreased Max Magica
      • Even more decreased Weapon Critical
      • Even more decreased Spell Critical
      • Decreased Weapon Power
      • Decreased Spell Power

    If a player that is Severly Addicted to Skooma goes an additional 48 hours without using Skooma, the player is relieved of their addiction and all penalties dissipate, but thy will experience a 10% increase in their age that is a permanent effect of the Skooma use.

    If a player is severely addicted to Skooma, it will take them 4.5 days to recover. During any period of recovery, a player can visit a Skooma Den and can increase their recovery speed. Once a player is fully recovered from Skooma the number of hours they must wait between their next two Skooma uses to avoid becoming addicted again during Pre-Addiction doubles. (16 to 32 to 64 to 128 to etc….)

    Skooma Dens:
    • Skooma Dens serve multiple purposes in the Skooma mechanic of ESO. Even though they are meant as detox clinics for addicts, they have come to also serve as Skooma trading posts.
    • A place players can go to buy Skooma or the ingredients, recipes, and reagents from NPCs or other players.
    • A place players can go to sell Skooma or the ingredients, recipes, and reagents to NPCs or other players.
    • A place players can go to speed the withdrawal process by going through a cleansing ritual offered by a Khajiit mage.

      The mage induces a fever dream in which the player must battle waves of varying yellow-shaded Daedra in a psychedelic dream-world. There could be quests within this world and sieges where the player must defend their mind or attack a keep within their mind.

      Time, while in this world runs at 10X the speed. So a player that is severely addicted can partake in 10.8 hours of Fever Quests and will awake no longer addicted to Skooma. These quests can be embarked on all at once or one at a time.

    Merchants:
    Being addicted to Skooma effects how players can interact with the NPCs of Tamriel.
    • Most Merchants will not do business with a player severely addicted to Skooma.
    • Most Merchants will not do business with a player experiencing the first stage of withdrawal, Craftsmen are the exception.
    • Most Merchants and Craftsmen will not do business with a player experiencing the second stage of withdrawal.
    • Most NPCs will ignore a severely addicted player experiencing the third stage of withdrawal
    • The black market and select NPCs will buy and sell Skooma and Skooma accessories

    The Guards:
    Any player that is severely addicted to, or suffering withdrawal from Skooma within the walls of a city will arise suspicion.
    • These players will be stopped by the guard and if that player has any Skooma or Skooma accessories in their possession they will be fined and the Skooma and Skooma accessories will be possessed.
    • The player will be given the opportunity to run while they are being interrogated by the guard. This will increase the player’s bounty and wanted level. No gold or items will be confiscated.
    • If the player doesn’t have any gold to pay the fine their bounty and wanted level will increase and the guards will attack them after all their Skooma and Skooma accessories will be confiscated.

    Quests:
    Various quests could be places throughout Tamriel that involve Skooma.
    • Harvesting ingredients
    • Making provisions
    • Making reagents
    • Smuggling Skooma
    • Taking NPCs experiencing withdrawal to the Skooma Den.
    • Etc.

    While this is a fairly complex Skooma suggestion there seems to be a desire for Skooma in ESO and the production of Skooma should be difficult. The benefits of Skooma should be great, but the long term Benefits should be pretty severe. At this time I do not think there should be a permanent bonus to Skooma addiction and the only permanent penalty is cosmetic. Just like everything in ESO, there is room for tweaking in this concept.

    What are your thoughts?

    If you like this idea please support it over on the original thread here:
    http://forums.elderscrollsonline.com/en/discussion/141857/skooma-concept-suggestion/p1

    Well, in response , my post is much more about Skooma smuggling ( rather than the consequences of skooma addiction and withdrawal ) So, there are major and substantial differences in emphasis. Therefore, your thread is not " the original thread " as you put it (even though it does pre-date mine). But yes, you have a LOT of very very cool ideas on yours as well!

    I just hope it becomes part of the game somehow in the future to be honest.

    Edited by Murkblade on December 24, 2015 8:29PM
  • sir_buttersworth
    I think they should treat it like any other guild. Maybe they could be in the thieves den that's in most towns. So you would do smuggling missions and it could have it's own story. In the end, you would have earned money, reputation, and a few titles and achievements.
  • MornaBaine
    MornaBaine
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    It would be funny if, if you had skooma in your inventory, there was a percentage chance the guards would stop you, just like they do now when you have a bounty. And if they do stop you not only do they take your precious skooma but they fine you depending on how much you have. AND you need to be able to "use" the skooma. Using it either makes you stagger about, pass out briefly or, slim chance, outright kills you. Take THAT in your immersion!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • PrinceBoru
    PrinceBoru
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    I see Skooma vaporizers all over Tamriel.
    Who are they kidding?
    Everybody's hooked!
    In fact, at the end of the game...
    *SPOILER ALERT*
    you find out all of Tamriel was one bad skooma trip.
    :o
    It ain't easy being green.
  • tinythinker
    tinythinker
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    Murkblade wrote: »
    If you have read my previous posts , you may have got a sense that I like the shady side of ESO.......and , yes, you would be correct!

    Because the ESO world map is so HUGE , I think it would be brilliant to have skooma and moon sugar smuggling in the game.

    Imagine receiving a band new in-game world map showing dynamic smuggling routes and a table of black market prices. I would feel like it was Christmas! All year round! (Maybe Khajiit caravans could hand out smuggling missions.)

    You could even gain increasingly discounted prices at all vendors through being a successful and reputed smuggler.

    Anyway, I wanted to ask you guys ...do you like the idea?


    Most importantly, how do you think this could be realistically implemented?

    Thought it might be an interesting and fun discussion we could have...

    Happy Christmas!

    Murkblade

    Sounds fun. Would work well with Skooma Crafting and Writs.
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  • Kublakan
    Kublakan
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    I like the idea. You could add protect the caravan quests and raid the caravan quests as well. After completing a huge given number of quests, you could become a skooma lord having your own caravan smuggling route to manage. Or the opposite and become a special anti-skooma brigade chef, ahaha.
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