Small reviews of (I think) all incremental games I've ever played on Android
I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose. THE BEST GAMES I'VE PLAYED ARE THESE (no order):
Honorable Mention: Eggs, Inc The rest: more or less hated it Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??". ------ Time Idle RPG This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time? Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it. 2 Path of Idling The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress. The game is a RPG game and these are the things that opened up for me in the first few hours. Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done) Skills Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here. Quest that also includes Perks and Skill quests. Gear which 5 equipment slots, plus craft plus trade plus smelt Also gear for your Pet, which is also another tab! Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on. The dev has added a lot of features, now it's time to rework the game, and have the features take their time. 2 Idle Slayer The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down. With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades. So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better. 4 Exponential Idle A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME. 3 Factoid Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3 Spark Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3 Antimatter Dimensions Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game. 5 Melvor Idle It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into. 2 A Girl Adrift The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me. You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures. 3 Archer: Danger Phone I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort. There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this. 1 Home Quest This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up. 2 Idle Industry This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones. 2 Masters of Madness Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me. 1 Soda Dungeon 2 Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end. 2 Bacterial Takeover Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped. 2 LogRogue Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing. 3 A Kittens Game Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before. But still probably the best incremental ever. 5 A Dark Room An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me. 2 Little Healer Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game. 1 Clickie Zoo Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway. 4 Idling to Rule the Gods The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty. I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format. 2 Realm Grinder This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes. Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre. 2 Spaceplan A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?) 3 Zombidle Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs 2 Eggs, Inc While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing? Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point? Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless. 4 Castle Clicker Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers. 2 Endless Era This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun??? 1 Idle Quote An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind. 2 Monster Miser An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun. 3 Pocket Politics An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind. 1 Time Clickers A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks. 1 Tap Tap Fish - Abyssrium I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that. 2 Cartoon 999 Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience. 2 Dungeon Manager Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games. 2 Final Fortress Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face. The zombie skin was also crappy. 1 Mana Maker Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless. So fail, sorry. 2 Infinity Dungeon The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play. 1 Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up. 2 Tap Dungeon RPG Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes. 1 Dungeon 999 F: Secret of Slime Dungeon Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up. 2 Tap Dungeon RPG Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes. 1 Tower of Hero You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again. There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh. 3 Pageboy Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it! 2 Idle Warriors The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny. But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it. 2 Tap! Tap! Faraway! Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity. 2 Auto RPG Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight! There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself. 4 Merchant Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters. I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times. 2 Idle Oil Tycoon This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app. It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore. 5 Soda Dungeon This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder. The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game. 4 10 Billion Wives Kept Man Life The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses. I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me. Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff. 3 Adventure Capitalist One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless. 3 The Monolith A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing. 2 USSR Simulator An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days. 2 RPG Clicker They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall. 1 Logging Quest Logging Quest 2 [Review is for the original and its sequel] There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be? 1 Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless. Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals. 1 Galaxy Clicker A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun. 2 Megatramp A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells. 1 Inflation RPG It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it. 2 Widget RPG Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills. It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do. 2 Capitalist Tycoon I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on. But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year. 2 Clicking Bad An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play. 2 Zombie Tapper A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless. 1 Bitcoin Billionaire I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first. 3 Tap Titan An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive. 4 God Squad I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored. 1
I’m a commentator for a tournament of nightmares. I’m not sure the participants are willing.
You’d think being a psychiatric ward for 38 months would be enough to deter a guy from ever going back to a sport that involves watching human beings at the height of their physical prowess beat the living shit out of each other. Sometimes regulated, sometimes not. But, here I am, fresh outta the loony bin and reading the most unusual advertising slogan I’d ever laid eyes on; “The most terrifying tournament has come around once again! Conquer your fears in theNFC*…* literally.” This was the business card that accompanied my black envelope as it was handed to me on the discharge ward by a well dressed and gangly fella with an uncomfortable wide smile. He didn’t say much of anything, just that his name was “Watson” before bowing and holding up the envelope. “Heh, like the butler, right?” I said, taking the envelope from his plasticine hands. His smile ripples across his face and he nods slowly, his perfect hair unmoving in the strong wind before he turns on his heel and walks back to the black sedan. The cold air chilled my bones, and I pulled the medical bracelet from my wrist, grimacing at the marks underneath before following Watson to the Sedan and hauling my luggage into the trunk before setting off, not knowing how I came to even be there in the first place. I guess right now, that doesn’t really matter. What matters is where I am now and what I’m doing. "blood strewn across the canvas, frayed brain matter sailing across my head and splattering against the wall, a woman standing in a pool of blood as the deformed creature twitches on the ground" My name is Sal “Motormouth” Sabotta, I’m a sports commentator by trade. Be it combat sports, pro wrestling, death-matches or martial arts tournament, I’ve done it all. I won’t lie; Work can be hard to come by. I’ve spent months struggling for rent and resorting to less tried-and-true commentary methods in order to survive. That has, at times, involved trying my hand at some of the more underground competitions; unregulated fights, sick, illegal games bet on by people on the dark web and worse… Things I’m not going to detail here. Things I’m not proud to have taken a hefty pay-check for from greasy, sweaty fucks in Armani tracksuits and stinking of cheap booze and coke all the way up to well-dressed bitcoin farmers in their 20s who probably own child slaves. In short, I’m no stranger to the grim underworld or the secrecies with which they conduct their work. I see money and an easy way to make it with my voice; I don’t ask questions. So when I received an email the day of my discharge from the hospital and I’m told “you’ll receive a letter from Mr. Watson, take it and follow the instructions to the venue. Pay up front as agreed.”, I don’t question it. Especially when the note is personalised, and the doctor says my medical fees were covered. We drove past numerous landscapes, vistas and neighbourhoods before veering off into an industrial estate and entering an underground tunnel. Half a mile in, Watson stops the car and peers back, smiling. He directs a thumb to the service door in the side tunnel and rubs his neck, a scar running from ear to ear. Was he a former fighter? Gangster? I sighed and got out, still in my medical gown and hauling ass to the door. It opened before I could reach out and a tall, muscular woman in her late 30s greeted me with a smile. She was imposing, powerful in her gait, a black eyepatch with several seals adorning the sides accompanying a thick scar down her face did nothing to stop her beauty. She wore a tank top with a black cloak with white fur on the tops and sleeves, a thick black chain clasp around the neck. I won’t lie; she looked badass. Terrifying, but badass. “‘Bout time ya showed up, Sabotta!” She grinned and put a cinderblock of a hand on my shoulder. I’m 5’10 and 180lbs, but she made me feel like a child in front of her. The power emanating from her fist was unbelievable. “C’mon, the trial match is starting and I don’t want no tourney without a broken in commentator! You gotta know the ropes of this place!” “You know your driver was standing right outside when I was discharged, right? Couldn’t think to give me an extra day or two to freshen up?” I frowned. This wasn’t normal protocol, even for back-alley promotions like this. She just laughed at me and slapped my shoulder. “The tournament waits for nobody, Sal. Times a-wasting.” The hallway is dimly lit and the sounds of a ruckus above us are as impossible to ignore as the sounds of thudding, screaming and snapping. As we pass several doors with one-way mirrors on the front panes, I hear sounds I could have never placed in the animal kingdom or otherwise; gurgles, clicks, grunts and even otherworldly whispers. “What the fuck is that? You guys doing animal fights down here? I mean I called a monkey fight once, but it’s not exactly… pleasant.” I shuddered, thinking of the violence chimpanzees can inflict on one another, let alone humans. She never stopped walking or staring directly ahead when she responded.“Those ain’t animals. Not by a long shot.” Before I can probe further, I’m hurried into a changing room and practically swept off my feet by her strength. I turn back and she’s already poking her head out the door. “You’ve got 5 minutes, get your shit and head up the left stairs, Watson will guide you.” She grinned, and I saw gold filings in her teeth that glinted as much as her bedazzled eye patch. “Ya came highly recommended… I expect good things!” I do as instructed and within 5 minutes I’m back in my commentary clothes; an open buttoned Hawaiian shirt with my old Hotel Inertia shirt underneath, skinny black jeans and shimmering black shoes. I found some old slick gorilla powder in my hair and dusted it up, opting for the dishevelled look as I knew I’d be sweating by the end of the ordeal. “You shouldn’t bother putting in so much effort, y’know. They’re not gonna care how good you look, only how well you talk.” Standing in the doorway was a woman in her 40s, dark-skinned and hair clad in meticulous dreadlocks, tied back into a large bun with a pair draped down the sides of her head. She held a thick book in one hand and pocketed a serrated blade in the other before motioning to me. “We’ll have to do the pleasantries on the way, the match is starting and you don’t wanna miss that. The commissioner isn’t the type you want to upset. Especially when you’re not here by choice.” I looked for a moment, dumbfounded. “I’m here because I was invited, already got my pay from the woman who let me in.” I shrugged, pocketing the envelope and getting my equipment from the suitcase. The woman gave a sad smile and shook her head. “Of course you’d think that. She likes it that way. Bet she didn’t introduce herself either, did she? C’mon.” I follow her down and after a few minutes we come to a fork in the hallway, an elevator system to our right and a stairway to the left. Dutifully, Watson stood patiently, still grinning and motioning us to go up. Once we’re situated in our booth upstairs, I set my equipment up and look down at the table, expecting a slew of papers and fighter information in front of me. I look to the woman to ask, but she doesn’t break her stare in the darkness, looking down at the arena floor some 100ft below us.“You won’t need that. Not for this match.” The lights flicker on and the enormity of this venue reveals itself to me. It’s a structure of imposing steel, dried blood, claw marks and other unknown substances that littered the 40ft wide circular pit the fighters contested in, a black lift on either side from the fighters corners that I can only assume ascended up from their locker room area. Around them were chain-link fences that rose up to the audience stands above, situating around 300 people across all four sides. At the very top sat our booth, the commissioner’s office directly opposite, the judges booth to our right and the fight analysts/medical area to our left. Standing in the centre with a spotlight over them was the commissioner, microphone in hand and an energy that was almost palpable. “Ladies, Gentlemen and Freaks of all kinds out there in the universe. I welcome you once more to the annual Nightmare Fighting Championship Tournament! It’s been a long year, but we have new blood to pit against our resident night terrors and some fresh fears to feast on the fortuitous soul that frolics into their den. As always, our contestants will be fighting for their freedom, a chance to get their wish or to fight for the ultimate prize.” The crowd cheers and the majority are hidden behind thick plexiglass and lighting, but I can see some have Karate Gi’s, weapons in hand and others with demon masks as they whoop and holler. The clientele here were, at least in my estimation, experienced. But I was feeling a lump in my throat at that one phrase The Commissioner so surreptitiously added in without issue; “As always, our contestants will befightingfor theirfreedom*”* I leaned to the woman next to me and as if she knew what I was going to ask; she put a finger up and shook her head. Eyes awash with fear and a grimness I had only seen on that of trainers who knew their fighter was not ready for the bout ahead. She pointed the finger down to my machine, then to the pit. Turning it on, I looked down as the commissioner began to talk, readying myself to commentate on whatever weirdos came up to battle. “But before we get to that, we have an exciting exhibition match for our loyal supporters who bankroll this event every year. Without you elite few, we could not do this. You are the pound for pound goats of support! Now, without further ado; let’s get this show on the road!”The rest of the lights clicked on and spun around the venue as they raised the profile of the bout, the elevators both whirring into action as the right one arose first. “In this corner, from the marionettes shop and accompanied by his Bunraku doll “Mr. Stares”, it’s the man who pulls the strings… THE PUPPET MAN!” Out steps a tall, thin Japanese man in full clown makeup. His head shaven save for two ridiculous strands of hair stretched out and fluffed up to their limits, like red antennae. His eyebrows large m’s that practically cover his forehead, the nose a completely vacant slot with a black hole drawn in and the mouth… the fucking mouth was nailed shut. Literally. Sharp rusted nails had been hammered down through the lips with such force that they’d bent. A sickening crimson red face-paint stretched across the entire bottom half of his face, making it seem far larger by comparison. He carefully held a small bundle underneath a sheet and bowed deeply to the audience before standing at his designated spot. “In the other corner, from the streets of god knows where and the womb of someone who misses him… "Hulked Up" Michael O’Donnell!” I watched with wide eyes and a stomach threatening to evacuate its contents at any moment as the smoke cleared and a boy no older than 17 rushed out, beating his chest and screaming to the crowd as if he was the Incredible Hulk. I don’t know if they drugged the poor kid, but he clearly had no idea where he was. “There are no rules, no referees and judges only exist in case of a draw or unclear victory. Our commentary team will take over and we wish you a phenomenal match.” She drools a little before she speaks again, looking up at me and winking. “Let’s make this a violent one.” She snaps her fingers and leaps for the fence, climbing up with ungodly ease before sitting on her makeshift chair in her office. I have no idea what I’m seeing but every cell in my body is urging me to run; I feel my knees tense and my frame rise ever so slightly before the woman next to me puts her hand on my thigh, pushing me down with great force. “You have a job to do, so do I. Trust me, you think you can leave but if you get out of this chair, not only will YOUR life end. Mine will too.” She unsheathes the serrated blade and looks at me with pity. “We both have a part to play here, so put the headset on and let’s do our job, no matter how hard it is.” Hands shaking, I pick up the headset and connect it to the portable recorder and take a breath. “I… I need your name. What is it you do?” I stutter, trying to calm myself. She hands me a bottle of water as the surrounding lights dim and the spotlight focuses on the spectacle below. “I’m Madame Nelle Lockwood, cryptid hunter and your co-host to guide you through tonight. Good to meet you, Sal.” - NFC EXHIBITION MATCH: "Hulked Up" Michael O’Donnell vs The Puppet Man w/ Mr. Stares “Welcome fight fans from around the world, god knows how you’re listening to this or WHY, but here we are. I’m your host Sal “MotorMouth” Sabotta, wishing this was all a bad dream. Joining me this evening is our cryptid specialist and all round badass Madame Nelle Lockwood. How are you doing, Nelle?” She looks at me with a bewildered look on her face before blinking and coming to her senses. “Uhh… good! All things considered… boy, you really have a professional knack for this, huh? I can see why Commissioner Alduin brought you in." “Ahh, yes. That’s right, folks! NFC Commissioner Alduin invited me here personally and our exhibition match proves to be… challenging. Let’s check in on the action below.” I look down and see The Puppet Man sat down and gesturing to the figure under the sheet, like he’s got a negotiation going on. The boy, undeterred and furious, rushes towards him and takes his back, slapping his head and even pulling on his hair with extreme prejudice. “Well take a gander at that, that kid has absolutely NO fear. When I was his age, I would have stayed FAR the fuck away from a nightmare spectre like that. But hell, this is all part of the show, right? Hope they’re paying that poor guy down there a sizeable sum to throw a fight to a child. What do you think, Nelle; is this the weirdest make-a-wish fulfilment task or what?” I look over to her, hoping she’d indulge me and that I could believe this was just going to end with a pissed off actor storming away when the child hit him too hard. But Nelle was scanning her now open book and looking for information on dolls. “He’s talking to his doll because it’s desperate to be let loose. He’s trying to bargain with it to spare him. This is the nature of the puppeteer and his master.” She pushes the book to the centre of the table and shows me a faded illustration of a pristine Bunraku doll; a kind of meticulously crafted Japanese take on the ventriloquist doll. The limbs are thinner and the face is more minimalist, but still no more frightening. “They usually have a symbiotic relationship, but it seems this one obeys the doll and will not want to face more punishment.” “What do you mean more punishment?” I ask, looking back down at the feverish puppet man as he tries signing frantically under the sheet, even putting his head under as the kid bites his arm and kicks him, screeching. “The nails, Sal. Those aren’t to silence him, they’re to punish him.” The rest happened in slow motion; the sheet fell down. The puppet man stood up and walked to his side of the fighters corner, facing the elevator and placing his face into his forearms as he shook. The boy followed to keep attacking, but with one swift kick to the midsection, the boy was propelled back to the centre of the pit where the doll sat. If there was a human face, I didn’t see it. Instead, I was staring down at a small wood carved spider, the head sporting black geisha hair and the makeup still present, but rows of sharpened black teeth protruded from the clicking mouth and two larger eyes jutted out from the base of the skull, smaller ones dotted closely around it. It was like seeing a puppet ogre spider. “Looks like The Puppet Man has let Mr. Stares out to say hi and I can certainly see why he was under that sheet, this one isn’t pretty folks! The face doth fit the name. The question is, what’s he doing to do ne- “I didn’t need to finish the question. My hands shook, and the world spun around me as this creature crawled towards the still wheezing boy with ungodly speed and perched itself expertly beside him. I don’t know if it was my eyes or the distance from where I sat, but this was NOT a small puppet. He was easily half of the boy’s height and that became more unnerving when he reared up on his back legs, the head clicking up and the raspy voice hissing out like a gas leak in a building. “Hey, hey, kid! Wanna make a deal?” The kid rubbed his eyes, seemingly realising where he was as he calmed down and an air of utter confusion around him. “If you let me be your new master and you promise to take care of me, I’ll let you go!” His head spun around and the jaw clicked ferociously as he giggled, extending out a clawed paw. “Whaddya say?” The boy, still confused, slowly reached out his hand and the moment immediately reminded me of a slew of nature shows I’d seen as a kid; where a predator waits until the prey is lulled before striking. I felt the chill up my spine as he extended his hand and grabbed Mr. Stares. In that moment, he leapt up the arm and bore his way into the boy’s mouth, down his throat and shredded his flesh. The sound was so horrifying, so visceral that it outshines any backyard stabbing, joint snap or broken nose. The boy didn’t even have time to scream, he simply looked up with tear-stained eyes as the puppet disappeared. Then he started walking without him realising. He looked down at his limbs, terrified, looked over at The Puppet Master, who still had his head to the elevator and pleaded with someone, anyone to help him. I looked to Nelle who refused to take her eyes away, studying the battle in an almost morbid scientific curiosity, detached entirely from the scenario. I couldn’t fathom how she did it, how she ignored this boy begging us to get him out of there. I wanted to. Every instinct in me as a fight fan and a decent human was to scream “STOP THE FIGHT!”. But clearly, when my own life is at risk and money is involved... I am not a decent human. Instead, with bile in my throat and a sweating forehead, I did my job. “M-My goodness! The P-uppet, I mean, “Mr. Stares” has BECAME the puppet master, surely the fight will be over with our young competitor incapacitated? What does our commissioner have to say about this?” She stared at me, her one eye gleaming and her face elated with the violence. “It ain’t over yet, church boy. We haven’t even seen the finale, have we Puppet Master?!” She laughs and slaps her knee, the puppet master sobbing as he sinks to the floor and she continues. “He ain’t done feeding, not yet.” The way she said that word “feeding” nearly made me lose what food I had in me. That was a young man, somebody's baby boy… “What does she mean by that, Nelle? What is the strategy to victory here?” Nelle looked down at her book and traced her finger across a passage before wiping her forehead and pushing the locks aside. If her composure wasn’t breaking yet, it would do soon. “This kind of parasitic doll feasts on its prey and targets non-essential organs first, controls the host with the neurotoxin in its tail and then, when it’s finally content, it gives the brain a second injection.” “What happens then?” I asked, my own professionalism hanging on by a fucking thread at this point. She shook her head and pinched the bridge of her nose.“I guess you’ll see in a moment, I sure as hell don’t want to. Not again.” Before I can prompt her further, the boy lets out an ear-piercing shriek and falls to his knees, gripping at his head before it turned red, then purple and finally an ugly shade of puce before… The sound of a watermelon hitting the ground from a great height is the best comparison you’re going to get without making me want to rush to the toilet to puke for a third time. But that’s what happened. His head burst and chunks of his skull, flesh and brain matter sprayed the pit and the walls, some hitting my desk and making me audibly shriek, much to the commissioner's delight. “HA! You didn’t run! I like you, Sal. You pass for the tournament!” She hauls her body up and slams down to the pit, applauding as the microphone descends from the heavens. “And your winner; The Puppet Man and Mr. Stares!” The crowd erupts with applause as the weeping puppet man pulls the blood-soaked puppet out, places him under the sheet and silently begins to walk back to the elevator while attendees clear up the boy’s corpse. “What… what the fuck IS this place?” I ask Nelle, pausing my recording. “This is where nightmares are kept and set upon mostly unwilling competitors for the world’s amusement. You HAVE done dark web fights before, right? Mafia snitches being put into lions pits, bum fights, addicts fighting women to score… this can’t be THAT unusual to you?” I stared at her incredulously. Was that even a question? “I did the dark web ONCE and it damn sure didn’t involve monsters!” She scoffs and closes her book, stretching before looking at me with contempt. “Oh, it did. Just not the ones you hear about in fairytales. Good luck with the selection process. I’ll be back for the opening round. Don’t try to run, they’ll devour us both in minutes, if you think this is the pinnacle of what lurks beneath this club, you're in for a rough night.” She sauntered off, leaving me deflated, sickened and terrified. Unable to leave and frustrated to the point of tears that I couldn’t express that concoction of emotions, I did what I always do; I regressed and pressed “record” on the device as Commissioner Alduin continued. At that moment, however, I was deaf to it all. The gravity of the situation had fully enveloped me… They weren’t kidding about the unwilling participants, I just didn’t realise I would be one of them.On every side of me sits men and women with a desire for violence that goes beyond the norm, beyond the sane and beyond the boundaries of humanity.Below me are an untold number of creatures rattling their cages and howling for blood. Across from me is a woman so powerful she could crush my skull beneath her boot with the utmost ease if it so amused her. That invitation was nothing more than my own ransom note in pretty colours and flattering platitudes. I was in a tournament housing nightmares incarnate. And it would only get more violent from here on out. - The opening round was a blood bath.
I've been glued to the only ways I know how to stay informed about bitcoin for multiple years. Yes years I've sat refreshing the btc, coin.dance and fork.lol etc. My obscure twitter feed and conversations with a group of friends that's been going on for almost a decade with a particular chat for 'crypto.' I spend countless hours; refresh into existence any information I can glean on the developments of bitcoin in the world. This cant be healthy, however, I will tell you the some of a story of that I have gleaned in my particular obsession with all things bitcoin. In early 2017 a friend of mine sent .01 btc( what a cool friend!) which I could argue was the catalyst for much of this. I had heard about bitcoin prior but had never participated. The remained of that year and since I've been hooked. I've always been a wall flower about it though, outside of conversations with a few close friends & my father (very grateful to have in my life) and some recent meanderings on social media which frankly aren't very well thought out though. Well, after several months of first dipping my toes in I had been exposed to wallets, nodes, exchanges, private keys, and public keys, etc. and became interested in all the hype of different projects in the sphere during an epic explosion in cryptographic currency. I researched alot of them like bitcoin, litecoin, dash, ethereum, monero etc. I'd like to think I had gleaned some insight about each crypto and the experience they offered by broadcasting transactions on the networks. Anyways Aug 1st 2017 BCH changed some consensus rules and forked from btc. By November of that year, from what I had learned, I instinctually came to the conclusion the bitcoin cash was totally 'where its at.' by this time I had acquired some BCH. I had a pattern of making what I see now to be pretty outrageous moves with the 'stash' or investment I had in bitcoin by that time. I thought the network was so neat and for a few other reasons I decided to purchase a mining contract from bitcoin.com for 1 yr @ 200 Th/s in which I mined BCH 100% of the contract. ( i always thought just maybe roger used some of my irrational hashrate to fend of BSV at the split in 2018 but its probably fantasy I know. didn't pan out to well but i thought i'd learned alot and made a (for one guy) major contribution to the security of the network by solely mining BCH and not what was most profitable at the moment. I guess it was because I really believed that it solved something nothing else was able too in some way. Anyways that was years ago and doesn't really matter much. Lurking day in day out trying to get the low down on what the happening is all the while dynamics fluctuating wildly within the crypto world. It was tough at times, exciting at times, boring much of it. Its been a lot of ups down and sideways and much of it blends together. Anyways I see these players making things happen in the game I ain't gonna name any of you because you already know who you are. I'm glad you've been public or contributed or whatever you do, you dig?the bitcoin cash ecosystem with a whole lot of cool stuff being developed and forked in at every upgrade (thanks bitcoin abc) Lately has been a surge in developments within the ecosystem and its kinda hard to follow at times but honestly most of the shit i've been able to tune in to is probably superficial bs regardless and I don't consider myself and expert in any given area because i'm just me this guy working a union job doing my thing all the while being fanatically interested in bitcoin. hope this doesnt come off as a rant or pure ramble but i'll conclude here by saying , for what its worth, i think bitcoin cash is the greatest and I really would like to see it work out that more players in the game realize that its a sleeping giant and maybe just maybe the math is right and the fervor is there and the network survives all this crazy happening in all these markets an whatever and that i'm not jst some fly on the wall anymore... btw this is the longest peice i've written in years in any medium . I care about this shit immensely although i realize I know nothing maybe this is good to network if anyone is looking for a regular old man with a brief history in bitcoin haven't spell checked, didn't check for grammar just wanted to be here as a real person in all this wild ride we people be on.
I'm trying to be positive but GL's actions are the opposite of intelligence. This is the worst update in A9 history. I'll explain why...
It's a pretty long rant. You have been warned...
Worsened graphics. Same device, much worse graphics for no reason. They literally made the game engine worse.
Frame skipping and lagging everywhere. Also game crashes. They said they optimized the game. I bet they forgot to mention that you need a quantum computer to play their casino racing masterpiece.
The older bug with the mini map (tap do steer players can't tap in that area) is back.
The infamous lagging screen after every freaking race (what the hell are they doing in background that the phones become so hot? bitcoin mining?). They still didn't fix it after the recent hotfix! Who pays these clowns who can't even revert some dumb changes?
The unfair SE. There are hardly tokens offered. They keep reducing the rewards until there will be nothing left except uncommon parts and a few credits. They expect us to play hundreds of races for peanuts. The finest greediness. Also how come SE still shares the same tickets pool with daily events? They are different things!
Same old stinky GP. Everyone knows what is wrong with this thing that has nothing in common with real grand prixes except the name. Most regular players don't win keys. Why should we even bother anymore?
The hard Unleashed event. They put the same required time 0:51 despite the cars having different rankings. They don't have the expression "fair play" in their dictionary.
Credits heist is good in theory. In practice they added the awful police besides the aggressive AI to make sure you can't get those credits. They also added stars requirements for good measure. Also they made it that way you need to play too many races if you want all rewards. Efficiency is again not in their dictionary.
The new MP format which encourages dumb grinding to get some decent milestones.
The club rewards remain a joke.
You need to complete 250 conditions in SE just to have the chance to buy packs! Whatever GL idiot who thought of that should have his head smashed on his monitor.
They still didn't fix that stupid error with no internet connection! My internet is working, it's not my fault you can't code a decent internet connection algorithm.
The cheaters are still dominating MP. The Android version has such a poor security that every schmuck can abuse the game. I wonder if anyone even reads those in game reports or are there as placebo effect.
Did you check how much internet traffic this game consumes? What the fxx-k they transfer that A9 needs gigabytes of data every month just to play it?
Should I mention the bunch of useless employees called Customer Care? An appendix is more useful than them.
You've probably been hearing a lot about Bitcoin recently and are wondering what's the big deal? Most of your questions should be answered by the resources below but if you have additional questions feel free to ask them in the comments. It all started with the release of the release of Satoshi Nakamoto's whitepaper however that will probably go over the head of most readers so we recommend the following videos for a good starting point for understanding how bitcoin works and a little about its long term potential:
Limited Supply - There will only ever be 21,000,000 bitcoins created and they are issued in a predictable fashion, you can view the inflation schedule here. Once they are all issued Bitcoin will be truly deflationary. The halving countdown can be found here.
Open source - Bitcoin code is fully auditable. You can read the source code yourself here.
Accountable - The public ledger is transparent, all transactions are seen by everyone.
Decentralized - Bitcoin is globally distributed across thousands of nodes with no single point of failure and as such can't be shut down similar to how Bittorrent works. You can even run a node on a Raspberry Pi.
Censorship resistant - No one can prevent you from interacting with the bitcoin network and no one can censor, alter or block transactions that they disagree with, see Operation Chokepoint.
Push system - There are no chargebacks in bitcoin because only the person who owns the address where the bitcoins reside has the authority to move them.
Low fee scaling - On chain transaction fees depend on network demand and how much priority you wish to assign to the transaction. Most wallets calculate on chain fees automatically but you can view current fees here and mempool activity here. On chain fees may rise occasionally due to network demand, however instant micropayments that do not require confirmations are happening via the Lightning Network, a second layer scaling solution currently rolling out on the Bitcoin mainnet.
Borderless - No country can stop it from going in/out, even in areas currently unserved by traditional banking as the ledger is globally distributed.
Portable - Bitcoins are digital so they are easier to move than cash or gold. They can even be transported by simply memorizing a string of words for wallet recovery (while cool this method is generally not recommended due to potential for insecure key generation by inexperienced users. Hardware wallets are the preferred method for new users due to ease of use and additional security).
Bitcoin.org and BuyBitcoinWorldwide.com are helpful sites for beginners. You can buy or sell any amount of bitcoin (even just a few dollars worth) and there are several easy methods to purchase bitcoin with cash, credit card or bank transfer. Some of the more popular resources are below, also check out the bitcoinity exchange resources for a larger list of options for purchases.
Here is a listing of local ATMs. If you would like your paycheck automatically converted to bitcoin use Bitwage. Note: Bitcoins are valued at whatever market price people are willing to pay for them in balancing act of supply vs demand. Unlike traditional markets, bitcoin markets operate 24 hours per day, 365 days per year. Preev is a useful site that that shows how much various denominations of bitcoin are worth in different currencies. Alternatively you can just Google "1 bitcoin in (your local currency)".
Securing your bitcoins
With bitcoin you can "Be your own bank" and personally secure your bitcoins OR you can use third party companies aka "Bitcoin banks" which will hold the bitcoins for you.
If you prefer to "Be your own bank" and have direct control over your coins without having to use a trusted third party, then you will need to create your own wallet and keep it secure. If you want easy and secure storage without having to learn computer security best practices, then a hardware wallet such as the Trezor, Ledger or ColdCard is recommended. Alternatively there are many software wallet options to choose from here depending on your use case.
If you prefer to let third party "Bitcoin banks" manage your coins, try Gemini but be aware you may not be in control of your private keys in which case you would have to ask permission to access your funds and be exposed to third party risk.
Note: For increased security, use Two Factor Authentication (2FA) everywhere it is offered, including email! 2FA requires a second confirmation code to access your account making it much harder for thieves to gain access. Google Authenticator and Authy are the two most popular 2FA services, download links are below. Make sure you create backups of your 2FA codes.
As mentioned above, Bitcoin is decentralized, which by definition means there is no official website or Twitter handle or spokesperson or CEO. However, all money attracts thieves. This combination unfortunately results in scammers running official sounding names or pretending to be an authority on YouTube or social media. Many scammers throughout the years have claimed to be the inventor of Bitcoin. Websites like bitcoin(dot)com and the btc subreddit are active scams. Almost all altcoins (shitcoins) are marketed heavily with big promises but are really just designed to separate you from your bitcoin. So be careful: any resource, including all linked in this document, may in the future turn evil. Don't trust, verify. Also as they say in our community "Not your keys, not your coins".
Where can I spend bitcoins?
Check out spendabit or bitcoin directory for millions of merchant options. Also you can spend bitcoin anywhere visa is accepted with bitcoin debit cards such as the CashApp card. Some other useful site are listed below.
Mining bitcoins can be a fun learning experience, but be aware that you will most likely operate at a loss. Newcomers are often advised to stay away from mining unless they are only interested in it as a hobby similar to folding at home. If you want to learn more about mining you can read more here. Still have mining questions? The crew at /BitcoinMining would be happy to help you out. If you want to contribute to the bitcoin network by hosting the blockchain and propagating transactions you can run a full node using this setup guide. If you would prefer to keep it simple there are several good options. You can view the global node distribution here.
Just like any other form of money, you can also earn bitcoins by being paid to do a job.
You can also earn bitcoins by participating as a market maker on JoinMarket by allowing users to perform CoinJoin transactions with your bitcoins for a small fee (requires you to already have some bitcoins.
The following is a short list of ongoing projects that might be worth taking a look at if you are interested in current development in the bitcoin space.
One Bitcoin is quite large (hundreds of £/$/€) so people often deal in smaller units. The most common subunits are listed below:
one bitcoin is equal to 100 million satoshis
1,000 per bitcoin
used as default unit in recent Electrum wallet releases
1,000,000 per bitcoin
colloquial "slang" term for microbitcoin (μBTC)
100,000,000 per bitcoin
smallest unit in bitcoin, named after the inventor
For example, assuming an arbitrary exchange rate of $10000 for one Bitcoin, a $10 meal would equal:
For more information check out the Bitcoin units wiki. Still have questions? Feel free to ask in the comments below or stick around for our weekly Mentor Monday thread. If you decide to post a question in /Bitcoin, please use the search bar to see if it has been answered before, and remember to follow the community rules outlined on the sidebar to receive a better response. The mods are busy helping manage our community so please do not message them unless you notice problems with the functionality of the subreddit. Note: This is a community created FAQ. If you notice anything missing from the FAQ or that requires clarification you can edit it here and it will be included in the next revision pending approval. Welcome to the Bitcoin community and the new decentralized economy!
What I currently use for privacy (after almost 2 years of long investing into it)
https://github.com/gridcoin-community/Gridcoin-Research/releases/tag/220.127.116.11 Finally! After over ten months of development and testing, "Fern" has arrived! This is a whopper. 240 pull requests merged. Essentially a complete rewrite that was started with the scraper (the "neural net" rewrite) in "Denise" has now been completed. Practically the ENTIRE Gridcoin specific codebase resting on top of the vanilla Bitcoin/Peercoin/Blackcoin vanilla PoS code has been rewritten. This removes the team requirement at last (see below), although there are many other important improvements besides that. Fern was a monumental undertaking. We had to encode all of the old rules active for the v10 block protocol in new code and ensure that the new code was 100% compatible. This had to be done in such a way as to clear out all of the old spaghetti and ring-fence it with tightly controlled class implementations. We then wrote an entirely new, simplified ruleset for research rewards and reengineered contracts (which includes beacon management, polls, and voting) using properly classed code. The fundamentals of Gridcoin with this release are now on a very sound and maintainable footing, and the developers believe the codebase as updated here will serve as the fundamental basis for Gridcoin's future roadmap. We have been testing this for MONTHS on testnet in various stages. The v10 (legacy) compatibility code has been running on testnet continuously as it was developed to ensure compatibility with existing nodes. During the last few months, we have done two private testnet forks and then the full public testnet testing for v11 code (the new protocol which is what Fern implements). The developers have also been running non-staking "sentinel" nodes on mainnet with this code to verify that the consensus rules are problem-free for the legacy compatibility code on the broader mainnet. We believe this amount of testing is going to result in a smooth rollout. Given the amount of changes in Fern, I am presenting TWO changelogs below. One is high level, which summarizes the most significant changes in the protocol. The second changelog is the detailed one in the usual format, and gives you an inkling of the size of this release.
Note that the protocol changes will not become active until we cross the hard-fork transition height to v11, which has been set at 2053000. Given current average block spacing, this should happen around October 4, about one month from now. Note that to get all of the beacons in the network on the new protocol, we are requiring ALL beacons to be validated. A two week (14 day) grace period is provided by the code, starting at the time of the transition height, for people currently holding a beacon to validate the beacon and prevent it from expiring. That means that EVERY CRUNCHER must advertise and validate their beacon AFTER the v11 transition (around Oct 4th) and BEFORE October 18th (or more precisely, 14 days from the actual date of the v11 transition). If you do not advertise and validate your beacon by this time, your beacon will expire and you will stop earning research rewards until you advertise and validate a new beacon. This process has been made much easier by a brand new beacon "wizard" that helps manage beacon advertisements and renewals. Once a beacon has been validated and is a v11 protocol beacon, the normal 180 day expiration rules apply. Note, however, that the 180 day expiration on research rewards has been removed with the Fern update. This means that while your beacon might expire after 180 days, your earned research rewards will be retained and can be claimed by advertising a beacon with the same CPID and going through the validation process again. In other words, you do not lose any earned research rewards if you do not stake a block within 180 days and keep your beacon up-to-date. The transition height is also when the team requirement will be relaxed for the network.
Besides the beacon wizard, there are a number of improvements to the GUI, including new UI transaction types (and icons) for staking the superblock, sidestake sends, beacon advertisement, voting, poll creation, and transactions with a message. The main screen has been revamped with a better summary section, and better status icons. Several changes under the hood have improved GUI performance. And finally, the diagnostics have been revamped.
The wallet sync speed has been DRASTICALLY improved. A decent machine with a good network connection should be able to sync the entire mainnet blockchain in less than 4 hours. A fast machine with a really fast network connection and a good SSD can do it in about 2.5 hours. One of our goals was to reduce or eliminate the reliance on snapshots for mainnet, and I think we have accomplished that goal with the new sync speed. We have also streamlined the in-memory structures for the blockchain which shaves some memory use. There are so many goodies here it is hard to summarize them all. I would like to thank all of the contributors to this release, but especially thank @cyrossignol, whose incredible contributions formed the backbone of this release. I would also like to pay special thanks to @barton2526, @caraka, and @Quezacoatl1, who tirelessly helped during the testing and polishing phase on testnet with testing and repeated builds for all architectures. The developers are proud to present this release to the community and we believe this represents the starting point for a true renaissance for Gridcoin!
Most significantly, nodes calculate research rewards directly from the magnitudes in EACH superblock between stakes instead of using a two- or three- point average based on a CPID's current magnitude and the magnitude for the CPID when it last staked. For those long-timers in the community, this has been referred to as "Superblock Windows," and was first done in proof-of-concept form by @denravonska.
Network magnitude unit pinned to a static value of 0.25
Max research reward allowed per block raised to 16384 GRC (from 12750 GRC)
New CPIDs begin accruing research rewards from the first superblock that contains the CPID instead of from the time of the beacon advertisement
500 GRC research reward limit for a CPID's first stake
6-month expiration for unclaimed rewards
10-block spacing requirement between research reward claims
Rolling 5-day payment-per-day limit
Legacy tolerances for floating-point error and time drift
The need to include a valid copy of a CPID's magnitude in a claim
10-block emission adjustment interval for the magnitude unit
One-time beacon activation requires that participants temporarily change their usernames to a verification code at one whitelisted BOINC project
Verification codes of pending beacons expire after 3 days
Self-service beacon removal
Burn fee for beacon advertisement increased from 0.00001 GRC to 0.5 GRC
Rain addresses derived from beacon keys instead of a default wallet address
Beacon expiration determined as of the current block instead of the previous block
The ability for developers to remove beacons
The ability to sign research reward claims with non-current but unexpired beacons
As a reminder:
Beacons expire after 6 months pass (180 days)
Beacons can be renewed after 5 months pass (150 days)
Renewed beacons must be signed with the same key as the original beacon
Magnitudes less than 1 include two fractional places
Magnitudes greater than or equal to 1 but less than 10 include one fractional place
A valid superblock must match a scraper convergence
Superblock popularity election mechanics
Yes/no/abstain and single-choice response types (no user-facing support yet)
To create a poll, a maximum of 250 UTXOs for a single address must add up to 100000 GRC. These are selected from the largest downwards.
Burn fee for creating polls scaled by the number of UTXOs claimed
50 GRC for a poll contract
0.001 GRC per claimed UTXO
Burn fee for casting votes scaled by the number of UTXOs claimed
0.01 GRC for a vote contract
0.01 GRC to claim magnitude
0.01 GRC per claimed address
0.001 GRC per claimed UTXO
Maximum length of a poll title: 80 characters
Maximum length of a poll question: 100 characters
Maximum length of a poll discussion website URL: 100 characters
Maximum number of poll choices: 20
Maximum length of a poll choice label: 100 characters
Magnitude, CPID count, and participant count poll weight types
The ability for developers to remove polls and votes
[18.104.22.168] 2020-09-03, mandatory, "Fern"
Backport newer uint256 types from Bitcoin #1570 (@cyrossignol)
Implement project level rain for rainbymagnitude #1580 (@jamescowens)
Upgrade utilities (Update checker and snapshot downloadeapplication) #1576 (@iFoggz)
Provide fees collected in the block by the miner #1601 (@iFoggz)
Add support for generating legacy superblocks from scraper stats #1603 (@cyrossignol)
Port of the Bitcoin Logger to Gridcoin #1600 (@jamescowens)
Implement zapwallettxes #1605 (@jamescowens)
Implements a global event filter to suppress help question mark #1609 (@jamescowens)
Add next target difficulty to RPC output #1615 (@cyrossignol)
Add caching for block hashes to CBlock #1624 (@cyrossignol)
Make toolbars and tray icon red for testnet #1637 (@jamescowens)
Add an rpc call convergencereport #1643 (@jamescowens)
Implement newline filter on config file read in #1645 (@jamescowens)
Implement beacon status icon/button #1646 (@jamescowens)
Add gridcointestnet.png #1649 (@caraka)
Add precision to support magnitudes less than 1 #1651 (@cyrossignol)
Replace research accrual calculations with superblock snapshots #1657 (@cyrossignol)
Publish example gridcoinresearch.conf as a md document to the doc directory #1662 (@jamescowens)
Add options checkbox to disable transaction notifications #1666 (@jamescowens)
Add support for self-service beacon deletion #1695 (@cyrossignol)
Add support for type-specific contract fee amounts #1698 (@cyrossignol)
Add verifiedbeaconreport and pendingbeaconreport #1696 (@jamescowens)
Add preliminary testing option for block v11 height on testnet #1706 (@cyrossignol)
Add verified beacons manifest part to superblock validator #1711 (@cyrossignol)
Implement beacon, vote, and superblock display categories/icons in UI transaction model #1717 (@jamescowens)
So Ive been playing the game for a little over a month now. My initial impression was, "finally the gacha game Ive been looking for." It is actually a game instead of a character manager with auto everything. The story has been great and it has been fun exploring new areas. I completed part 1 and Im now working on Ogre wars 1. However, as great as the game has been so far, there is one thing that Im struggling to do, the dungeon grind. My characters are good enough that I can complete the dungeons, but not good enough that I can just auto attack my way through everything. So Im literally repeating the same abilities in the same order, over and over and over and over. Im starting to feel like Im manually mining bitcoin for Wright Flyer Studios and GREE. It's not challenging, and it is not fun. Im honestly at the point where I cant use my dungeon keys everyday because I cannot bare going back into the same %#@^@ dungeons and doing the same key presses over and over and over. For example I lucked into Myunfa (game over easy mode) as my first 5*. So my combat is switch to Myunfa, cast all my earth spells, listen to Myunfa say the same thing she says every damn time I switch to her, watch the banner tell me the earth zone is active, then finally put a gun in my mouth cause I have to watch this 30 times every dungeon. When Im playing through the story content there is breaks and pauses so I can forget the combat grind, but in dungeons its tea kettle comments and pain. Anyway, Im starting to find out that this is pretty much what the game is if I want to continue to improve my characters. So my first question, am I missing something? Is there a way to achieve the grind materials without running the same dungeons over and over? Also is there some way I can get Tsubura gems without running VH dungeons over and over? At least with Tsubura gems I can make some character improvements over time. Like for example it would be absolutely amazing if I could trade in my dungeon keys for Tsubura gems. When I first saw the Tsubura gem merchant, my first thought was thank god, I can trade my keys for gems and not have to run dungeons!! Here take my keys and give me 5 gems a pop, anything to skip running dungeons all night. But no, its the other way around!!! I can only trade gems for more keys!! We are mining bitcoin for this company, Im almost positive. Anyway, jokes aside, that was my qol idea. Trade keys for gems. Any input on how I can streamline this process would be great. I was looking through the subreddit, but I cant find anything that speeds up combat other than the repeat button. Appreciate any tips or tricks people may have. *Edit 9/3/2020* So after reading a lot of the responses, a common response is, focus on something else (netflix, podcast, pron, etc.). A completely valid response, and a good idea if you want to grind (especially since there does not appear to be any other method and all you can do is improve your party and therefore your clear speed). And this response (focus on something else) seems to also come from people who genuinely enjoy the grind and the game as well. But I can't help but point out that I think this is also strong criticism towards the dungeon grind end game. Given how long this game has been out, I am a bit surprised that the developers haven't come up with some new ideas that maybe preserve some of the time commitment but also make the process fun. Like I said above, Im new to this game, and it did not take me long to experience the tedium. Anyway, I appreciate the ideas posted below, and for now it looks like I will just have to find a way to make the grind process faster through better characters and combinations of characters. Cause I can deal with a couple cups a tea a day, but by god I cant do 30 an hour. #Myunfawillwaterboardyouwithtea
Eth 2.0 vs Polkadot and other musings by a fundamental investor
Spent about two hours on this post and I decided it would help the community if I made it more visible. Comment was made as a response to this
I’m trying to avoid falling into a maximalist mindset over time. This isn’t a 100% ETH question, but I’m trying to stay educated about emerging tech. Can someone help me see the downsides of diversifying into DOTs? I know Polkadot is more centralized, VC backed, and generally against our ethos here. On chain governance might introduce some unknown risks. What else am I missing? I see a bunch of posts about how Ethereum and Polkadot can thrive together, but are they not both L1 competitors?
What else am I missing?
The upsides. Most of the guys responding to you here are full Eth maxis who drank the Parity is bad koolaid. They are married to their investment and basically emotional / tribal in an area where you should have a cool head. Sure, you might get more upvotes on Reddit if you do and say what the crowd wants, but do you want upvotes and fleeting validation or do you want returns on your investment? Do you want to be these guys or do you want to be the shareholder making bank off of those guys? Disclaimer: I'm both an Eth whale and a Dot whale, and have been in crypto for close to a decade now. I originally bought ether sub $10 after researching it for at least a thousand hours. Rode to $1500 and down to $60. Iron hands - my intent has always been to reconsider my Eth position after proof of stake is out. I invested in the 2017 Dot public sale with the plan of flipping profits back to Eth but keeping Dots looks like the right short and long term play now. I am not a trader, I just take a deep tech dive every couple of years and invest in fundamentals. Now as for your concerns:
I know Polkadot is more centralized
The sad truth is that the market doesn't really care about this. At all. There is no real statistic to show at what point a coin is "decentralized" or "too centralized". For example, bitcoin has been completely taken over by Chinese mining farms for about five years now. Last I checked, they control above 85% of the hashing power, they just spread it among different mining pools to make it look decentralized. They have had the ability to fake or block transactions for all this time but it has never been in their best interest to do so: messing with bitcoin in that way would crash its price, therefore their bitcoin holdings, their mining equipment, and their company stock (some of them worth billions) would evaporate. So they won't do it due to economics, but not because they can't. That is the major point I want to get across; originally Bitcoin couldn't be messed with because it was decentralized, but now Bitcoin is centralized but it's still not messed with due to economics. It is basically ChinaCoin at this point, but the market doesn't care, and it still enjoys over 50% of the total crypto market cap. So how does this relate to Polkadot? Well fortunately most chains - Ethereum included - are working towards proof of stake. This is obviously better for the environment, but it also has a massive benefit for token holders. If a hostile party wanted to take over a proof of stake chain they'd have to buy up a massive share of the network. The moment they force through a malicious transaction a proof of stake blockchain has the option to fork them off. It would be messy for a few days, but by the end of the week the hostile party would have a large amount of now worthless tokens, and the proof of stake community would have moved on to a version of the blockchain where the hostile party's tokens have been slashed to zero. So not only does the market not care about centralization (Bitcoin example), but proof of stake makes token holders even safer. That being said, Polkadot's "centralization" is not that far off to Ethereum. The Web3 foundation kept 30% of the Dots while the Ethereum Foundation kept 17%. There are whales in Polkadot but Ethereum has them too - 40% of all genesis Ether went to 100 wallets, and many suspect that the original Ethereum ICO was sybiled to make it look more popular and decentralized than it really was. But you don't really care about that do you? Neither do I. Whales are a fact of life.
VCs are part of the crypto game now. There is no way to get rid of them, and there is no real reason why you should want to get rid of them. They put their capital at risk (same as you and me) and seek returns on their investment (same as you and me). They are both in Polkadot and Ethereum, and have been for years now. I have no issue with them as long as they don't play around with insider information, but that is another topic. To be honest, I would be worried if VCs did not endorse chains I'm researching, but maybe that's because my investing style isn't chasing hype and buying SUSHI style tokens from anonymous (at the time) developers. That's just playing hot potato. But hey, some people are good at that. As to the amount of wallets that participated in the Polkadot ICO: a little known fact is that more individual wallets participated in Polkadot's ICO than Ethereum's, even though Polkadot never marketed their ICO rounds due to regulatory reasons.
generally against our ethos here
Kool aid. Some guy that works(ed?) at Parity (who employs what, 200+ people?) correctly said that Ethereum is losing its tech lead and that offended the Ethereum hivemind. Oh no. So controversial. I'm so personally hurt by that. Some guy that has been working for free on Ethereum basically forever correctly said that Polkadot is taking the blockchain tech crown. Do we A) Reflect on why he said that? or B) Rally the mob to chase him off?
Also Parity locked their funds (and about 500+ other wallets not owned by them) and proposed a solution to recover them. When the community voted no they backed off and did not fork the chain, even if they had the influence to do so. For some reason this subreddit hates them for that, even if Parity did the 100% moral thing to do. Remember, 500+ other teams or people had their funds locked, so Parity was morally bound to try its best to recover them. Its just lame drama to be honest. Nothing to do with ethos, everything to do with emotional tribalism. Now for the missing upsides (I'll also respond to random fragments scattered in the thread):
This isn’t a 100% ETH question, but I’m trying to stay educated about emerging tech.
A good quick intro to Eth's tech vs Polkadot's tech can be found on this thread, especially this reply. That thread is basically mandatory reading if you care about your investment. Eth 2.0's features will not really kick in for end users until about 2023. That means every dapp (except DeFI, where the fees make sense due to returns and is leading the fee market) who built on Eth's layer 1 are dead for three years. Remember the trading card games... Gods Unchained? How many players do you think are going to buy and sell cards when the transaction fee is worth more than the cards? All that development is now practically worthless until it can migrate to its own shard. This story repeats for hundreds of other dapp teams who's projects are now priced out for three years. So now they either have to migrate to a one of the many unpopulated L2 options (which have their own list of problems and risks, but that's another topic) or they look for another platform, preferably one interoperable with Ethereum. Hence Polkadot's massive growth in developer activity. If you check out https://polkaproject.com/ you'll see 205 projects listed at the time of this post. About a week ago they had 202 listed. That means about one team migrated from another tech stack to build on Polkadot every two days, and trust me, many more will come in when parachains are finally activated, and it will be a complete no brainer when Polkadot 2.0 is released. Another huge upside for Polkadot is the Initial Parachain Offerings. Polkadot's version of ICOs. The biggest difference is that you can vote for parachains using your Dots to bind them to the relay chain, and you get some of the parachain's tokens in exchange. After a certain amount of time you get your Dots back. The tokenomics here are impressive: Dots are locked (reduced supply) instead of sold (sell pressure) and you still earn your staking rewards. There's no risk of scammers running away with your Ether and the governance mechanism allows for the community to defund incompetent devs who did not deliver what was promised.
Wouldn’t an ETH shard on Polkadot gain a bunch of scaling benefits that we won’t see natively for a couple years?
Yes. That is correct. Both Edgeware and Moonbeam are EVM compatible. And if the original dapp teams don't migrate their projects someone else will fork them, exactly like SUSHI did to Uniswap, and how Acala is doing to MakerDao.
Although realistically Ethereum has a 5 yr headstart and devs haven't slowed down at all
Just because it's "EVM Compatible" doesn't mean you can just plug Ethereum into Polkadot or vica versa, it just means they both understand Ethereum bytecode and you can potentially copy/paste contracts from Ethereum to Polkadot, but you'd still need to add a "bridge" between the 2 chains, so it adds additional complexity and extra steps compared to using any of the existing L2 scaling solutions
That only applies of you are thinking from an Eth maximalist perspective. But if you think from Polkadot's side, why would you need to use the bridge back to Ethereum at all? Everything will be seamless, cheaper, and quicker once the ecosystem starts to flourish.
I see a bunch of posts about how Ethereum and Polkadot can thrive together, but are they not both L1 competitors?
They are competitors. Both have their strategies, and both have their strengths (tech vs time on the market) but they are clearly competing in my eyes. Which is a good thing, Apple and Samsung competing in the cell phone market just leads to more innovation for consumers. You can still invest in both if you like. Edit - link to post and the rest of the conversation: https://www.reddit.com/ethfinance/comments/iooew6/daily_general_discussion_september_8_2020/g4h5yyq/ Edit 2 - one day later PolkaProject count is 210. Devs are getting the hint :)
List of current UI/UX issues & possible QoL improvements (Megathread?)
As some of you know, I only make stupidly long posts and also like to humbly brag about being a software engineer with fairly decent experience in QA, automated testing and testing in general (6+ years a C# dev). This is my personal list of things that either make no sense, are unpleasant, incoherent, or could be improved. Please feel free to add to the list, I will come back and edit every day. Numbers are also here to help you quote & provide your own criticism. Note that is is done with the following optimization mindset, in order of importance :
Remove redundancy / incoherence
Reduce time spent in menus/inventory (out of raid)
Reduce number of clicks / interactions
As you can see I worked under the assumption that the average player wants to spend more time in raid rather than in inventory ; obviously this falls apart if that is not the case. To do that I try to improve time spent on searching / arranging things without creating unecessary automation or remove important/immersive aspects of the game, even in inventory. I also try to improve time spent clicking through various windows as currently a lot of them are done to be fast & easy to for the devs, not for the players. I want to emphasize that I'm okay with that. I know the importance of having sub-optimal navigation to help you find out what your better navigation is. I also know a complete rework is not always possible, that is why I made my list without changing too much of the menus as well as keeping the vibe/current feel of those menus. Keywords like should & could are used as intended ; since this is not a professional report I'm emphasizing here, the meaning of the word is important. Should means it is adding an improvement over an existing issue, could means it's a possible improvement but requires further investigation. Would means investigation was done and is just one possible outcome usually relevant within the context. Please note that most of us now are very used to the current UI/UX, which will generate two reactions: - "It's fine as it is because I can do it quite fast." - "I don't want it to change again, I'm used to it now." I cannot emphasize how unefficient it is to let those emotions get the best of you. UI/UX is the study of common sense & ease of use in an interface. You should never have to get used to anything, it should be fluid and intuitive. If you think you're fast now, that means it's possible to be slow. This is extremely bad for a UI/UX standpoint. Everybody should be able to navigate/understand the menus just as fast the 1st time than the 100th time (ideally). Keep this in mind when you read everything down here, because some stuff you probably won't like at first glance, but you will get used to it very fast, and you will gain a lot of time in the future, as well as new players.
Currently when in the workbench (and I think others? now I doubt), the list of craftable items appears to be random. The order should always be the same for consistency. Does not provide meaningful gameplay experience to have to "look for the recipe" every time.
4. Collecting crafts
Hideout stations could display the finished craft on top for easy collection of craft, or there could be a "Get Items" or "Receive All" elsewhere to avoid unecessary scrolling. This is uncessary if ongoing crafts are moved on top of the list, or if the list is autoscrolled to the ongoing craft. "Collect All" on station level is not the best idea. If you go in a station, it's probably better that you know what you're collecting. I suggest moving the relevant craft on top or auto scrolling and not adding "receive all" on station level, although it would be a good help. This should be investigated. Receive All or Get Items could be moved or added at the top or bottom of the window.
5. "Receive All" could exist at hideout level
The same way we "receive all" from a trader, it would be nice to "Receive all" from the hideout. Either in the form of a trader (in which we can receive all / pick manually from) or by instantly putting it in inventory. If there is enough space it just works. If there isn't, it displays an error like it already does. This is not mutually exclusive with the previous suggestion.
6. Display crafts readyness/collection
6.1 Hideout The current behaviour is partially coherent. You get notified when an item is sold, and you get notified when a craft is finished. You have a display notification "Attachment" style when a trader has something for you, and you should get a display notification "attachment" style when the hideout has something for you. Ideally, there should also be such notifications for currently unused station Receive all on the right, Nutrition unit has finished crafting and Lavatory is currently NOT crafting 6.2 Traders There should be a way of knowing if something is waiting in trader inventory on a global level (quest rewards, money, insurance, unsold market items returns), like the nofication. The "new item" notification could be always visible as long as items are in the trader inventories, compared to now where it disappears as soon as you either click it or visit the messenger. In this hypothesis, there could be a change of color in the notification to show that there are still item waiting including some that haven't been seen yet (to still fulfill the current role of the notification)
Note : CTA = Call to Action, it's the button your user will press 99.3% of the time. Example, in the launcher, it's the "Start Game". Clearly visible, easily accessible, highlighted, much bigger, and at a very common CTA spot. That one is great. Some others are not. 7.1. "Receive All" should not be displayed when there is nothing to receive. 7.2 "Get" in single transaction messages from Ragman could be removed. There is no reason to take single items from the window when you can receive it all at once. 7.3 A "group collect" Receive all action could be added when you click on the attachment notification, or as an extra action next to the notification (just like shown on the Hideout in figure 6.0) that would specifically collect all. it would loop through all conversations and collect all and dump at the top of stash, either until its finished or there is not enough room, in which case it displays an error. It could also work like the scav case and not pick up anything until you have room, and in that case you would go in the window manually and/or make room (like we do now). 7.3 The "Receive all" is at the bottom when most CTAs in the game is at the top (dealer tabs, market tabs, character sheet tabs, settings...). Save in the settings is at the bottom too. It is incoherent. It would make more sense to have all CTAs at the bottom and options/tabs/menus at the top. 7.4 The "DEAL" button in trader view is much smaller and less visible than the "Fill Item" checkbox. The CTA should be getting more attention than a setting. New players pretty much *never* see it first and look around the "Fill Item" with eyes & mouse. DEAL should be at the bottom in the current \"Fill Item\" box. Fill Items should be removed entirely. 7.5 Quests could be automatically accepted (no need for CTA). I don't see a reason why someone would not accept a quest. The only reason we're Accepting them now is to let the user know he has a new quest. There are other means of notifying players of new stuff : usually notifications. If not, that button should at least be more visible/highlighted. Every new player ( 100%! ) I coach does not see it at first and never looks at the right spot the first time. 7.6 "Insure All" is the most commonly used button in the insurance screen and could be emphasized more. Example 7.5
8. Remove "Fill Items"
The Fill Items to automatically fill the trader's requirements should be removed and set as the default behaviour. There is no need to fill items manually nor tell the game to do so.
9. Expire / Delete pending requests
Friend requests should be cancellable and could expire. Requests should not be stuck until another user acts on them. Right clicking the request could display a "Cancel" or "Delete" request button. Ideally, the cell should include a CTA on the right, as the only action I would ever do in a cell in this context is cancel. Opening a submenu with only 1 item means youshould notbe opening a submenu, but displaying a button where the user right clicked instead. I can only re-send a friend request to someone that already denied me. This is incoherent.
10. Market Rows
From my somewhat small sample (about 60 players), nobody uses the expand button on the top right of a cell (see below). I think everybody uses the right click on item instead. An expanded cell with context menu opened, and a collapsed cell The extra information available on the right is the exact same as a right click, but is hidden behind a left click. This is incoherent. The only difference is the profile picture that I only get from expanding, but currently we all have the same one. This would need to be investigated. This could be an improvement, displaying the CTA's immediately (although BUY is definitely way too small). Notice profile picture on the left 10.1 The expandable cell feature should be removed altogether, as the other options are available on right click. 10.2 The whole row should provide the same context menu (right click). 10.3 The "Send friend request" could be included in the row's context menu, or could be removed entirely, as right now most requests are missclicks. Adding the Send Friend Request at the bottom of the context menu on the row would reduce the amount of missclicks. 10.4 Left clicking should not open the context menu. This is mostly the reason behind missclick friend requests, people double clicking slightly off the item icon sending a friend request by mistake. Now I have 4 just because I was trying to make a screenshot. F's in the chat. This would be resolved with 10.2 and 10.3. 10.5 Barter items have a "Barter" icon that is redundant, the first and second column are completely irrelevant to the player. Example 10.5
11. Filtering search
11.1 "Filter by Item" should not filter the browse list. If you're writing a valid keyword in the search field it should display the correct suggestions. Filtering content is good, filtering suggestions is incoherent. 11.2 Filters could be cleared as soon as you type text in the search field. This would resolve 11.1 Example 11 11.3 "My Offers" could not be affected by filters, or could reset filters. It is more trouble to remove the filter manually every time rather than browsing through the offer list. Currently we never have more than ~10 offers at the same time for most players, which is okay to display without filter. 11.4 Filters should not overlap with other UI elements, they could be resized to fit or the expandable filter list could include more elements so the visible ones fit. Example 11.4 11.5 The Remember Selected Filter / Reset Filter is unclear. Looks great, feels weird, and should be investigated to be more useful.
12. Context Menu in player lobby
The current lobby with context menu open All players in this list are looking for a group, there is no need to write a status "Looking for group", it's redundant. The exception is friends, which 99.633...% of the time is the group i'm about to play with. Those are displayed on top. The only action we do on the list on this screen is the "Invite to group" context menu action. It's a CTA and should not be hidden in a context menu, especially if the context menu only has one option. Since recently it has two, but we'll come to that in a minute. 12.1 The invite CTA should be on the player cell itself. 12.2 The report action should not be the default one from the context menu 12.3 Since there could be only one item in the context menu according to 12.1, the report action could be on the cell as well. A low quality suggestion for 12.x
13. Trader Buy/Sell
Trader screen needs to be reworked. I won't provide a solution that doesn't completely change how everything looks/works as I stated at the start of the post. That being said this should be improved. Example 13.1 13.1 Buying UI should be reworked. When buying, the price of the item is already displayed on the item itself in the trader view. The price is also displayed a second time in the tooltip of the item if you mouse-over. The price is also displayed a third time in the barter area on the right of the image (middle of the screen in game). This is redundant. I understand the item on the right is the physical item "Roubles" in a stack that is paid, like a barter, but it does not need to be displayed a third time. 13.2 Quantity limit (red box in the image) could be shown in the tooltip ; most of the time people will hit "DEAL" until they get an error insted of actually reading the red box. 13.3 The red box looks like an error even when at 0/x, this is not intuitive. Limited items can be listed in different ways that are not so invasive. We could add "out of X" at the right side of the quantity box. 13.4 Barter item prices (if we assume 13.1) would need to also displayed differently. This needs to be investigated 13.5 Selling UI should be reworked Example 13.5 Currently selling an item still displays the full available items to BUY, this is incoherent. Especially from the "Sell" tab. The whole left side of the screen is wasted, and cannot be used. 13.6 Items on the left are not greyed out (even though I can't buy them), but items on the right are greyed out (because I can't sell them). This is incoherent. 13.7 Trader sell space should be infinite 13.8 Buy/Sell could be done in a single tab if the whole screen is reworked. There are different levels to this. An easy one I could think : "Trade" Tab instead of "Buy". Displays the same as the current "BUY" tab. If you ctrl+click an item from your stash, it instantly sells without confirmation. The second tab would be a "Buyback" where you can see what you sold in the current trade session. If you leave the screen your buyback is reset and items cannot be recovered. Another way would be to keep buybacks for the last X items. You would need to pay what you received to get back. The item would not lose it's FiR status. This preleminary and simplistic rework has issues, notably that you have to know to right click to sell. One way to fix that would be to make right click sell to trader instead of control click, but that would definitely make missclicks the first few days (and buyback would be mandatory). This could be investigated. 13.9 Currency exchange rates should be easily available in relevant areas (Peacekeeper, Therapist and flea market) for all currencies (Rouble, Euro, Dollar, Bitcoin)
Items should be boxables and moved around. At least to be dropped in boxes, ideally to be moved around freely. There is a limit of 20 images. 🤷♂ Example 14
15. Quest inventory
If you loot too many quest items in a raid, you can end up not being able to loot it. I assume this is by design and it is why you have limited quest item space. The quest inventory could be infinite if it's not by design to be limited. The quest inventory should be manageable. In my case i had a 1 slot item blocking me from taking the suitcase, I should have been allowed to move that 1 slot item to the top or to the right of my inventory, clearing a whole line and letting me take the case. Quest items could be stored in backpack (and resized) ; since you lose them on death it's not relevant to the players looting you or you dying and that issue would be gone. Storing it in your stash would also prevent you from losing it by going in raid with it by mistake. Taking it in raid or giving it to trader would be a volontary action. It also makes much more sense that way as other quest items (that are also usable items) work that way. Alright this ended up taking more time than my lunchbreak, and there is *much* more to write but for the time being I'll leave it at that and come tomorrow to add your suggestions or mine. See you in 24 hours.
There is a finite supply, which will eventually run out (it is estimated the last of the 21 million Bitcoins will be mined in 2140). What is Bitcoin Mining? Bitcoin mining is the process of creating new Bitcoin. Most cryptocurrencies are created through mining. The people performing the mining are called Bitcoin miners. Also, as with gold, there is a finite supply, which will eventually run out (it is estimated the last Bitcoin will be mined in 2140, so quite a while off yet!). What is Bitcoin mining? Bitcoin mining is the process during which miners resolve a complex mathematical problem in order to confirm a block of transactions on the blockchain. Bitcoin Mining. The term Bitcoins can be obtained in various ways. There are three ways of mining Bitcoins. One is to exchange cash for acquiring Bitcoins through Bitcoin trading agencies. The second way is to buy and sell through shopping, and the third one is mining new Bitcoins, which involves complex mathematical problems. While the first 50 bitcoins were probably mined in the UK or Japan (only Satoshi Nakamoto knows the truth), nowadays these countries have no place in industrial bitcoin mining. Today the world’s centre for cracking out bitcoin blocks is China. And the three largest mining pools – Antpool, F2Pool and BTCC Pool – are Chinese. Biggest Bitcoin Cryptocurrency Mining Areas Conclusion. Mining farms started to appear all over the world, and at the beginning the owners were just enthusiasts. But the market has been growing during the last ears and now, the profits are very high. In the future, the number of farms may keep increasing everywhere around the world.
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