Recruiting for players of all skill levels. We're a chill group anyone is welcome unless your just a blatant dbag. Free bitcoin (in game) to first 5 to mention this post and DM Schwartzkrieg in discord.
Dear Escapers! We are glad to present you the preliminary patch notes for the 0.12.7 patch! --- Added: --- • Customs expansion (expansion of industrial area, construction site, added many new explorable buildings, stationary weapons, new location for Reshala spawn etc.) • Added new scav boss - Sanitar. A former doctor, he worked in the health resort "Lazurny bereg", and before that in the TerraGroup laboratory. After the events that happened in Tarkov, he gathered a gang with former colleagues and operates on the "Shoreline". Actively uses professional skills in combat, quickly healing himself and the gang members. He uses various stimulants and medications, including those of his own production. He can quickly perform surgery by pulling out a bullet or applying a tourniquet on the field. Sometimes he is loyal to the Scavs and can leave a couple of first-aid kits or other medical supplies for his own group members on location • New quests on Shoreline • System for reporting suspicious players, unacceptable nicknames and game bugs abusers (on the post-match screen) Improved AI behavior: • Bots can pick up items now • Improved AI behavior when they see bodies • Bots now can pick up a second firearm from bodies • AI now can greet each other or player scavs, showing their peaceful intentions • Bots will eat\drink while in peaceful mode • AI will perform a mag check when in peaceful mode • Bots can check someone for friend or foe by aiming at him for some time, if they’re not sure of one’s intentions • Bots will sprint while patrolling if they consider the spot being dangerous • AI will be able to storm the player as a group, if he’s holding position and attacking them • AI will try to avoid dangerous places --- New weapons: --- • FN GL40 Grenade launcher • Mossberg 590A1 Shotgun --- New ammo: --- • .366 AP-M • .45 ACP Hydr-Shock • 9x19 mm QuakeMaker • 9x19 mm 7N31 • .45 ACP Lasermatch FMJ • .45 ACP AP • 7.62x51 mm M993 • 40x46 мм M381 HE • 40x46 мм M386 HE • 40x46 мм M406 HE • 40x46 мм M433 HEDP • 40x46 мм M441 HE • 40x46 мм M576 buckshot --- Added new stimulants: --- • 3-(b-TG) • L1 (Noradrenaline) • P22 (Specimen 22) • AHF1-M • Meldonin • "Obdolbos" cocktail • M.U.L.E • Added an additional icon for the network connection status in case of high packet loss • In the container slots window, the container tag is now displayed in the header --- Iteration of improving and reworking the skill system: --- New skill "Surgery" • Reduces HP penalty for surgery • Improved surgery speed • (Elite) No HP penalty for the restored body part • (Elite) Maximum increase in the speed of surgery New skill "Aim drills" • Increase of the aiming speed • Decrease the volume of aiming • (Elite) No hand shaking at any stamina value, first 2 seconds after aiming • (Elite) Reduced hands shaking during tremor and fracture, the first 2 seconds after aiming Rework of the “Strength” skill • Increase all weight limits • Increase the speed of the sprint • Increase the jump height • Increase the strength of the grenade throw • Increase the strength of a melee attack • (Elite) The weight does not take into account the weapons on the sling and on the back • (Elite) Melee attack can be stronger than usual Rework of the "Endurance" skill • Increased feet stamina • Reduced stamina consumption for jumping • Increased holding breath time when ads • Increased the speed of breath recovery • (Elite) Maximum increase in breathing recovery rate • (Elite) Breathing is no longer dependent on energy • (Elite) Increased stamina reserve Various fixes in old skills • Added 5 HP to the health of “Chest” zone (from 80 to 85) --- Optimization: --- • Optimized the rendering of decals • Fixed freezes that happened when the sound of thunder or the sound of grenades exploding was played • Optimized the performance of the game server • Fixed an issue with killing the boss of a group of raiders who appeared on the scene after interacting with the trigger was leading to errors on the server • Minor optimizations on the first shot or hit • Optimization of hideout sounds • Fixes of errors that could potentially lead to different freezes --- Fixed: --- • Iteration of fixes and corrections in UI • Bug with the PostFX menu that remains on the screen after closing the settings • Bug playing the sound of contusion if the sound is turned off in the settings • Bug of jerky animation of shooting weapons in the Hideout shooting range • The passage of raiders on the laboratory through the doors • A bug that allowed you to quickly move when constantly tapping the "Run" button when overweight • AS VAL with the handle adapter "Rotor 43" is now impossible to fold • Inability to exit the location via the paid exit “Car”, if you reconnect at the start of the exfil timer • Bug with throwing away the magazine when reloading the weapon via the context menu • Error 228 when receiving items from an expired email • Formulas for calculating prices for items with its resource and its commissions • After the reconnect, the equipment that was not searched become searched • The sound of the visor on/off remained at one point, and does not follow the character • Bug that wouldn't block buttons on the bottom panel after reconnecting as a Scav • Interface block if you go to the “Map” screen without a map • Bug when the "Receive all" button opened only the first and last message with items • Various bugs with switching the sound from “outdoor " to "indoor", and back, when reconnecting • Bug of not blocking an item after it was added to the merchant's sales table • Cartridges from packs of cartridges found in raid now have the status " found in the raid” • Error when studying items from the scav box • Fixes in the flea Market • The search will be updated if you delete and add an item to the wish list • Loss of a player's nickname and rating from the offer line after applying filters • The “search by item" option now resets the selected filters • Bug displaying the loading spinner on top of the list of offers • The mount without the “Found in raid" label ceased to be semitransparent (blocked) in the selection of the item for the offer, if you put and remove the mod on it • Bug when the merchant's avatar was flattened • Incorrect tag behavior on marked items for a flea market offer if you select multiple items from the container, closing and opening the container • Horizontal scrollbar on the product sales screen • Bug when the player couldn't put 2 identical weapons on the flea market if one of them was included in the starter kit for pre-order • Error 1508 - You send bad items- when putting an empty pack of cartridges on a flea Market • Bug, when for buying through a flea market goods from npc merchants needed items found in raid Fixed in weapon presets • Displaying the indicator “you have mods to build” when there are no mods for the build in the stash • Bug when the build could have been built with the wrong mod that was not in the preset • Weapon disassembly bug if you build the same preset twice with the same weapon • Ability to select items that are blocked for purchase, via the presets by clicking the button “Select all” • Packs of items are no longer displayed in the purchase lists of preset mods • The purchase lists of presets no longer display items the player's own offers • Added an error about lack of space when purchasing preset mods • Bug when opening presets through the lower panel that caused the game client to freeze Fixed in the hideout • Various fixes in the bitcoin farm • White authorization screen if you improve the pre-order version while in the hideout • Bug when it was possible to install a filter with zero resource in the “Water collector” and it could not be uninstalled • Calculation of fuel consumption time in the “Generator " zone • Bug duplicating the canister icon, when selecting a canister, in the “Generator" zone • Various bugs in group chat • Bugs with the discharge of weapons in the stash • Incorrect position of the fire mod pin and the turn of the barrel of the PPSH • Visual bug for displaying a zero bonus in the base level zones in the Hideout • Visual bug with the availability of time selection before the raid on the Laboratory screen • A bug where the player could spawn outside the location • Spamming error NullReferenceException: MuzzleManager • An error that occurs every time after treatment or getting a fracture • "Failed to create device file" error that occurs during client downtime • Errors when assigning voice commands • Spamming error when a large number of bots are active in the offline mode • Various errors while loading in raid • Various bugs and issues with Customs location • Various bugs and improvements related to AI • Fixed a bug when bots didn't follow a grenade throw with a voiceline • Fixed a handful of bugs related to bots getting stuck • Fixed a bug where a Gluhar would not react to a killed in the head ally • Fixed a bug when bots tried to heal a blacked out body part • Bots are now able to treat debuffs on blacked out body parts again • Fixed a handful of bugs with bots knocking out doors • Other AI related bug fixes and improvements • Various localization fixes and improvements • Other minor bugs and issues --- Changed: --- • Now it is possible to examine items from the construction requirements screen in the Hideout • Added displaying the time before the bleeding effect disappears in the stash • Now if you are not matched to the raid within 45 minutes, the search will be canceled • Updated SV-98 animation, hold, new animations when entering and exiting a sprint, new hold in the menu and on the loading screen • Updated PPSH animation, hold, and new animations when entering and exiting a sprint
So, last wipe, I thoroughly enjoyed the game. I struggled until I got to about level 35ish, but eventually I got my bitcoin farm going (not full 50 GPU) and my booze generator going, and I was making some decent rubles. I could buy decent gear, the scopes I wanted, the ammo I liked (which was rarely m995,7n37, or m61, btw). And then I could go in raid, do my quests, find items, kill players, take their stuff and leave. Or, I could die and lose all my gear, and it would sting, but not break me. But when I did raids, I almost ALWAYS stayed until <10 minutes remaining, sometimes even getting out with spare seconds left. Yes, by about level 45, I eventually started making more money than I could spend, but ONLY after 50 GPU's in the BC farm and booze generator combined. Now this wipe, instead of enjoying the raids, I'm getting frustrated trying to find progression halting items. Then, when I do find them, I'm STRONGLY encouraged to turtle up, hide until the coast is clear behind counters or in bushes, then extract at 10:01. I'm also having to buy expensive weapons like SVD's to finish quests, which I had to do last wipe too, but my rouble flow was much much higher. I can kill a 3 man squad, and make 200k, because their armor was zero'd out and too high cost to repair and their guns with all their fancy attachments are worth 75k. Or, I can die and lose about that much. There is no real risk/reward any more. Then, when I'm having a particularly bad day dying, I can't even lean back on looting stuff like factory keys and fuel conditioners now, AND WHAT LITTLE BIT OF FIR I SELL HAS ATROCIOUS FEES. I sold 3 packs of bolts for 14k ea and the fee was 12k. It's like BSG isn't even trying to micro adjust the game to dial back the ruble flow. Instead it's full on scorched earth. Only the people with the absolute best combat skills or the most time to rat around have the ability to make any decent money. On top of that, I'm level 33 and JUST got my last FIR flash drive. I have crashed against the rocks to the tune of MILLIONS trying to get a LEDX and 3 FIR graphics cards from Interchange, thanks to RNG. I can't even start Shooter Born In Heaven, and I would be 3/4 done with it by now if I had it 10 levels ago. I'm sure* 3/4 of the subreddit will come by to tell me to quit crying, git gud, it's hardcore, roubles are easy to make, its a BETA, etc.. Well here's my Beta feedback. The game isn't fun when I lose every ruble I scrape up trying to do quests with specific gun/armor requirements and finding FIR items in hotspots, and hiding to avoid losing those items, all while BSG -heavily- deflates the economy and punishes rule obeying players in the name of stamping out RMT. *Left out a word. Edit: let me just say, I don’t mean this as a personal attack towards Nikita or the other devs. It’s simply just my experience, and my thoughts. I don’t have answers on how to make the perfect balances and compromises, or fixes on RMT etc. I just wish it had been publicized ahead of time, something like “Okay guys, next wipe we’re gonna experiment with making it real hard.” Also I’ve gotten a lot of responses saying “you’re not supposed to run the best gear every raid.” And my reply is, my standard kit is a Vepr KM, 6B23 armor, a Ratnik helmet, and comtacs, with self made BP ammo from the hideout. I’ve just recently started adding TV10 armor rigs into the mix. I’m not a META player who has to have iglonik or M995 every raid. I’m not trying to say I want to do that either. For one CONSTRUCTIVE bit, I feel like items should have two different FIR tags. One for flea/resell, one for quests, and the quest one staying if you died with it. That would make life better to me and to a very large population of power players. Also, between FIR changes, reduced loot spawns, increased flea fees, reduced trader sell prices, any 1-2 of those are survivable but all of them together, with more to come I'm sure, are crushing. That's all I'm saying. EDIT Again : I just saw what Jaegers giving for guns. THAT is nice. That makes up a little bit for the stuff like fuel conditioners.
Wholeheartedly willing to get downvoted, but this RMT obsession has to stop.
This sub hasn't got a clue, I swear. Huge sweeping changes to the game mechanics are a terrible way to combat RMT. It's basically an admission that your anti-cheat doesn't work. Most MMOs suffer in some way from an RMT problem; WoW, Runescape, even Destiny 2 has RMT issues if you just look. Thing is, the anticheat in those games actually works worth a damn, so the entire playerbase doesn't have to suffer from endless tinkering with in-game systems. Before you hit me with 'it's a hardcore game, deal with it, it's supposed to be grindy', just stop. Just don't bother. I've heard it time and time again, and it's bullshit. You know it's bullshit just as well as I do. The changes BSG have been making recently to nerf all forms of progression only make the game 'more hardcore' for people who work full time and don't have the same amount of *time* as streamers who dedicate their entire life to this game. That's not 'hardcore'. The game's difficulty mechanically is 'hardcore' and always have been, and I love it. These changes, though, in my eyes, are just time-wasting for the sake thereof. Since when does the amount of time one has to invest in a game define how fucking hardcore it is? Would you describe WoW as more hardcore than Tarkov because of how long you have to play to progress? Or perhaps beating all three Witcher games back to back is 'hardcore' because it took a long time. Are ARMA or DCS inherently less hardcore than Tarkov because an operation can be completed in an afternoon? No, judging how hardcore a game is by the amount of time one has to invest in it is a joke. *No game* should give enormous *mechanical advantages* to those with more time on their hands. There's already an inherent skill advantage that comes from that amount of practice, designing the mechanics to also reward only those with that much time is a kick in the teeth to all the people who love this game but can't invest that level of time. And yeah, you can go ahead and say 'ummm actualllly it's a beta, so they can do what they like, stop whining', and yep. Yes, they can. You're correct. However, comma, that doesn't mean I have to pretend to like it. Yes, I did buy EoD and no, I don't regret it because of all the fun I've had til now. But suggesting people who don't like the current direction the game is going in aren't allowed to voice their opinion because the game's in beta is fucking ludicrous. What do you think the purpose of a playable beta is? Nikita is more than welcome to ignore all the people who don't like these new changes, but what gives people on this sub the right to tell me that I'm not entitled to an opinion on the product I've chosen to financially support. It's such a toxic, capital-G Gamer attitute to suggest that 'Tarkov is OUR game because we're willing to dump several full days a week into grinding for our Bitcoin farms. You should just go and play something else, this clearly isn't a game for you. Go play Call of Duty.' I shouldn't even have to express how utterly reductive and childish that is. Grow up. I'm getting HUGE red flags with the way this game is currently going, because it's all too similar to a game I used to love, The Culling. That game blew up on launch and a bunch of high profile streamers suggested changes to the game, and the devs went ahead and implemented all of them without so much as *thinking* about how they'd affect the average player. Look at where that game is now. Servers shut down, because the average player simply stopped having fun. I'm not saying BSG is even close to that bad, but this endless tinkering with mechanics for the nebulous, vague purpose of 'RMT' has to stop or I don't know if the 'little guys' are gonna stick around much longer. EDIT: I AM AWARE THAT RMT != CHEATING. But cheating is what makes RMT viable. RMTers need to keep items in supply, and to do that, they cheat. It's much more profitable. Ergo, if you stamp out cheaters, the RMT problem becomes significantly diminished. EDIT 2: u/ArxMessor makes a great point that Tarkov is an MMO and therfore should have some kind of grind. I agree. However, most MMOs use systems like weekly bounties etc to ensure even players with only maybe 10 hours a week to invest in the game can still keep up and compete. Tarkov currently rewards time investment *exponentially* which removes all possibility of catching up. EDIT 3: Yep, my DMs right now are very much confirming the things I said above about a certain subset of this community. Thanks, Gamers. EDIT 4: I get it, Destiny anti-cheat is ass. I made a mistake there, since I don't play Trials of Osiris. However, do you see Bungie making the win requirement for Trials 50 wins instead of 9 or whatever just to slow down the hackers? Of course not, because it hurts normal players more. Edit 5: My first gold! Thanks kind stranger.
[Offer] I am skilled with tech repair (game consoles, phones, laptops, desktops), I can diagnose issues with software (OS X, Windows, and Linux), I'm very good with cars and repairs, and dabble in Bitcoin Mining. I'm also a nurse at a hospital if you have any medical questions
Lets say.. $1 per issue I solve? Sound fair? I'm self taught at all of those above (except the nursing part). I haven't focused on just "one" field because I'm too interested in everything. The only credentials I can provide (if you need proof) is this: I'm prescribed adderall. I take too many. I've filled numerous notebooks about the subjects above. Here's some pics if there's any doubt: https://imgur.com/a/fNPKl
Bankroll management is arguably the most important concept to understand to maximize your chances of success (or rather, minimize your chances of failure). Consider this scenario: You magically become a world-class handicapper and can win 55% of your bets on -110 lines. Did you know that with a $1,000 bankroll and flat betting $100 per game at -110 lines, you would go broke ~14.0% of the time after 100 bets? After 1,000 bets the chances of you going broke are a more staggering ~31.0%. Why does this happen? Despite a positive expected value, you’re betting too much. And this gives you a high risk of ruin. Kelly Criterion With a 55% win rate on -110 lines, the Kelly Criterion states that 5.5% of your bankroll is the ideal wager size to maximize the median return of your portfolio. So, what if we flat bet $55 instead, which represents 5.5% of our bankroll. What’s our risk of ruin then? After 100 bets? ~2.0% After 1,000 bets? ~13.0%. Better, but still significant risk of ruin. Some might be surprised to see any risk of ruin at a 5.5% bankroll allocation. One of the assumptions, however, that the Kelly Criterion relies on is that bet sizes are a percentage allocation of your portfolio and not a fixed amount. Among sports bettors, a fixed bet amount is frequently referred to as a bet “unit”. Bet Units vs Bet Allocation Record: 72-53 +13.7 units Patriots -7.5 2 units Sports bettors love to measure their performance or display their picks as a function of “units”. Most people use it and because of its widespread adoption, it’s easy to communicate between parties. Since it’s become the de facto unit of measurement for sports bettors, it is widely accepted that the best way to practice bankroll management is to 1) determine your wager size and 2) never deviate from that bet size. Let me explain the risks behind that strategy and why Cleat Street doesn’t recommend it. Flat Betting $55: Expected Value of 1,000 Bets We all know how to calculate the expected value, or EV, of a single bet. All you need is three inputs: 1) Payoff of a win (Pw): $50 2) Payoff of a loss (PL): -$55 3) Probability of winning (p): 55.0% EV Equation So - if we want to determine the EV of 1,000 bets, can we just multiply $2.75 x 1,000 and get an EV of $2,750? If you had unlimited funds, then yes. While there is variance around our expected win percentage, our ending bankroll would be normally distributed with a median of $3,750 ($1,000 starting bankroll + $2,750 EV). Without the constraint of going broke, the distribution of the ending bankroll looks as follows: Bankroll distribution However, most of us don’t have unlimited funds. We are constrained by our bankroll, so we must account for the possibility that we lose our entire bankroll at some point between Bet #1 and Bet #1,000. As a result, we might not get the chance to finish making all of the bets. Monte Carlo Simulation – Flat Betting To determine the likelihood and impact of going broke at some point between Bet #1 and Bet #1,000, we can use a Monte Carlo simulation. We simulated the 1,000 bet opportunities 10,000 times resulting in the following risk-return profile: Risk of Ruin: ~13.0% Expected Return: ~4.8% Median Return: ~ $2,645 Expected Portfolio ROI: ~265% Without the benefit of an unlimited bankroll, the risk of ruin decreases our EV by nearly 5%, decreasing from $2,750 to ~$2,645. Starting with a bankroll of $1,000, our median ending bankroll is ~$3,645 but has a distribution as displayed below: Ending Bankroll Distribution Bet Allocation of 5.5%: Expected Value of 1,000 Bets When you bet a percentage of your bankroll, the expected value calculation changes a bit. Your payoff outcomes are now framed as a percentage: 1) Payoff of a win (Pw): 5.0% 2) Payoff of a loss (PL): -5.5% 3) Probability of winning (p): 55.0% EV Equation To determine the EV of 1,000 bets, however, we cannot just multiply 0.275% x 1,000 and get an EV of 275%. This is because each bet compounds on one another when you are betting a percentage of your bankroll. Ok – so instead we determine the expected value by saying that you expect to win 550 bets (55% x 1,000) and lose 450 bets (45% x 1,000) and calculate by compounding the returns as follows: Median Calculation The above computation reflects the median of the distribution of outcomes as well as the most likely outcome. Yes, the most likely outcome is that you win exactly 550 games, which would generate returns of $2,967. However, this scenario happens only 2.54% of the time.  The rest of the time, you either win more than 550 games or less than 550 games.  Binomial probability inputs: Prob (Success): 55%, Num. Trials 1,000, Num. Successes, 550. Binomial Probability Calculator We get the following risk-return profile: Risk of Ruin: 0.0% Expected Return: 5.0% Median Return: $2,967 Expected Portfolio ROI: ~297% “So you’re telling me, I have no chance of losing my entire bankroll, and I can increase my EV? That sounds too good to be true.” You’re right – the above metrics are true, but they don’t tell the whole story. Although the risk of ruin is zero, there are many scenarios where you could still walk away a loser. To properly assess, we need to take a closer look at the distribution of outcomes. Lognormal Distribution The returns generated by using a bet allocation bankroll management strategy follow a lognormal distribution. A lognormal distribution is frequently used to describe the price of financial assets and effectively states that 1) the lowest that your bankroll can go is zero, and 2) your returns have a long-tail to the right. Visually, the distribution of the ending bankroll after 1,000 bets looks odd when plotted on a linear scale: 5.5% Bet Allocation - Linear Scale When plotted on a logarithmic scale, however the distribution appears normal (hence the name “lognormal”): 5.5% Bet Allocation - Logarithmic Scale As you can see in the distribution above, there are scenarios where you still walk away a loser after 1,000 bets. In fact, betting 5.5% of your bankroll in this scenario will lead you to losing money approximately 20 percent of the time. To properly assess the risk-return profile, we’ll have to take a deeper look at the full distribution of outcomes in Part II. What we’ll find is that although the Kelly Criterion is a betting strategy that maximizes median wealth in the long run, there are still considerable risks that may not make it ideal for most bettors. An underlying assumption is that it requires you to know your true win probability, which is impossible. In Part II, we explore Kelly Criterion in further depth and show how you can use the same principles to tailor a bankroll management strategy that better fits your risk appetite. Bankroll Management Part II will be posted tomorrow
Unpopular opinion - the economy has to become dynamic in order for it to have any longevity (and other musings on the progression)
Ain't no one gonna read this but here it goes! The issue of progression has recently been gaining some traction in the community with Klean and DeadlySlob covering this topic recently. Now any solution to this has an inherent issue associated with it - it'll be uncomfortable to someone. Whatever is done, it'll negatively affect someone, just by the fact of change alone. You cannot make something better by not changing anything. So anything you do or don't do, you will alienate a portion of your playerbase. Early/Mid-game vs Late game. Early and mid game is lauded, late game is considered boring. But why? For startes, firefights last longer, require more skill, movement, tactics and outsmarting your opponent. You value your life, you feel respect even for the shittiest of bullets. You have a feeling that the kill is earned. Guns have tons of recoil so you need to pick your shots. It's... I know it's illegal... but it's fun. Late game however is plagued with a number of issues. Gear gets dominated by very similar loadouts that cover approx 10% of the gear in the game. There's nowhere to progress as you've reached the ceiling. The excitement from killing a kitted player diminishes as time goes as the economy saturates. People start being picky with their loot and only the good stuff brings any sort of satisfaction. The hideout provides a steady, predictable stream of income. You let it run long enough it becomes a mindless PVP battleground. Side note - the black and white fallacy of the makeup of the community. Casuals vs hardcores. Rats vs Chads. Whenever a discussion pops up this dichotomy is always present. "Feature X hurts casuals but doesn't bother hardcore gamers playing 8h a day". No. Like anything in life the population of EFT is subject to the bellcurve distribution. There are hardcore sweaties grinding out the kappa within a week and there are also sunday gamers. Then there's everything else in between. Let's keep that in mind. You don't need to be a streamer or play the game as a full time job to make money. We have a discord for 30+ yr old gamers with families and all of us were swimming in roubles and gear after 3 months of the past wipe. Sure it takes us longer than streamers, but still. The meta Taking weapons as an example. Different items have different stats (recoil, ergonomics, etc), some are obviously better than others which obviously makes them more sought after. There are also different ammo types for every caliber. Then lastly we come to the guns which directly tie into the first point, by their base stats and how much those can be brought down/up by attachments. If you have a plethora of items that have different stats, there's sure to be an optimal loadout. If that optimal loadout is always available at an attainable price to the point where you can run it consistently, then there's really no reason to run anything less. This is the meta and at the moment it's basically a synonym for best in slot. Appealing to a greater good such as gameplay variety is in vain because people will do everything to put themselves in the best possible position. If that means running whatever flavor of meta weapon that is - VAL, M4, FAL alongside top tier lvl 5 or 6 armor over and over and over and over again, so be it. We all know that's not the only way to get by in EFT, but all else being equal - top gear puts you on equal footing at minimum. Trash contextualizes treasure. A rare item is not rare if everyone is running it. It's a normal item. Gear minmaxing combined with a ceiling in progression create a situation where the game becomes stale, people get bored and we get chants for a wipe to releave the pressure. Wipes Wipes however, even at set intervals, are not the solution. Every wipe, in the absence of something fundamentally new, gives you (rapidly) diminishing returns. Doing the same quests over and over is an absolute drag. It's my 7th wipe and this time around I've really hit a brick wall with them. Now imagine doing them every 3 months. Maybe just do an inventory and trader level wipe? Yeah, that's just skipping one part of it and arriving at the same point but even quicker, considering how quickly you can make money. The endpoint being - having enough money to run anything you want all the time without the fear of getting broke. Or in the abstract, having a big enough cushion to make any blow from a bad streak become inconsequential. All of that is just a perpetuation of the same sawtooth progression. Grind, saturate, wipe, grind, saturate, wipe. Side note - persistent character vs wiped character I know there have been talks about having two characters - one persistent that's not wiped and one seasonal that is. On paper this might look like a good solution, but there are some problems. POE players would have to chip in, but I reckong, that in a way this might become a form of matchmaking - the persistent character would be a mode for "sunday" players, while the wiped one for the sweats. I mean, maybe that's the way to go, but if the game is to gave any longevity, the persistent character will eventually face the same issues as the current game, it'll just take longer to develop. Unpopular opinion - The economy is just a set of time and effort gated unlocks. There have been multiple ideas to prolong a wipe, but in my view the fundamental issue with those is that they're based off the same linear progression - start from scratch and acumulate wealth until saturation. Some of these ideas include restricting labs till level X, locking behind a quest or just disabling it for a month. The problem with these is that it's just delaying the inevitable, while also giving a direct buff to those who get there first as they'll have the place virtually to themselves. What follows is also the concept of "starting mid wipe", which essentially means that the gear disparity is so big that the further into a wipe, the more difficult it is to catch up. That effort is directly correlated with experience - the more experience you have the easier it is for you to reset or jump in midwipe. Extending a wipe potentially alleviates that by giving people more opportunity to catch up, but also pushes away from coming back/into the game if they recognize that it had passed their personal breakpoint where it's too hard / frustrating. Perpetual mid-game So out of all of that, a clearer picture emerges. We have to somehow find a solution to always have something to work for, but also not give the impression that you're up against an impenetrable wall. That means that the game needs to pivot around something colloquially known as mid game. How would we define mid-game? That's another debate, but for the sake of the argument we could define that as something in the range of:
Armor: Kirasa/6B23-1 to 6B3TM-01M or Uley chest rigs,
Ammo: 5.45 BP to BT, M855 to M856A1, 7.62 PS to TS-45, etc.
That would be the sort of mean loadout you can run on a consistent basis and you'd see the majority of the time. From the sentiment across the community, this seems to be the most enjoyable state of the game, where the sweetspot is in terms of protection and vulnerability, but allowing a lot of headroom for both variety and Solutions Now we must have to remember that there's a number of changes inbound that will alleviate some of the issues:
Armor will get more realistic hitboxes to match the actual armor plates which should flatten the armor progression curve quite a bit and make more ammo more viable.
Suppressors will get durability
Barrell overheating mechanics should alleviate some of the issues with magdumps.
But those are sill far on the horizon. The uncomfortable reality is that in order to truly balance that you have only a few choices. One is to go down the route of typical FPS tropes where every weapon type is perfectly balanced (i.e. shotguns powerfull but limited range, smg's low recoil, high ROF but weaker, dmrs powerful but high recoil and low ROF, etc). I don't think this will be ever a thing in the game. Another one is to make attachments roughly equal and just attribute the differences to the tacticool visual factor. This would be realistic in a way, but would take away from the game. The last one is to price them out. Literally. I'm of the unpopular opinion that endgame should not be a stage, it should be a state. Dynamic pricing I know I know, last time it failed spectacularly. However, that was a different flea market and the implementation was poorly thought out. Since it didn't have a pivot point to relate to it caused widespread inflation of even the most basic items and was prone to manipulation. However the concept in principal has proven itself to work - M995 was essentially priced out of existence and forced people to look for alternatives like M855A1 or M856A1 or different calibers alltogether. Even the sweaties of sweats got a bit excited when they killed someone with 3 60rounders filled with M995. See where I'm going with this? The execution was poor and poorly thought out. But how about a different implementation? Adjust the prices based on how much an item is (or is not) bought compared to other items of the same item type. Most popular items' price (of a specific category) increases, while the least popular one decreases. This could also be coupled with (or as an alternative) an additional rarity factor which would sort of specify how volatile the price is. Continuing the ammo example M995 would have the highest rarity factor and would be very prone to price increases, while the likes of M855 would be considered common and have a much more stable price. Obviously this would be subject to long term trends and would not happen overnight. But the main aim is to dynamically scale the economy to the general wealth of the playerbase around a certain pivot point which we established before as the mid-game. This would be a quite significant blow to the uberchads as they would unironically struggle to maintain a profit from their runs. And yes, some of them would still probably be able to pull this off, but remember what we said about the bell curve? It's just about making them so insignificant in the global player pool that they'd be a very rare occurance. Global item pools This idea has been floated around by Nikita some time ago but we have no ETA on this. In short - for some items, there is only a set amount that is present in circulation. For example there are only X amount of ReapIR's in the entire economy - spawns, traders, player stashes. If everyone hoards them in their stashes - thats where they'll remain. They don't spawn on maps, they're not sold on traders. Only until they're lost they get reinjected into the item pool. This idea should be reserved only for the absolute top tier OP items. Something that you'd get all giddy if found/looted and you'd contemplate taking it out. Side note, the X amount should scale to the active playerbase, which could be something like a weekly or biweekly moving average of people actively playing the game in a set period. Insurance This one is a bit controversial but also attributes to some of the in game inflation and gear recirculation. If you run a large squad, even if one of you dies, there's a high chance someone will survive and secure others' gear. And even if all of you die, something's bound to come back. This might be a bit controversial, but I think group size should have a debuff to the chance of getting your gear back the higher the bigger your squad size, for example an incremental 10% chance for each additional squadmate. Hideout adjustments Right now fuel consumption is static no matter how much stuff is going on. What if the fuel consumption rate was tied to the size of your bitcoin farm and the amount of crafting going on. Additionally hideout appliances could wear out and require maintenance, which would grant them performance debuffs like increased crafting time. Dynamic stocks. Right now stocks are predictable. You have the same amount of items at a set interval. Things like traders missing some items or not getting a restock due to broken supply lines, which can be cheekily tied into... Dynamic global events/quests Such as as getting rid of scavs on a particular location to remove the roadblock. These might be done per player or as a global event where everyone has to chip in. Summary The subject is difficult and solutions are not simple, but what I do know is that eventually Tarkov will have settle into an identity which will come with a sacrifice either at the expense of vision or mainstream popularity. Thank you for coming to my TEDTalk. I'd like to give a heartfelt thank you to the 5 people that read this wall of text.
Someone posted on here a few days ago asking about forex and forex trading in Kenya, I have gone through the responses and clearly, most people don’t have an idea. It is 3am in the morning and am in a good mood so let me make this post. This will be a comprehensive and lengthy post so grab a pen and paper and sit down. We’ll be here a while. FIRST OF ALL, who am I..? I am a forex trader, in Nairobi, Kenya..i have been actively involved in forex since I found out about it in Feb 2016 when I somehow ended up in a wealth creation seminar (lol) in pride inn Westlands, the one close to Mpaka Rd. Luckily for me, it was not one of those AIM global meetings or I’d be on Facebook selling God knows what those guys sell. I did not take it seriously till August of the same year and I have been active ever since. I don’t teach, mentor or sell a course or signals, I trade my own money. I am also posting from a throwaway account because I don’t want KRA on my ass. What the fuck is forex and forex trading. In simple plain English, forex is like the stock market but for currencies. Stock Market = Shares, forex = currencies. If you want more in-depth explanation, google is your friend. These currencies are pegged on specific countries, united states- dollar, UK- pound, euro zone- euro, Switzerland- Swiss franc, Kenya- Kenya shilling.. you get the point. Now, there are specific events and happenings between these economies that affect the movement and values of the currencies, driving their value (purchasing power up and down). Forex trading exploits these movements to make money. When the value is going up, we buy and vice versa (down –sell) Is forex trading illegal in Kenya? Is it a scam? Illegal, no. scam, no. All the banks in the world do it (KCB made about 4 billion from trading forex in 2019) Have there been scams involving forex in Kenya? Yes. Here is one that happened recently. This one is the most infamous one yet. Best believe that this is not the end of these type of scams because the stupidity, greed and gullibility of human beings is unfathomable. However, by the end of this post, I hope you won’t fall for such silliness. What next how do I make it work..? Am glad you asked. Generally, there are two ways to go about it. One, you teach yourself. This is the equivalent of stealing our dad’s car and hoping that the pedal you hit is the brake and not the accelerator. It is the route I took, it is the most rewarding and a huge ego boost when you finally make it on your own. Typically, this involves scouring the internet for hours upon hours going down rabbit holes, thinking you have made it telling all your friends how you will be a millionaire then losing all your money. Some people do not have the stomach for that. The second route is more practical, structured and smarter. First Learn the basics. There is a free online forex course at www.babypips.com/learn/forex this is merely an introductory course. Basically it is learning the parts of a car before they let you inside the car. Second, start building your strategy. By the time you are done with the babypips, you will have a feel of what the forex market is, what interests you, etc. Tip..Babypips has a lot of garbage. It is good for introductory purposes but not good for much else, pick whatever stick to you or jumps at you the first time. Nonsense like indicators should be ignored. The next step is now the most important. Developing the skill and building your strategy. As a beginner, you want to exhaust your naivety before jumping into the more advanced stuff. Eg can you identify a trend, what is a pair, what is position sizing, what is metatrader 4 and how to operate it, what news is good for a currency, when can I trade, what are the different trading sessions, what is technical analysis, what is market sentiment, what are bullish conditions what is emotion management, how does my psychology affect my trading (more on this later) an I a swing, scalper or day trader etc Mentors and forex courses.. you have probably seen people advertising how they can teach and mentor you on how to trade forex and charging so much money for it. Somehow it seems that these people are focused on the teaching than the trading. Weird, right..? Truth is trading is hard, teaching not quite. A common saying in the industry is “Those who can’t trade, teach” you want to avoid all these gurus on Facebook and Instagram, some are legit but most are not. Sifting the wheat from the chaff is hard but I did that for you. The info is available online on YouTube, telegram channels etc. am not saying not to spend money on a course, if you find a mentor whose style resonates with you and the course is reasonably priced, please, go ahead and buy..it will cut your learning curve in half. People are different. What worked for me might not work for you. Here are some nice YouTube channels to watch. These guys are legit..
After a short period of time, you will be able to sniff out bs teachers with relative ease. You will also discover some of your own and expand the list. Two tips, start with the oldest videos first and whichever of these resonates with you, stick with till the wheels fall off. How long will it take until things start making sense Give yourself time to grow and learn. This is all new to you and you are allowed to make mistakes, to fail and discover yourself. Realistically, depending on the effort you put in, you will not start seeing results until after 6 months. Could take longeshorter so there is no guarantee. Social media, Mentality, Psychology and Books Online, forex trading might not have the best reputation online because it takes hard work and scammers and gurus give it a bad name. However, try to not get sucked into the Instagram trader lifestyle as it is nowhere close to what the reality is. You will not make millions tomorrow or the day after, you might never even make it in this market. But that is the reality of life. Nothing is promised, nothing is guaranteed. Your mentality, beliefs and ego will be challenged in this market. You will learn things that will make you blood boil, you will ask yourself daily, how is this possible, why don’t they teach this in school..bla bla bla..it will be hard but growth is painful, if it wasn’t we’d all be billionaires. Take a break, take a walk, drink a glass of whatever you like or roll one..detox. Chill with your girl (or man) Gradually you will develop mental toughness that will set you up for life. Personally, I sorta ditched religion and picked up stoicism. Whatever works for you. Psychology, this is unfortunately one of the most neglected aspects of your personal development in this journey. Do you believe in yourself? Can you stand by your convictions when everyone is against you? Can you get up every day uncertain of the future? There will be moments where you will question yourself, am I even doing the right thing? the right way? It is normal and essential for your growth. People who played competitive sports have a natural advantage here. Remember the game is first won in your head then on the pitch. Books: ironically, books that helped me the most were the mindset books, Think and grow rich, trading for a living, 4 hour work week, the monk who sold his Ferrari..just google mindset and psychology books, most trading books are garbage. Watch and listen to people who have made it in the investing business. Ray Dalio, warren, Bill Ackman and Carl Icahn. This is turning out to be lengthier than I anticipated so I’ll try to be brief for the remaining parts. Brokers You will need to open up an account with a broker. Get a broker who is regulated. Australian ones (IC Market and Pepperstone) are both legit, reliable and regulated. Do your research. I’d avoid local ones because I’ve heard stories of wide spreads and liquidity problems. International brokers have never failed me. There are plenty brokers, there is no one size fits all recommendation. If it ain’t broke..don’t fix it. Money transfer. All brokers accept wire transfers, you might need to call your bank to authorize that, avoid Equity bank. Stanchart and Stanbic are alright. Large withdrawals $10k+ you will have to call them prior. Get Skrill and Neteller if you don’t like banks like me, set up a Bitcoin wallet for faster withdrawals, (Payoneer and Paypal are accepted by some brokers, just check with them.) How much money can I make..? I hate this question because people have perceived ceilings of income in their minds, eg 1 million ksh is too much to make per month or 10,000ksh is too little. Instead, work backwards. What % return did I make this month/ on this trade. Safaricom made 19.5% last year, if you make 20% you have outperformed them. If you reach of consistency where you can make x% per month on whatever money you have, then there are no limits to how much you can make. How much money do I need to start with..? Zero. You have all the resources above, go forth. There are brokers who provide free bonuses and withdraw-able profits. However, to make a fulltime income you will need some serious cash. Generally, 50,000 kes. You can start lower or higher but if you need say 20k to live comfortably and that is a 10% return per month, then you can do the math on how big your account should be. Of course things like compound interest come into play but that is dependent on your skill level. I have seen people do spectacular things with very little funds. Taxes..? Talk to a lawyer or an accountant. I am neither. Family? Friends? Unfortunately, people will not understand why you spend hundreds of hours watching strangers on the internet so it is best to keep it from them. Eventually you will make it work and they will come to your corner talking about how they always knew you’d make it. The journey will be lonely, make some trading buddies along the way. You’d be surprised at how easy it is when people are united by their circumstances (and stupidity) I have guys who are my bros from South Africa and Lebanon who I have never met but we came up together and are now homies. Join forums, ask questions and grow. That is the only way to learn. Ideally, a group of 5-10 friends committed to learning and growth is the best model. Pushing each other to grow and discovering together. Forex is real and you can do amazing things with it. It is not a get rich quick scheme. If you want a quick guaranteed income, get a job. And now it is 5am, fuck. This is oversimplified and leaves out many many aspects. Happy to answer any questions.
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BSG has been taking steps (as they promised they would) to make the economy harsher, make things more scarce, prolong the early game, and overall just make Tarkov a more hardcore experience where every death has an impact. I keep seeing people complain that they can't make money anymore, with people even leaving the game because of how "hard" things are. I figured the only constructive thing to do is to help people understand how to make money in this game, no matter their playstyle and skillset. Here are some options for making good money in EFT! Completely Braindead Methods
Scav runs - You risk nothing, you're literally handed a free loadout and an easy access to more via killing ai scavs and extracting, every 20 MINUTES! You'll never run out of them!
Passive income - Hideout upgrades like the bitcoin farm and scav case will net you profit without having to do anything. Takes some time to get there though.
Exit Camping - Sorry...
Low Risk / New Player Methods
Hidden Stashes. Woods, Shoreline, Customs, and Interchange all have hidden stashes throughout the map that offer good random loot. Can easily make 400k+ on a stash run, without having to actually fight anyone for it. You'll usually stuff something in your container before you die that pays for your run. You don't need anything for this, no keys, no armor, no loadout at all if you like. Doesn't matter where you spawn much either.
Jackets / Safes / File Cabinets / Weapon Crates - A steady source of relatively uncontested loot spread generously throughout many of the maps in EFT. Takes a little while and isn't very exciting, but doesn't require skill.
Sherpa - Just contact a sherpa and learn about the game and let them protect you and walk you through the process. If a decent sherpa can't help you, then you shouldn't play this game at all and should stick to something more casual.
Mid Tier / Average Player Methods
Buy some decent keys, go to reserve, or interchange, or shoreline, or customs, and farm loose loot. You're more likely to run into other players, so bring a gun that is capable of penning level 5 armor if you can, like a vepr hunter or a mosin. Insure it, and you'll get it back 9/10 times, insanely profitable.
PVP - An average player should be able to make enough money through pvp to be sustainable. Use a budget loadout of 70k or less, and go hunting. You can make decent money by selling to traders but you'll be better off being able to adapt to different loadouts and use the gear you collect from your kills, saves you tons of money!
Experienced / Good Player Methods
Tech spawns, very likely to encounter players, very likely to make up the cost of a good loadout by the time you die though.
Bosses - Hunt down any of the scav bosses for insane profit, get labs keys, other extremely rare keys, money, insane gear, great ammo, red rebel ice pick, ect. Once you kill them you'll leave plenty behind for the scavs too so there's that.
Labs - Enough said.
PVP - Same as mid tier, but you'll do better hopefully, and you'll risk more by bringing in some real gear. Factory night is a fantastic money maker if you're GOOD. Bring some night vision and you'll run into super-chads and can earn 500k+ in 5 minutes, 7 if you include matching time. Insane profit, insane fun, insane intensity, insane stress.
If none of these methods work for you, then you might consider learning some new skills or moving on to a more casual game, as you have literally ANY OTHER GAME to play if this is too difficult for you. I hope this helps but my guess is that people are going to ignore this, downvote it, and yell at BSG for making their Tarkov deaths hurt.
Updated list of Global Beermoney opportunities (+180!) - June 2020
Updated list of Global Beermoney opportunities (+180!) - June 2020
The current, and now previous, Beermoney Global list started nearly 5 years ago. It’s been updated and has grown over all that time, but it also became a hassle to keep current. It was time to build a new list from scratch based on my experience in the Beermoney world over all these years and all the contributions all of you have been making in this sub. The lists consist of opportunities that are available in at least one country that is not the US. This means there are sites which only work in Canada or the UK. There’s sites which are open to the whole world, but this does not mean everyone can really earn something on it. It’s all still very demographic and therefore location dependent. This list should give you a starting point to try out and find what works for you. I’m not using everything myself as I prefer to focus on a few, so not all are tested by me. They are found in this sub, other subreddits and other resources where people claim to have success. I’ve chosen the format of a simple table with the bare minimum of information to keep things clean. It includes a link, how you earn, personal payment proof if available and sign-up bonus codes if applicable. Some of these bonuses are also one-time use codes specifically made for this sub! For the ones I don’t have payment proof (yet) feel free to provide some as a comment or via modmail so others know it’s legit. I am working on detailed instructions for each method that I personally use which will include things like cashout minimum, cashout options, tips & tricks,... For now I’ve split things up based on the type of earning like passive or mobile. Because of this there’s sometimes an overlap as some are both passive and on mobile or both earning crypto and a GPT (Get Paid To) website. The lists are obviously not complete so I invite you to keep posting new ones in the sub, as a comment to this post, or in modmail. Especially if you have sites or apps which work for one single specific country I can start building a list, just like I did for The Netherlands and Belgium. If you recognize things which are in fact scams or not worth it let me know as well.
Get Paid To (Surveys, tasks, offers, videos, clicking links, play games, searching)
For The Netherlands there are a few very good options next to a bunch of ‘spaarprogramma’s. There ‘spaarprogramma’s are all the same where you receive and click a bunch of e-mails, advertisements, banners,... I advise you to create a separate e-mail address or use a good filter in your inbox as you will be spammed to death. I believe they can be a nice piece of beermoney but they take quite the effort.
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