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Green Energy is in A Bubble

TL;DR While no one knows what future generations of science will hold, I will say with certainty that companies peddling green energy products are in situation closely akin to the Dot Com Bubble.

First, all of the electric vehicle stocks are massively overvalued at the moment. A brief list:
Tesla’s PE Ratio is 1,170 in spite crashing recently. The average PE is around 18, and Tesla has gained the largest market cap of any auto maker in history, in spite only accounting for around 1.5% of all vehicle sales. As awesome as their team has proven over the years, there’s no way they could meet the market’s expectations anytime this decade.
NIO is a Chinese electric car company. Note Chinese consumers are mostly poor and overwhelmingly prefer small personal transportation like scooters, motorbikes, ebikes. They have been losing money but that doesn’t stop their price from rising over 1,200% in the past year.
Nikola is trading below its IPO price being more and more revealed as a scam. They claim to have designed their own working truck, but all they have is CGI mockups and a faked video where they rolled the truck down the hill. Engineers have debunked a lot of the claims their founder Trevor Milton made, but in short he claims his stuff does literally double of everything Tesla does in spite having no product or design team or history of the long process of creating that. Plus Trevor Milton resigned in the face of lawsuits and investigations pending. And in spite Nikola itself saying they were “highly dependent on their founder” Trevor Milton, they are still on Robinhood’s 100 Most Popular list!
Arcimoto is a small company with 95 employees that makes small electric utility vehicles. They’ve only been selling cars for a year, they’re losing money, but they still have a market cap of 195 million.
Aryo is an engineering sub-contractor specializing in EV. They have six employees, a revenue of zero the last two years, and a market cap of 68 million.
The trend extends to related industries, with nickel and lithium stocks rising alongside anticipation of contracts from EV companies (with disappointingly meager results). And consider that as large a market cap these companies have, they also compete with older motor companies that are making their own EV and hybrid vehicles. On the wind and solar side, they have seen similar growth over the same time period, which is even more telling.
SolarEdge, an Israeli innovation company, has risen over 200% in the last year and has a PE of 74.
Vivent Solar has risen over 550% in a year, have under three thousand employees, are going into big debt with their investment, and have a market cap of 5.29 billion.
Vestas Wind Systems has risen by 118% over the last year, has a PE of 57, a market cap of 32 billion, and only 25,541 employees.
Note these are utilities companies, that have years long installation and maintenance contracts with cities who go into decades of debt to install these services. To show how slow the industry moves, my hometown still has a working coal power plant that was built in the late 1920’s. Sure there’s new windfarms being built, but this stuff was built to last and it costs a fraction as much to overhaul old stuff than buy new. Ergo the old stuff goes offline slowly, and new investments are made.
This means the rise of the wind and solar industry is solely due to investor sentiment, not the growth of the industry itself.

Then science itself comes in.
In strictly performance and economic terms, gas is fundamentally better than renewables. The main issue comes down to energy storage: A gallon of gas contains 13 times more energy by volume than the best lithium ion batteries Tesla has to offer. That same gas has 50 times more energy by weight than lithium ion batteries. Plus, gasoline just goes into a tank and sits there, while batteries are broken into many cells with connective wires and packaging that aren’t space or weight efficient. Tackling this problem has been Tesla’s greatest hurdle, as they’ve had issue with new batteries randomly exploding.
On top of that, electric motors offer a lot less horsepower for a given weight than a gas motor, along with a much lower top speed. Electric motors do offer instant torque, less maintenance requirements, and don’t need to idle, but that means little to the average consumer. Altogether with current tech an EV user would be limited in the range, weight, and speed he can move things. Where I live I don’t even have the garage to charge an EV in nor are there charging stations anywhere within 80 miles, and many people live likewise.
This is also why you don’t see many electric airplanes. The range, speed, and payload are extremely limited.

Of course, you say “But the science is moving forward, and we’re investing it that.” Two problems:
Gas motor tech is also advancing as companies find ways to improve efficiency and reduce emissions. Of course they are, because not only is it a very good thing to do… It is a very Profitable thing to do. And why are we complaining when they raise efficiency on the type of vehicle that +95% of people drive?
Next problem is that scientific progress is measured in decades and generations, not months and years. For instance, projections have put us 20 years away from fusion power… ever since the 1960’s. Much progress has been made, like using giant magnets to force atoms together or complex math to compensate for instability issues, but they still only making marginal improvements when the problem is no one can make self-sustaining fusion. Fusion requires isotopes of hydrogen, the lightest gas in existence. Fusion requires ludicrously high temperatures and/or pressures to work. Fusion creates a nuclear flash. None of the above cooperate with each other at all.
In the case of solar panels, each decade has seen measurable improvement, but the base issues that were there over a century ago when it was just a laboratory novelty still exist. Namely, finite energy from sunlight even if they were 100% efficient (they aren’t), and the fact each panel is a significant investment. Current research revolves around solving mystery wear and tear that makes panels lose productivity and also making the panels self-cooling so they don’t lose efficiency at high temperatures. But still, the up-front costs are debilitating by any measure.
So not only has the market priced in a revolution in the car industry, it has priced in major revolutionary advances in science that can’t happen anytime soon. I can’t predict the future, maybe in 50 years new energy storage devises will hit the market using a currently unknown caveat of quantum physics.
But current scientific research reflects what will hit the market in 10-30 years. I mean it, even in military projects it takes that long for something to go from a concept to a weapon. Case in point, according to Ben Rich from Lockheed’s Skunk Works, the experimental concepts of radar absorbing paint and a radar resistant shape of aircraft were known back in the 1960’s. His book detailed some of the immense list of tricky technical issues involved in making an actual stealth plane, however.
What generates this bubble? Look at 5 year charts of these stocks and you’ll see the pattern. The started going up last winter, dipped with the Coronavirus crash, and then immediately soared. I ask Why?
  1. Essentials. Institutional investors are looking for high growth stocks safe from Covid induced bankruptcy.
  2. Autists. Discount brokers, from Webull to TastyTrade to ThinkorSwim to Interactive Brokers, all have grown a lot, especially in the last year with quarantined and bored people looking for a way to make some money. Even wallstreetbets have seen their membership rise significantly over this period. Nothing wrong with that, but what do all these inexperienced investors consider good growth positions in ethical industries? That’s right, tech stocks and renewables, and the average number of stocks held is two per account. In some circles I follow, I’ve had to explain that day to day changes in the market price does not always reflect the business itself. And I’ve literally seen this question: “Which should I invest in, Tesla or Apple?” (FACEPALM)
  3. Hedge Funds. These guys seek out high risk high reward schemes, and it is known that several capitalized in Tesla’s meteoric rise and were among the first to bug out. While it varies wildly how these guys make money, the high volumes surrounding the “meme stocks” would present them with many opportunities.
  4. Venture capitalists. Rich people are no different, and several corporate heads in renewables said they were more concerned about science than making money. Nothing wrong with that, but you see where the market has gone with this?

But not all hope is lost for those of you who want to invest in renewables; Nuclear energy is seriously undervalued! Again, this is due to public perception effecting investments, and not the science itself. Progress continued to be made in the science even after Chernobyl caused the total halt of reactor construction, and now as old reactors start going offline and new reactors are cheaper, safer, and come in conveniently smaller packages they look more tempting than ever.
Namely, Microsoft and General Electric are partnering to make NuScale, a small modular nuclear reactor that can be produced in bulk, shipped as one piece on a semi, installed into bunkers with a crane, and integrated with as many other reactors as you want. The streamlined process brings costs down, and the small size allows for small remote installations to cut their overhead power costs to near zero. So far, only the Pentagon is buying, but it is also just passed a rigorous certification process last week.
Also, thorium nuclear reactors are becoming a thing. These are a lot less energy efficient, but physically can’t break down in a lot of the ways uranium plants have historically (I.E. coolant leaks). Technical hurdles remain, but this has been in the works since the 1980’s and only slowly has it been getting attention.
And yes, nuclear is definitely a great option. From the perspective of energy density, kw per dollar, initial installation costs, and manning costs nukes lead all others by a ridiculously large margin. In fact, one of the biggest costs are actually the extreme safety and security requirements. And used parts have to be disposed of in lead containers and buried deep in a remote desert.

In my autist opinion, I give an emphatic sell recommendation to the whole renewable industry.
Do I recommend dropping everything and going into nuclear? No, I’m saying the damage is done with this human error. Someone has already bought at the top, and when the selling starts someone will lose money. This doesn’t mean renewables are doomed, either. Recall that Apple, Microsoft, and Amazon all weathered the Dot Com Bubble, because the bottom line is the stock market DOES NOT REFLECT THE ECONOMY, it reflects investor confidence.
submitted by FinallySomeMurrder to wallstreetbets [link] [comments]

Alpha 3.11.0o PTU.6209362 Patch Notes

Star Citizen Patch 3.11.0o

Alpha Patch 3.11.0o has been released to the PTU, and is now available to test! Patch should now show: VERSION 3.11.0-PTU.6209362.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\PTU.
Database Reset: YES Long Term Persistence: Enabled Starting aUEC: 20,000 Pledge Copy: Enabled
Please monitor sc-testing-chat in spectrum for updates and testing instructions.
USER.cfg settings: r_displaySessionInfo = 1
Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus". Please issue council all issues related to those in testing focus and in general gameplay.
Testing Focus
Known Issues

Feature Updates

Gameplay
Ships and Vehicles

Bug Fixes

Technical

submitted by Nova_Tek to starcitizen [link] [comments]

Renewable energy is in a Bubble

TL;DR While no one knows what future generations of science will hold, I will say with certainty that companies peddling green energy products are in situation closely akin to the Dot Com Bubble.
First, all of the electric vehicle stocks are massively overvalued at the moment. A brief list:
Tesla’s PE Ratio is 1,170 in spite crashing recently. The average PE is around 18, and Tesla has gained the largest market cap of any auto maker in history, in spite only accounting for around 1.5% of all vehicle sales. As awesome as their team has proven over the years, there’s no way they could meet the market’s expectations anytime this decade.
NIO is a Chinese electric car company. Note Chinese consumers are mostly poor and overwhelmingly prefer small personal transportation like scooters, motorbikes, ebikes. They have been losing money but that doesn’t stop their price from rising over 1,200% in the past year.
Nikola is trading below its IPO price being more and more revealed as a scam. They claim to have designed their own working truck, but all they have is CGI mockups and a faked video where they rolled the truck down the hill. Engineers have debunked a lot of the claims their founder Trevor Milton made, but in short he claims his stuff does literally double of everything Tesla does in spite having no product or design team or history of the long process of creating that. Plus Trevor Milton resigned in the face of lawsuits and investigations pending. And in spite Nikola itself saying they were “highly dependent on their founder” Trevor Milton, they are still on Robinhood’s 100 Most Popular list!
Arcimoto is a small company with 95 employees that makes small electric utility vehicles. They’ve only been selling cars for a year, they’re losing money, but they still have a market cap of 195 million.
Aryo is an engineering sub-contractor specializing in EV. They have six employees, a revenue of zero the last two years, and a market cap of 68 million.
The trend extends to related industries, with nickel and lithium stocks rising alongside anticipation of contracts from EV companies (with disappointingly meager results). And consider that as large a market cap these companies have, they also compete with older motor companies that are making their own EV and hybrid vehicles. On the wind and solar side, they have seen similar growth over the same time period, which is even more telling.
SolarEdge, an Israeli innovation company, has risen over 200% in the last year and has a PE of 74.
Vivent Solar has risen over 550% in a year, have under three thousand employees, are going into big debt with their investment, and have a market cap of 5.29 billion.
Vestas Wind Systems has risen by 118% over the last year, has a PE of 57, a market cap of 32 billion, and only 25,541 employees.
Note these are utilities companies, that have years long installation and maintenance contracts with cities who go into decades of debt to install these services. To show how slow the industry moves, my hometown still has a working coal power plant that was built in the late 1920’s. Sure there’s new windfarms being built, but this stuff was built to last and it costs a fraction as much to overhaul old stuff than buy new. Ergo the old stuff goes offline slowly, and new investments are made.
This means the rise of the wind and solar industry is solely due to investor sentiment, not the growth of the industry itself.
Then science itself comes in.
In strictly performance and economic terms, gas is fundamentally better than renewables. The main issue comes down to energy storage: A gallon of gas contains 13 times more energy by volume than the best lithium ion batteries Tesla has to offer. That same gas has 50 times more energy by weight than lithium ion batteries. Plus, gasoline just goes into a tank and sits there, while batteries are broken into many cells with connective wires and packaging that aren’t space or weight efficient. Tackling this problem has been Tesla’s greatest hurdle, as they’ve had issue with new batteries randomly exploding.
On top of that, electric motors offer a lot less horsepower for a given weight than a gas motor, along with a much lower top speed. Electric motors do offer instant torque, less maintenance requirements, and don’t need to idle, but that means little to the average consumer. Altogether with current tech an EV user would be limited in the range, weight, and speed he can move things. Where I live I don’t even have the garage to charge an EV in nor are there charging stations anywhere within 80 miles, and many people live likewise.
This is also why you don’t see many electric airplanes. The range, speed, and payload are extremely limited.
Of course, you say “But the science is moving forward, and we’re investing it that.” Two problems:
Gas motor tech is also advancing as companies find ways to improve efficiency and reduce emissions. Of course they are, because not only is it a very good thing to do… It is a very Profitable thing to do. And why are we complaining when they raise efficiency on the type of vehicle that +95% of people drive?
Next problem is that scientific progress is measured in decades and generations, not months and years. For instance, projections have put us 20 years away from fusion power… ever since the 1960’s. Much progress has been made, like using giant magnets to force atoms together or complex math to compensate for instability issues, but they still only making marginal improvements when the problem is no one can make self-sustaining fusion. Fusion requires isotopes of hydrogen, the lightest gas in existence. Fusion requires ludicrously high temperatures and/or pressures to work. Fusion creates a nuclear flash. None of the above cooperate with each other at all.
In the case of solar panels, each decade has seen measurable improvement, but the base issues that were there over a century ago when it was just a laboratory novelty still exist. Namely, finite energy from sunlight even if they were 100% efficient (they aren’t), and the fact each panel is a significant investment. Current research revolves around solving mystery wear and tear that makes panels lose productivity and also making the panels self-cooling so they don’t lose efficiency at high temperatures. But still, the up-front costs are debilitating by any measure.
So not only has the market priced in a revolution in the car industry, it has priced in major revolutionary advances in science that can’t happen anytime soon. I can’t predict the future, maybe in 50 years new energy storage devises will hit the market using a currently unknown caveat of quantum physics.
But current scientific research reflects what will hit the market in 10-30 years. I mean it, even in military projects it takes that long for something to go from a concept to a weapon. Case in point, according to Ben Rich from Lockheed’s Skunk Works, the experimental concepts of radar absorbing paint and a radar resistant shape of aircraft were known back in the 1960’s. His book detailed some of the immense list of tricky technical issues involved in making an actual stealth plane, however.
What generates this bubble? Look at 5 year charts of these stocks and you’ll see the pattern. The started going up last winter, dipped with the Coronavirus crash, and then immediately soared. I ask Why?
  1. Essentials. Institutional investors are looking for high growth stocks safe from Covid induced bankruptcy.
  2. Autists. Discount brokers, from Webull to TastyTrade to ThinkorSwim to Interactive Brokers, all have grown a lot, especially in the last year with quarantined and bored people looking for a way to make some money. Even wallstreetbets have seen their membership rise significantly over this period. Nothing wrong with that, but what do all these inexperienced investors consider good growth positions in ethical industries? That’s right, tech stocks and renewables, and the average number of stocks held is two per account. In some circles I follow, I’ve had to explain that day to day changes in the market price does not always reflect the business itself. And I’ve literally seen this question: “Which should I invest in, Tesla or Apple?” (FACEPALM)
  3. Hedge Funds. These guys seek out high risk high reward schemes, and it is known that several capitalized in Tesla’s meteoric rise and were among the first to bug out. While it varies wildly how these guys make money, the high volumes surrounding the “meme stocks” would present them with many opportunities.
  4. Venture capitalists. Rich people are no different, and several corporate heads in renewables said they were more concerned about science than making money. Nothing wrong with that, but you see where the market has gone with this?
But not all hope is lost for those of you who want to invest in renewables; Nuclear energy is seriously undervalued! Again, this is due to public perception effecting investments, and not the science itself. Progress continued to be made in the science even after Chernobyl caused the total halt of reactor construction, and now as old reactors start going offline and new reactors are cheaper, safer, and come in conveniently smaller packages they look more tempting than ever.
Namely, Microsoft and General Electric are partnering to make NuScale, a small modular nuclear reactor that can be produced in bulk, shipped as one piece on a semi, installed into bunkers with a crane, and integrated with as many other reactors as you want. The streamlined process brings costs down, and the small size allows for small remote installations to cut their overhead power costs to near zero. So far, only the Pentagon is buying, but it is also just passed a rigorous certification process last week.
Also, thorium nuclear reactors are becoming a thing. These are a lot less energy efficient, but physically can’t break down in a lot of the ways uranium plants have historically (I.E. coolant leaks). Technical hurdles remain, but this has been in the works since the 1980’s and only slowly has it been getting attention.
And yes, nuclear is definitely a great option. From the perspective of energy density, kw per dollar, initial installation costs, and manning costs nukes lead all others by a ridiculously large margin. In fact, one of the biggest costs are actually the extreme safety and security requirements. And used parts have to be disposed of in lead containers and buried deep in a remote desert.
In my autist opinion, I give an emphatic sell recommendation to the whole renewable industry.
Do I recommend dropping everything and going into nuclear? No, I’m saying the damage is done with this human error. Someone has already bought at the top, and when the selling starts someone will lose money. This doesn’t mean renewables are doomed, either. Recall that Apple, Microsoft, and Amazon all weathered the Dot Com Bubble, because the bottom line is the stock market DOES NOT REFLECT THE ECONOMY, it reflects investor confidence.
submitted by FinallySomeMurrder to Daytrading [link] [comments]

[Store] Huge Stickered Item Collection (Olofpass, Kato 2014, Crown Foil, Howling Dawn, Ect.)

Hey guys. I have finally decided to cash out and have decided to go ahead and make a post here showing my inventory. If anyone is interested in anything feel free to add me for inquiry. Some items do have current offers but I haven't had time to record them all yet so these will have to be updated in a future post. Currently only looking for cash and liquid item offers. Links for profile and trading below. B/O's are as listed below, some items may be negotiable.

All float rankings are according to Floatdb.

Edit: For those of you possibly interested in the Olofpass Collection as a whole, The buyout for the entire collection at once is $10000. This includes the Dust 2/Cache Items and Both unopened cases as well as every item I own from the Olofpass game itself. Thanks.

Profile Link ; Trade Link


Skin Stickers Screen Price Notes
Souvenir AWP Pink DDPAT (Minimal Wear) Olofpass AWP Screen $5000 #1 Lowest (Only MW)
Souvenir SSG 08 Detour (Factory New) Olofpass Scout Screen $4250 #3 Lowest
AK-47 Neon Rider (Factory New) 4x LDLC K14 Screen $2500
StatTrak™ PP-Bizon Fuel Rod (Factory New) 4x LDLC K14 Screen $2100 #1/1
AWP Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 3x LDLC K14 Screen $1400
StatTrak™ SG 553 Pulse (Field-Tested) 1x LDLC Holo K14 + 1x LGB Holo K14 + 1x HR K14 + 1x ESL Wolf Foil K14 Screen $1300
Desert Eagle Mudder (Minimal Wear) 1x Titan Holo K14 Screen $1100 #1 Lowest TT Holo
AK-47 Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 2x LDLC K14 Screen $1000
M4A4 龍王 (Dragon King) (Factory New) 1x LDLC Holo K14 Screen $950 #2/2
Desert Eagle Mudder (Field-Tested) 4x LDLC K14 Screen $950
Negev Palm (Minimal Wear) 4x LDLC K14 Screen $800 (Csmoney wont take screen, don't know why)
Souvenir P250 Sand Dune (Field-Tested) 3x LDLC K14 + Frosty the Hitman Screen $750 Dh13 Souv
StatTrak™ G3SG1 Demeter (Field-Tested) 1x Titan Holo K14 + 1x Mous Holo K14 + 1x NiP K14 + 1x NaVi K14 + 1x LDLC K14 Screen $735 5x G3SG1
Sticker Team LDLC.com Katowice 2014 Unapplied Kato Screen (Thank you Zeus) $700 Unapplied Kato
M4A1-S Icarus Fell (Factory New) 1x LDLC K14 + 1x ESL Wolf Foil K14 + 1x ESL Skull Foil K14 Screen $625
SSG 08 Blood in the Water (Minimal Wear) 1x LDLC Holo K14 Screen $550
SCAR-20 Contractor (Field-Tested) 1x Dig Holo K14 + 1x Vox Holo K14 + 1x Fnatic K14 Screen $550
StatTrak™ AK-47 Jaguar (Minimal Wear) 1x IBP K14 Screen $550 Fake Pink Panther
StatTrak™ M249 Magma (Battle-Scarred) 4x Dig K14 Screen $550
StatTrak™ Sawed-Off The Kraken (Factory New) 1x LDLC Holo K14 Screen $525 #1 Kraken with LDLC Holo/ #2 Sawed-Off Overall
XM1014 Blue Steel (Factory New) 1x LDLC Holo K14 Screen $525 #1 XM with LDLC Holo
StatTrak™ R8 Revolver Grip (Factory New) 1x LDLC K14 Screen $525 Kato R8
M249 Impact Drill (Well-Worn) 4x HR K14 Screen $500
M4A4 Radiation Hazard (Factory New) 1x Howling Dawn + 2x Firestarter Screen $500 #1 Fake Howl M4
AK-47 Jaguar (Factory New) 1x Howling Dawn Screen $500 Howling Panther
M249 Gator Mesh (Field-Tested) 1x LDLC Holo K14 + 1x NiP Holo K14 + 1x CoL K14 Screen $500
P250 Undertow (Factory New) 1x LDLC Holo K14 + 1x LDLC K14 Screen $450
Dual Berettas Anodized Navy (Factory New) 1x LDLC Holo K14 + 1x Fnatic Holo K14 Screen $425
CZ75-Auto The Fuschia Is Now (Factory New) 1x LDLC Holo K14 Screen $375
StatTrak™ FAMAS Pulse (Minimal Wear) 1x LDLC Holo K14 Screen $375
DreamHack 2014 Overpass Souvenir Package Olofpass Package Screen (Thank you Zeus) $350 Unopened Olofpass Package from the Match
StatTrak™ Tec-9 Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Galil AR Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Glock-18 Weasel (Factory New) 1x Howling Dawn Screen $350 Howling Weasel
MP9 Hot Rod (Factory New) 1x IBP K14 Screen $325 Party Hat
AWP Safari Mesh (Field-Tested) 1x IBP Holo K14 Screen $300 $550 With Titan AWP
AWP Safari Mesh (Minimal Wear) 1x Titan Holo K14 Screen $300 $550 With IBP AWP
MAC-10 Amber Fade (Factory New) 1x LDLC Holo K14 Screen $300
M4A4 Radiation Hazard (Minimal Wear) 1x Howling Dawn Screen $250 Fake Howl
Souvenir CZ75-Auto Nitro (Field-Tested) Olofpass CZ Screen $250 Olofpass Match
DreamHack 2014 Cache Souvenir Package Fnatic & LDLC DH2014 Screen (Thank you Zeus) $250 Olofpass Series Cache Match
Souvenir MP5-SD Dirt Drop (Well-Worn) 1x 3DMAX K14 Screen $230 Kato MP5
SSG 08 Tropical Storm (Field-Tested) 2x Titan K14 Screen $225
Tec-9 Nuclear Threat (Minimal Wear) 1x LDLC K14 + 1x NaVi K14 Screen $225
StatTrak™ P90 Blind Spot (Factory New) 1x LDLC Holo K14 Screen $225
StatTrak™ M249 Magma (Field-Tested) 2x Titan K14 Screen $225 Only 2x Titan M249
M4A1-S Chantico's Fire (Field-Tested) 1x Crown Foil Screen $225
StatTrak™ Nova Graphite (Factory New) 1x LDLC Holo K14 Screen $200
Souvenir SCAR-20 Sand Mesh (Field-Tested) 1x LDLC Holo K14 + Blue Snowflake Screen $200 Dh13 Souv
Souvenir Tec-9 Red Quartz (Field-Tested) 1x LDLC Foil K14 + 1x NiP Foil K14 + 1x ESL Gold Wolf Foil K14 Screen $200 1 of 2 Red Quartz with LDLC
M4A4 Radiation Hazard (Field-Tested) 1x Howling Dawn + 1x Firestarter Screen $200 Fake Howl
StatTrak™ P250 Muertos (Minimal Wear) 1x Crown Foil Screen $200
Souvenir Desert Eagle Urban DDPAT (Field-Tested) Olofpass Deagle Screen $200 Olofpass Match
Souvenir Glock-18 Night (Field-Tested) Olofpass Glock Screen $200 Olofpass Match
UMP-45 Fallout Warning (Minimal Wear) 1x Howling Dawn Screen $175 #1/2
StatTrak™ MP7 Skulls (Field-Tested) 1x LDLC Holo K14 Screen $175
Souvenir XM1014 CaliCamo (Field-Tested) 1x LDLC Foil K14 + 1x NiP Foil K14 + 1x ESL Gold Wolf Foil K14 Screen $175
Souvenir XM1014 VariCamo Blue (Minimal Wear) Olofpass XM1014 Screen $150 Olofpass Match
Souvenir P2000 Amber Fade (Minimal Wear) Olofpass Series P2000 (Dust 2 Match) Screen $150 Olofpass Series Dust 2 Match
Souvenir P2000 Grassland (Minimal Wear) Olofpass P2000 Screen $150 Olofpass Match
Glock-18 Sand Dune (Minimal Wear) 2x LDLC K14 Screen $150
PP-Bizon High Roller (Factory New) 1x CoL K14 Screen $150 #2/2
AK-47 Aquamarine Revenge (Field-Tested) 1x HR K14 Screen $145 #1/1
R8 Revolver Fade (Factory New) 1x CoL K14 Screen $140 R8 Kato
StatTrak™ R8 Revolver Crimson Web (Minimal Wear) 1x HR K14 Screen $140 R8 Kato
P2000 Fire Elemental (Factory New) 1x LDLC K14 Screen $140
Nova Candy Apple (Factory New) 1x IBP K14 Screen $140
USP-S Orion (Factory New) 1x Fnatic K14 Screen $140
Souvenir Tec-9 Groundwater (Minimal Wear) 3x HeadHunter Foil + Frosty the Hitman Foil Screen $100 Dh13 Souv
MAG-7 Bulldozer (Minimal Wear) 1x Flammable Foil Screen $75
UMP-45 Caramel (Minimal Wear) 1x Flammable Foil Screen $75
StatTrak™ M249 Magma (Factory New) 1x IBP K14 Screen $75
StatTrak™ M249 Magma (Minimal Wear) 2x Fnatic K14 Screen $75
Souvenir Negev Nuclear Waste (Factory New) Olofpass Series Negev (Cache Match) Screen $50 Olofpass Series Cache Match
UMP-45 Blaze (Factory New) 1x LDLC K14 + 1x Fnatic K15 Screen $50
AWP Mortis (Factory New) 1x HeadHunter Foil Screen $30 .001 FV #1 Lowest
Tec-9 Ossified (Factory New) 1x NaVi K14 Screen $30 #1/1
StatTrak™ P90 Desert Warfare (Factory New) 1x Harp Of War Holo Screen $30
Souvenir Negev Nuclear Waste (Field-Tested) Olofpass Series Negev (Cache Match) Screen $30 Olofpass Series Cache Match
StatTrak™ CZ75-Auto Twist (Minimal Wear) 1X LDLC K14 Screen $25
StatTrak™ Five-SeveN Nightshade (Minimal Wear) 1X LDLC K14 Screen $25
M249 Blizzard Marbleized (Field-Tested) 1X LDLC K14 Screen $25
CZ75-Auto Victoria (Battle-Scarred) 1x HeadHunter Foil + 1x Phoenix Foil + 1x NiP DH14 Screen $25
Souvenir Sawed-Off Sage Spray (Minimal Wear) Olofpass Sawed-Off Screen $25 Olofpass Match
Souvenir MP9 Storm (Minimal Wear) Olofpass MP9 Screen $20 Olofpass Match
Souvenir MP7 Gunsmoke (Field-Tested) Olofpass MP7 Screen $20 Olofpass Match
Souvenir M249 Contrast Spray (Field-Tested) Olofpass M249 Screen $20 Olofpass Match
Souvenir MAG-7 Storm (Minimal Wear) Olofpass Mag-7 Screen $20 Olofpass Match
Souvenir UMP-45 Scorched (Minimal Wear) Olofpass UMP Screen $20 Olofpass Match
Souvenir MAG-7 Storm (Field-Tested) Olofpass Mag-7 Screen $20 Olofpass Match
Souvenir UMP-45 Scorched (Field-Tested) Olofpass UMP Screen $20 Olofpass Match
Souvenir MP9 Storm (Field-Tested) Olofpass MP9 Screen $20 Olofpass Match
Souvenir M249 Contrast Spray (Well-Worn) Olofpass M249 Screen $20 Olofpass Match
CZ75-Auto Poison Dart (Minimal Wear) 1x Harp Of War Holo Screen $20
Souvenir Five-SeveN Forest Night (Field-Tested) 1X LDLC K14 + Blue Snowflake Screen $20 Dh13 Souv
Souvenir Five-SeveN Forest Night (Field-Tested) 1X LDLC K14 + Frosty the Hitman Screen $20 Dh13 Souv
AWP Worm God (Field-Tested) 1x HeadHunter Foil Screen $20
P250 Franklin (Minimal Wear) 1x Swag Foil Screen $20
StatTrak™ M249 Magma (Field-Tested) 1X LDLC K14 Screen $15

submitted by DeathDragon7 to GlobalOffensiveTrade [link] [comments]

CIG’s Core Tech - Quick Reference Guide - both In-game, In-progress & Futures - Updated Aug 2020

CIG’s Core Tech - Quick Reference Guide - both In-game, In-progress & Futures - Updated Aug 2020

https://preview.redd.it/enqgpxgafxg51.png?width=426&format=png&auto=webp&s=90e561b644d23eb4146fa5cc929d60cc9735f41e
Thought it might be useful to old and new backers to create this post which takes you through some of the key technical challenges CIG has faced and are still facing, including a description of what they are (in layman’s terms where possible). Be prepared, ‘get snacks’ for a long read.
The original post has seen a lot of input from the community, so I would like to just say a big thank you for all your input! Because of this I’d like to make this a running topic, I shall continue to update it as time goes on, whether that be updating the original threads or starting new for visibility and maximum community input (unless a mod wishes to sticky it).
I’d also like to invite any CIG devs to weigh into this post and clarify anything that we may have got wrong, or indeed if they’d like to flesh out any points with any contextual examples, I know they would be greatly appreciated.
Caveat: This information was put together by the community, trawling through CIG videos, dev responses, youtube creators etc so I cannot promise it’s 100% accurate, in chronological order or indeed manages to convey just how difficult these technical challenges are.
64 bit float precision & Camera Relative Rendering – In Game CIG made a move from 32-bit to 64-bit precision within the game engine, as 32-bit limited them on the playable size of the game world. 32-Bit is often used and ok for smaller worlds that span several kilometres. However, CIG clearly had the issue where they needed to provide detail from close up i.e. in your cockpit/ship all the way out to a distant planet and beyond. This of course cannot be faked with a backdrop or boundary in this game, if you think ‘hey I want to go there’ you can.
“Cryengine (and the majority of game engines in general) track position in 32bit floating point precision. The further away from the origin of the map you get, the less and less precise your location becomes. Because of the way floating point precision works, you basically start getting to the point that you can't move an inch at a time anymore. It becomes 2 inches and goes up and up until you're moving 1 foot at a time, and more till you're moving a mile at a time. This causes objects to jitter around all over the place as if it were trying to figure out where they ought to exist, here or there, because no in-between spot exists.
Object location in most engines are rendered in absolute terms. That is, it's exact position away from the origin of the map is what is passed into the renderer, and that's how it gets rendered.
Problem being, GPUs are good at 32bit float precision and FP64 isn't just half the performance of FP32, more like 1/20th or worse so basically unplayable. So how do we get around that?
Well, 32bit is MORE than enough for rendering if the camera is at the origin of the map, but what if the origin of the map was always where the camera is? So that's "camera relative". CIG rewrote the renderer so that when it is time to draw a frame, they translate their absolute FP64 position to FP32 with the camera as the origin. Since this is only used for drawing and not physics, it doesn't cause problems. Everyone is the center of their own rendering world and now our performance isn't hamstrung but we have very accurate sub millimeter precision out to solar system sizes.
Here's a little blip about it in an old monthly report:
The main task being worked on Large World this month was making the rendering Camera Relative: in fact the move to 64 bit required all rendering code to be changed to be relative to the camera and not simply in absolute world coordinates any more.
https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Studio-Report-May-2015Source Reddit: wkdzel
Physic grids – In Game – Will be iterated on to scaleup Physic grids were implemented to calve up entities in the game world into their own ‘grids’ for them to behave independently from each other, allowing for players to behave as per the grid they are within. For example, a ship orbiting a planet at speed would have its own grid so you could get up walk around inside regardless of whether you were moving in the game world at 1000m/s. In the meantime, a player on a planet could look up and see this ship as they themselves move separately with the rotation of the planet (as they are part of the planet grid).
Bind culling or Serialized Variable Culling – In Game Bind culling was introduced to improve server performance. It works by eliminating the need for the server & network to have to update entities that are far away from the player.
Client - Object Container Streaming – In Game Before OCS was introduced, both the client and server had to track all items at all times, whether it was near you or not. Client-OCS was introduced initially so that only items you interact with/near are streamed into your client, which meant your machine only has to stream in items it needs, thus improving performance. However, the server still has to track everything.
Server-side - Object Container Steaming (SSOCS) – In Game This is the desired state for OCS, it would effectively mean that neither your client nor the server has to keep track of everything in the game which is not being interacted with. For example, an abandoned ship where no players are near i.e. no interaction, is saved in a state until a player or interaction with it takes place, at which point the server would stream these saved states back into the game. An example given by CR was that a player could land on a planet and drop their favorite mug on the ground by a tree. Once that player left, that mug would be saved off and not actively tracked by the server, when the player drew near the server would stream that item back in. The idea behind this is to improve server performance drastically by the servers not having to track all items all the times.
ICache – aka Item Cache – Actively being worked on ICache is a new breed of database being designed to optimize querying of items in a scalable fashion, whilst also using best practice for fault tolerance and recovery. For example, all nodes have their data replicated in the network so even if one goes down a new node can be spun up taking its place ensuring data isn’t lost.
Global Persistence – Actively being worked on Is part of SSOCS, global persistence is the added funtionality being developed to load in and out the state of items. ICache is the data base it queries and thus relies on ICache being implemented first. Here are a few examples that have been given on how Global Persistence touches so many areas of the game. “we can explore gameplay that can permanently or on long term scales modify locations in the game, for example space station damage. Port Olisar could suffer an attack on a shard and it would be damaged for some time until repairs could take place. This would persist even if the serveshard went down as it is no longer just in memory state. There’s a ton more, such as full server recovery after a server crash. People often complain about losing cargo after a server crash, as we can’t get players back into their ships right now after a server crash, unlike a client crash where we lose the state of the server. With global persistence this will be recorded in the shard record it was associated with, so quickly we spin up another instance, it recovers the shard record, then we can use matchmaking to get players back into the shard they just lost connection to, and boom, they’re back in action right where they left off.”
https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/where-is-icache-and-physicalised-inventory-at-now/3033094
Physical Inventory – Actively being worked on The move to physicalised inventory is to remove the Mary Poppins style bag that has everything in it, no mass or size restriction. It’s not just for realism reasons. By physicalising inventories they themselves become persistent entities with state. Which means they could be left inside a ship or under the base of a tree on a planet, they are no longer arbitrarily tied to the player. Physical inventory requires both ICache and Global persistence above in order to work.
Static Server Meshing - Actively being worked on The idea behind Server Meshing is to move away from a single server as we have it now (with a limited cap of 50 players) by dynamically spinning up and down servers based on the population of an area to allow for as many people in a location as needed. The first intended stage of this is to introduce Static server meshing. This means the game world is served by multiple servers, these servers would be dedicated to run certain parts of the game world. For example, one server for each planet. Each of these servers would communicate with each other and you’d seamlessly move between them as you traversed it. The added step beyond this to implement recovery, i.e. the server looking after Crusader dies, everyone in Crusader would get a 30k, but would be given the option to spawn back into the world just as they left it on a new server which had just spun up in the background (iCache & Global Persistence) All players outside of Crusader would not be impacted.
Dynamic Server Meshing – “Working on it” via proxy of Static Meshing This iterates static meshing to the desired level, no longer do you have servers serving static parts of the game would, instead the system works dynamically to create as many servers as it requires to manage parts of the world determined by the player count and interactivity. Therefore, any object container in the game can theoretically become a server based on the player population. One of the goals is to potentially have a global server (depending on latency across the world) where every player is effectively in the same universe. It works by dynamically spinning up servers and share what’s going on in highly populated areas, relaying that information to each other and back to the client as if it were one giant server. FYI This also helps remove servers from running in areas of the game where no one exists. For example say Port Olisar has 300 players at its location, this may be split up by several servers performing the compute whilst at the same time talking to each other so it appears to the player as if they’re all on one server. Or indeed 2 caps ships with 200 players on each could be handled by several servers. Even giant fleet battles could be split between servers to deal with smaller sections of the larger battle.
Server Meshing is dependent on SSOCS, ICache and Global Persistence, with Static server meshing being the first iteration.
Server to Client actor networking – Actively being worked on This refers to how actions in game like walking forward are shared with other clients. At present when you press the ‘W’ key it's controlled by your client, this information is then sent to the server which then replicates that to all other clients. This has several issues, there can be a noticeable lag between what you do and what the other clients see, whilst also being difficult to manage from an anti-cheat perspective. Therefore Server to Client actor networking aims to take the inputs you create at the client and send them to the Actor Action Handler, these actions are processed together, before being sent to both server and client simultaneously. This will help when facing players on poor connections, whilst also improving interactions with things like the Mobiglass, where you currently see it popping on and off as the server try’s to play catchup with your interaction.
Vulkan Integration – Actively being worked on CIG have decided to move from DX11 to Vulkan, they have opted against DX12 which requires Windows 10 on the user side. Vulkan which is a graphics pipeline and render interface (Part of the Gen12 Renderer rework) which does not require its users to be on Windows 10. Vulkan reportedly has all the same features of DX12 so fidelity shouldn’t be lost by converting.
Subsumption – Actively being worked on This relates to the AI within the game. Subsumption is being implemented to give AI added realism in the verse. It effectively allows for NPC’s to choose which of their actions are top priority and ‘subsume’ or override that the current task should the AI deem they need to.
Zonal Coordinates – In Game “The system that allows CIG to e.g. rotate a planet with tens or hundreds of thousand of entities on it, without lagging the server to death (or have different objects update their position on different frames - which would be freaky :p). Each zone has both a 'world position' (its coordinates in the parent zone), and an Origin (0,0,0) - which are usually the same position. Every object inside a zone now measures it position relative to the Zone Origin, not the global origin. This also means that if the zone moved (e.g. because it rotated), every object inside that zone moved because the position of those objects is calculated from the Zone Origin.“ Source Reddit: logicalChimp
Procedurally Generated Planets “aka Planet Tech v4” – In Game Procedural planet tech was created to speed up and standardise the way planets are created in the verse, using a set of parameters to flesh out a planet, including different biomes. This gets the dev team much of the way there, allowing them to go and place handcrafted points of interest, outposts etc.
Included in the PG Planet tech are also “Spherical Physics Grids (prior to this a Physics grid had to be a flat plane, even if it could move independently of another grid) are the big one, but spherical water levels is another (previously, 'water' was defined as a flat plane across the entire map)” Source Reddit: logicalChimp
Building Blocks UI – Part implementation in game “The new UI Framework and (more importantly, imo) supporting tools that allow anyone to start building placeholder UIs in order to iterate on gameplay designs, etc - instead of having to wait for a UI Team Member to explicitly code up a placeholder UI.” Source Reddit: logicalChimp
Inner Thought – In Game “This is more than just providing a text description other than just <>, it's implementing support for multiple interactions on a single entity. Prior to Inner Thought, an entity could only have a single interaction at any given time - the '<>' prompt could be contextual, but if you wanted multiple event choices, you had to use separate entities - and all choices would just be labelled '<>' Source Reddit: logicalChimp
Network Serialised Variables – In Game “A massive reworking of how individual entities serialise their data across the network. Previously, the serialisation code had to be hand-written specifically for each entity - resulting in a lot of boilerplate copy/paste, and the errors and inconsistencies that come with that. NSV extracted that to a utility class, and implemented a set of standard Macro Tags to 'mark up' individual properties that need to be serialised - greatly reducing development effort for new entities, and ensuring code consistency in serialisation (which was a ripe source of bugs previously)” Source Reddit: logicalChimp
Render to Texture – In Game “The ability to place a 'virtual' camera elsewhere in the gameworld, and render it to a texture that could then be mapped e.g. to a screen or MFD. This is obviously used for FoIP calls, and similar, but CIG have said they use it in other scenarios too” Source Reddit: logicalChimp
“Just FYI, they have even better than render to texture. They have render to hologram! So they can literally render a holographic image of another location live. For example, you could have a 3d hologram on a ship's bridge of the battle happening around that ship, and it would be captured live not a representative fake version with bespoke pieces.
Here is an example. The character is being rendered in his actual office on the space station he's located on, but his hologram is projected to this scene in the briefing room of the Idris.Source Reddit: Bluegobln
Unified Animation – In Game “Unifying the first-person and third-person animations, so that what you see your character doing is what everyone sees your character doing. This is an approach rarely used in gaming (outside Arma, I think) due to the difficulty in aligning the different viewpoints (among other reasons), but has the benefit of only needing to develop a single animation per action, instead of two. It also means no more 'generic placeholder animations' because the developer didn't want to take the time to create all the required third-person animations.... now, if you reload, everyone will see you reload. If you pull the pin on a grenade, everyone will see you pull the pin, and so on.” Source Reddit: logicalChimp
Physics Engine refactor – Actively being worked on “to remove the 4-thread limit and convert it to a job-based system that should scale to all available CPU cores” Source Reddit: logicalChimp
Entity Component system – In Game “instead of hardcoding all functionality into a component (including lots of copy/paste), CIG built their own component / compositing framework so that Entities can be formed from a composite of 'standard' components, and only the unique functionality actually needs to be coded from scratch” Source Reddit: logicalChimp
Signed Distance Fields – Part implementation in game “to be honest, I don't fully understand this one.... I know what it does, but don't fully understand how it does it. What it does is provide a much faster way to calculate the shape of an object (e.g. a ship) so that effects and particles can interact with it... such as particles bouncing off the ship (instead of passing through, as they used to), and is used for the new re-entry effects, and (eventually) the replacement shield tech.” Source Reddit: logicalChimp
Damage Shader v2 “the replacement damage system that allows damage to handled by a single shader, instead of having to hand-craft all the damage states as was done originally. Iirc this saved something like 200mb of GPU ram per damage state for the Hornet, massively reducing the performance impact of damaged ships.” Source Reddit: logicalChimp
Entity Ownership Hierarchy / Entity Aggregates – In Game “CryEngine typically spawns new objects on the server then streams the data to the client - but typical CryEngine 'objects' are only one entity, or perhaps a small handful of entities - and thus fitted in a single network packet. CIG ships are so large and complex that the spawn order doesn't fit in a single message - and due to messages arriving out of Order, ships would fail to spawn correctly, or would spawn with e.g. missing components (no power plant, or no targeting computer, etc). So CIG had to completely change how CryEngine spawned new entities and streamed that data to the clients. Iirc it was also required before they could even make the Starfarer spawn at all (due to the ship size and complexity)” Source Reddit: logicalChimp
Entity Ownership Hierarchy is keeping track of which entities need to be spawned in which order via the Entity Ownership Hierarchy. It keeps track when these dynamic groups of entities are formed or disbanded. Entities that should spawn together are called Entity Aggregates. The networking is done by creating serialized Entity Spawn Batches which are send to the client to let it know which entities to load, then compute.” Source Reddit: UN0BTANIUM
Megamap – In Game “it’s a way of organizing things and making use of object container streaming to allow us to play any game mode (such as Star Marine, Arena Commander, Theaters of War, or Universe) without a full loading screen. Just like how when we move about the different planets and moons in Universe with no loading screen, the same tech that allows that can enable us to enter these other versions of gameplay without having to load a whole new set of data and content the hard way.” Source Reddit: Bluegobln
Quantum – Actively being worked on Quantum is the behind-the-scenes system that will allow Star Citizen devs to create and manage a realistic and dynamic universe through in-world actions by NPCs. Quantum has access to all backend services and actively manipulates game data in real-time to adjust to the needs of the star system in question.
Quantum works through observing the actions of hundreds of thousands of lightweight NPCs called Quanta. Each Quanta has its own desires, skills, jobs, and inventory, but without the overhead of things like pathfinding, animations, or even geometry. Quanta represents the rich background world of Star Citizen that the player is a part of, and Quantum will use these Quanta to create contextually appropriate NPCs or events for the player to interact with.
The system allows us to add resources and locations of interest that will spur Quanta to move about the star system, complete tasks, and affect those actions by adjusting variables (ex. resource refinery time, wages at factories). Quanta will be making the same choices as players make, choosing between jobs like mining, security, or even piracy. .Like players, Quanta will also generate mission content, such as an NPC stranded after a pirate attack who will call for your help with a service beacon.
The real magic with Quantum is that it’s not just an NPC simulator–player actions will feed back into the system to influence what kinds of jobs, trades, and actions all the Quanta choose to take. Player choices and activity are all fed back to Quantum to influence the behavior of the world real-time and make the world a living, reactive place.
With ambitions as big as Star Citizen, Quantum is the tool that will keep the development team ahead of the game and focused on balancing the universe so that it’s always full of engaging content and still internally consistent. We’re thrilled to finally be taking this step that we’ve been planning for a long time.
Quanta focuses on the chain-reactions in the economy and making logical scenarios & events manifest in the game.
Star Citizen is too vast a game for developers to keep up with all the things that players will be doing, which is why we’re building Quantum to do it for us.
Quantum will focus on whichever economies are impacting the player experience, and expand as the game expands. There is none of the Dynamic Quantum Simulation stuff in though 3.9, it will start to appear in a future patch.” Source Reddit: BoardGamer https://www.boredgamer.co.uk/2020/04/24/star-citizens-quantum-universe-simulation/
submitted by TrickyRicky85 to starcitizen [link] [comments]

[Store] Huge Stickered Item Collection (Olofpass, Kato 2014, Crown Foil, Howling Dawn, Ect.)

Hey guys. I have finally decided to cash out and have decided to go ahead and make a post here showing my inventory. If anyone is interested in anything feel free to add me for inquiry. Some items do have current offers but I haven't had time to record them all yet so these will have to be updated in a future post. Currently only looking for cash and liquid item offers. Links for profile and trading below. B/O's are as listed below, some items may be negotiable.

All float rankings are according to Floatdb.

Profile Link ; Trade Link


Skin Stickers Screen Price Notes
Souvenir AWP Pink DDPAT (Minimal Wear) Olofpass AWP Screen $5000 #1 Lowest (Only MW)
Souvenir SSG 08 Detour (Factory New) Olofpass Scout Screen $4250 #3 Lowest
AK-47 Neon Rider (Factory New) 4x LDLC K14 Screen $2500
StatTrak™ PP-Bizon Fuel Rod (Factory New) 4x LDLC K14 Screen $2100 #1/1
AWP Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 3x LDLC K14 Screen $1400
StatTrak™ SG 553 Pulse (Field-Tested) 1x LDLC Holo K14 + 1x LGB Holo K14 + 1x HR K14 + 1x ESL Wolf Foil K14 Screen $1300
Desert Eagle Mudder (Minimal Wear) 1x Titan Holo K14 Screen $1100 #1 Lowest TT Holo
AK-47 Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 2x LDLC K14 Screen $1000
M4A4 龍王 (Dragon King) (Factory New) 1x LDLC Holo K14 Screen $950 #2/2
Desert Eagle Mudder (Field-Tested) 4x LDLC K14 Screen $950
Negev Palm (Minimal Wear) 4x LDLC K14 Screen $800 (Csmoney wont take screen, don't know why)
Souvenir P250 Sand Dune (Field-Tested) 3x LDLC K14 + Frosty the Hitman Screen $750 Dh13 Souv
StatTrak™ G3SG1 Demeter (Field-Tested) 1x Titan Holo K14 + 1x Mous Holo K14 + 1x NiP K14 + 1x NaVi K14 + 1x LDLC K14 Screen $735 5x G3SG1
Sticker Team LDLC.com Katowice 2014 Unapplied Kato Screen (Thank you Zeus) $700 Unapplied Kato
M4A1-S Icarus Fell (Factory New) 1x LDLC K14 + 1x ESL Wolf Foil K14 + 1x ESL Skull Foil K14 Screen $625
SSG 08 Blood in the Water (Minimal Wear) 1x LDLC Holo K14 Screen $550
SCAR-20 Contractor (Field-Tested) 1x Dig Holo K14 + 1x Vox Holo K14 + 1x Fnatic K14 Screen $550
StatTrak™ AK-47 Jaguar (Minimal Wear) 1x IBP K14 Screen $550 Fake Pink Panther
StatTrak™ M249 Magma (Battle-Scarred) 4x Dig K14 Screen $550
StatTrak™ Sawed-Off The Kraken (Factory New) 1x LDLC Holo K14 Screen $525 #1 Kraken with LDLC Holo/ #2 Sawed-Off Overall
XM1014 Blue Steel (Factory New) 1x LDLC Holo K14 Screen $525 #1 XM with LDLC Holo
StatTrak™ R8 Revolver Grip (Factory New) 1x LDLC K14 Screen $525 Kato R8
M249 Impact Drill (Well-Worn) 4x HR K14 Screen $500
M4A4 Radiation Hazard (Factory New) 1x Howling Dawn + 2x Firestarter Screen $500 #1 Fake Howl M4
AK-47 Jaguar (Factory New) 1x Howling Dawn Screen $500 Howling Panther
M249 Gator Mesh (Field-Tested) 1x LDLC Holo K14 + 1x NiP Holo K14 + 1x CoL K14 Screen $500
P250 Undertow (Factory New) 1x LDLC Holo K14 + 1x LDLC K14 Screen $450
Dual Berettas Anodized Navy (Factory New) 1x LDLC Holo K14 + 1x Fnatic Holo K14 Screen $425
CZ75-Auto The Fuschia Is Now (Factory New) 1x LDLC Holo K14 Screen $375
StatTrak™ FAMAS Pulse (Minimal Wear) 1x LDLC Holo K14 Screen $375
DreamHack 2014 Overpass Souvenir Package Olofpass Package Screen (Thank you Zeus) $350 Unopened Olofpass Package from the Match
StatTrak™ Tec-9 Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Galil AR Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Glock-18 Weasel (Factory New) 1x Howling Dawn Screen $350 Howling Weasel
MP9 Hot Rod (Factory New) 1x IBP K14 Screen $325 Party Hat
AWP Safari Mesh (Field-Tested) 1x IBP Holo K14 Screen $300 $550 With Titan AWP
AWP Safari Mesh (Minimal Wear) 1x Titan Holo K14 Screen $300 $550 With IBP AWP
MAC-10 Amber Fade (Factory New) 1x LDLC Holo K14 Screen $300
M4A4 Radiation Hazard (Minimal Wear) 1x Howling Dawn Screen $250 Fake Howl
Souvenir CZ75-Auto Nitro (Field-Tested) Olofpass CZ Screen $250 Olofpass Match
DreamHack 2014 Cache Souvenir Package Fnatic & LDLC DH2014 Screen (Thank you Zeus) $250 Olofpass Series Cache Match
Souvenir MP5-SD Dirt Drop (Well-Worn) 1x 3DMAX K14 Screen $230 Kato MP5
SSG 08 Tropical Storm (Field-Tested) 2x Titan K14 Screen $225
Tec-9 Nuclear Threat (Minimal Wear) 1x LDLC K14 + 1x NaVi K14 Screen $225
StatTrak™ P90 Blind Spot (Factory New) 1x LDLC Holo K14 Screen $225
StatTrak™ M249 Magma (Field-Tested) 2x Titan K14 Screen $225 Only 2x Titan M249
M4A1-S Chantico's Fire (Field-Tested) 1x Crown Foil Screen $225
StatTrak™ Nova Graphite (Factory New) 1x LDLC Holo K14 Screen $200
Souvenir SCAR-20 Sand Mesh (Field-Tested) 1x LDLC Holo K14 + Blue Snowflake Screen $200 Dh13 Souv
Souvenir Tec-9 Red Quartz (Field-Tested) 1x LDLC Foil K14 + 1x NiP Foil K14 + 1x ESL Gold Wolf Foil K14 Screen $200 1 of 2 Red Quartz with LDLC
M4A4 Radiation Hazard (Field-Tested) 1x Howling Dawn + 1x Firestarter Screen $200 Fake Howl
StatTrak™ P250 Muertos (Minimal Wear) 1x Crown Foil Screen $200
Souvenir Desert Eagle Urban DDPAT (Field-Tested) Olofpass Deagle Screen $200 Olofpass Match
Souvenir Glock-18 Night (Field-Tested) Olofpass Glock Screen $200 Olofpass Match
UMP-45 Fallout Warning (Minimal Wear) 1x Howling Dawn Screen $175 #1/2
StatTrak™ MP7 Skulls (Field-Tested) 1x LDLC Holo K14 Screen $175
Souvenir XM1014 CaliCamo (Field-Tested) 1x LDLC Foil K14 + 1x NiP Foil K14 + 1x ESL Gold Wolf Foil K14 Screen $175
Souvenir XM1014 VariCamo Blue (Minimal Wear) Olofpass XM1014 Screen $150 Olofpass Match
Souvenir P2000 Amber Fade (Minimal Wear) Olofpass Series P2000 (Dust 2 Match) Screen $150 Olofpass Series Dust 2 Match
Souvenir P2000 Grassland (Minimal Wear) Olofpass P2000 Screen $150 Olofpass Match
Glock-18 Sand Dune (Minimal Wear) 2x LDLC K14 Screen $150
PP-Bizon High Roller (Factory New) 1x CoL K14 Screen $150 #2/2
AK-47 Aquamarine Revenge (Field-Tested) 1x HR K14 Screen $145 #1/1
R8 Revolver Fade (Factory New) 1x CoL K14 Screen $140 R8 Kato
StatTrak™ R8 Revolver Crimson Web (Minimal Wear) 1x HR K14 Screen $140 R8 Kato
P2000 Fire Elemental (Factory New) 1x LDLC K14 Screen $140
Nova Candy Apple (Factory New) 1x IBP K14 Screen $140
USP-S Orion (Factory New) 1x Fnatic K14 Screen $140
Souvenir Tec-9 Groundwater (Minimal Wear) 3x HeadHunter Foil + Frosty the Hitman Foil Screen $100 Dh13 Souv
MAG-7 Bulldozer (Minimal Wear) 1x Flammable Foil Screen $75
UMP-45 Caramel (Minimal Wear) 1x Flammable Foil Screen $75
StatTrak™ M249 Magma (Factory New) 1x IBP K14 Screen $75
StatTrak™ M249 Magma (Minimal Wear) 2x Fnatic K14 Screen $75
Souvenir Negev Nuclear Waste (Factory New) Olofpass Series Negev (Cache Match) Screen $50 Olofpass Series Cache Match
UMP-45 Blaze (Factory New) 1x LDLC K14 + 1x Fnatic K15 Screen $50
AWP Mortis (Factory New) 1x HeadHunter Foil Screen $30 .001 FV #1 Lowest
Tec-9 Ossified (Factory New) 1x NaVi K14 Screen $30 #1/1
StatTrak™ P90 Desert Warfare (Factory New) 1x Harp Of War Holo Screen $30
Souvenir Negev Nuclear Waste (Field-Tested) Olofpass Series Negev (Cache Match) Screen $30 Olofpass Series Cache Match
StatTrak™ CZ75-Auto Twist (Minimal Wear) 1X LDLC K14 Screen $25
StatTrak™ Five-SeveN Nightshade (Minimal Wear) 1X LDLC K14 Screen $25
M249 Blizzard Marbleized (Field-Tested) 1X LDLC K14 Screen $25
CZ75-Auto Victoria (Battle-Scarred) 1x HeadHunter Foil + 1x Phoenix Foil + 1x NiP DH14 Screen $25
Souvenir Sawed-Off Sage Spray (Minimal Wear) Olofpass Sawed-Off Screen $25 Olofpass Match
Souvenir MP9 Storm (Minimal Wear) Olofpass MP9 Screen $20 Olofpass Match
Souvenir MP7 Gunsmoke (Field-Tested) Olofpass MP7 Screen $20 Olofpass Match
Souvenir M249 Contrast Spray (Field-Tested) Olofpass M249 Screen $20 Olofpass Match
Souvenir MAG-7 Storm (Minimal Wear) Olofpass Mag-7 Screen $20 Olofpass Match
Souvenir UMP-45 Scorched (Minimal Wear) Olofpass UMP Screen $20 Olofpass Match
Souvenir MAG-7 Storm (Field-Tested) Olofpass Mag-7 Screen $20 Olofpass Match
Souvenir UMP-45 Scorched (Field-Tested) Olofpass UMP Screen $20 Olofpass Match
Souvenir MP9 Storm (Field-Tested) Olofpass MP9 Screen $20 Olofpass Match
Souvenir M249 Contrast Spray (Well-Worn) Olofpass M249 Screen $20 Olofpass Match
CZ75-Auto Poison Dart (Minimal Wear) 1x Harp Of War Holo Screen $20
Souvenir Five-SeveN Forest Night (Field-Tested) 1X LDLC K14 + Blue Snowflake Screen $20 Dh13 Souv
Souvenir Five-SeveN Forest Night (Field-Tested) 1X LDLC K14 + Frosty the Hitman Screen $20 Dh13 Souv
AWP Worm God (Field-Tested) 1x HeadHunter Foil Screen $20
P250 Franklin (Minimal Wear) 1x Swag Foil Screen $20
StatTrak™ M249 Magma (Field-Tested) 1X LDLC K14 Screen $15
submitted by DeathDragon7 to u/DeathDragon7 [link] [comments]

What SC/SQ42 amounts to is a 'Legal' Scam in that they are selling a dream.

3 days ago i made a post in this subreddit titled: It's sad seeing all the Promises and Lies (How many of them can you find?)
Since then, i continued discussing things with that poster and no matter what i have said, the poster can't come to grips with what i was explaining to him. This is apart of what he told me.
People like you just can't handle the reality of development because you've never witnessed it on this scale. But it's okay, because most people gladly do, and enjoy the insight. Or not and they move to another game if they lose interest. You guys seem to cling to it out of a fake outrage over SC being a SCAM. And since that lie didn't hold any water for everyone with a brain cell, you now shifted the goalpost to BaD mAngMent. Congratulations, you flat earthers of gaming culture.
At the end of the day, CIG is selling people on a dream. That's it. What is that based on?
Read what i told this poster and see if you have the conclusion as me that SC/SQ42 is a 'legal scam' and CIG just selling people on a dream.
Note: I included various posts all together into one massive quote
It is a scam - It's just a legal one. As I already explained to you, a scam can be classified as either legal and illegal. Its a scam in the same way selling Amway energy drinks can make you 'rich fast' or in the sense that TV healers can send you "prosperity items" for donations. In the case of CIG, they promised (over and over) of making the greatest two video games ever and they promised that you can do many, many things eventually. So they sold you a dream. Got it? They pandered to you in saying you could play RPG style as a pirate or hire NPC crews etc etc. It all points to them selling a dream, not a fucking viable game.
Once again, the goddamn stretch goals is a clear cut case of them 'selling a dream'. A list that was not going to be FEASIBLY POSSIBLE to achieve. CR was literally just throwing out things to hype up the game. There were 117 or so different things added on to the game in some form or another via that stretch goal list. The beauty of it is, it was a list created just on a whim. Mind you, that was in addition to what they already planned on making via having "10 times the details of current AAA games."
That does not even include the Chairman show which allowed Chris Roberts to randomly spout even more features into the mic. Mind you i didn't create the list with the links attached. Someone else went through and did the work. I just copy and pasted it in two seconds. Below is that list with Youtube links to prove to you all the fucking stupid ass shit CR has promised over the years via that show.
Ship related: Rentable ships, Some ships with artificial gravity (or not), Multicrewing (2), Different HUDs for different ships, Hull Breaches (2), Shuttles for larger ships to land on planets, Banu ports and stations for trading, Parking smaller ships in the Idris, Inertia on objects not anchored on ships, Beam weapons for larger ships, Tractor beams and EVA for cargo, EVA ship repair, Wreck exploration, Benefits for ejecting from a ship about to explode, Wreckage as a navigational hazard, Using inertia for flight rather than burning fuel all the time (2), Dangerous and Dynamic Jump Points (2), Changeable gravity systems for ships (2, 3), Booby traps and trackers for cargo, Detailed navigation system, Weapon slaving, Detailed ship destruction for large ships, Ship repair and cleanliness/degradation (2), Ship Trade-in and buying used ships, naming your ship (2), Manual and auto-docking, Customizable AI voices for different aspects of your ship
Tech related: multi-core processors, Customizable controls and keybinding, Double precision for Cry Engine (2), Linux Support
Here is more of what CR promised via the Chairman show:
Misc related : Organization Infiltration, Racing (2, 3), “Job” or “Contract” System, Playing as another alien race (2), Relaying radar information to C&C Center, Run your own business, In depth non-FTL communication (2), Bounty hunting system (2, 3), Player influenced politics, In-game VOIP and “Live Driver”, Track IR Support (2), Shareable star map locations, Group mining operations, In-fiction “Live Team” that will report player driven events as in-fiction news (2), Dynamic population count, Character damage and aging (2), Character histories and/or ancestral trees, Large scale dynamic events (2), Player Rating System, Taxes for Organizations (2), Dead (Wounded) body recovery, Player or organization ran medical facilities, User generated content, Shared organization hangars, Combined arms missions, Location for contributors’ names to be found in the PU, Organization reputation system (2), Damageable cyborg limbs and cybernetic repair facilities, Dynamic social interaction with NPCs, Galactapedia, Space creatures, Planet day/night cycle, Cargo damage (item damage), Potential In-game “Voice Attack” system
That also doesn't include any other random BULLSHIT things that are showcased during 'demo's or 'vertical slices' during CitizenCon like Sand Worms.
submitted by MaterialImprovement1 to starcitizen_refunds [link] [comments]

[USA-NJ] [H] Nintendo 64, Nintendo 3DS XL/DS, Gamecube, GBA, PS2, PS4, PSVR, Sega, SNES, Wii, Xbox + More! Consoles & Games [W] PayPal

Hey everyone! Reach out to me if you are interested in anything & I can provide pictures if needed. Prices are based on PriceChart. Prices do not include shipping unless "shipped" is noted. Shipping is $3.50 for 1 game; $4 for 2; and the rest to be determined on package. Willing to negotiate on some items more than others. I'd prefer to keep purchases under $50 PayPal F&F, but I will work with you if G&S is a must.
45+ Confirmed Trades: MushroomKingdom
Accessories/Consoles
3DS XL Aqua Blue Console w/ Charger - $125 Shipped (Front, Screen, Back)
Gameboy Color Lime Green - $60 Shipped Screen Back Game
GBA SP Silver w/ 3rd Party Charger - $70 (Screen, Back, Front) Shipped
Nintendo 64 OEM Expansion Pak - $40 Shipped
Nintendo 64 Console w/ OEM Controller - $95 Shipped
Nintendo 64 Console w/ OEM Expansion Pak & OEM Controller - $125 Shipped
Nintendo 64 OEM Transfer Pak - $18
Nintendo DSI XL 25th Anniversary Mario Edition w/ Charger - $65 Shipped
Nintendo DSi XL 25th Anniversary Mario Edition (no charger) (needs new battery; won't hold charge) - $40 Shipped (Front, Back)
Pink Nintendo DS Lite w/ Charger $55 Shipped Screen Screen 2 Top Side Back
Nintendo NES w/ Controller - $70 Shipped
Nintendo Wii Console w/ Black Wii Remote - $75 Shipped
Nintendo Wii OEM Classic Gold Pro Controller - $30
Nintendo Wii Sports Console CIB (matching serial #) - $120 + shipping
Wii Pics - Pic 1Pic 2 Pic 3Serial
PS2 Slim Bundle w/ hookups + OEM Controller, GTA + Memory Card - $100 Shipped
PSPS 1001 with Steel Carrying Case & OEM Charger - $90 PSP & Case Shipped
PSVR Set w/ Demo Disc (missing move controllers) - $180 + Shipping Pic 1, Pic 2, Pic 3, Pic 4, Pic 5, Pic 6
Bundle w/ All Games - $220 + Shipping
Wii U 32GB Black Console - $165 Shipped
Gameboy/GBC Games
Metroid Prime 2: Return of Samus - $20
Pokemon Blue - $25
Super Mario Bros Deluxe - $15
Wario Land 3 - $18
Yoshi's Cookie - $7
Zelda: A Link's Awakening - $25
Zelda Oracle of Seasons (GBC) - $30
GBA games
A Series of Unfortunate Events -$4
Arcade Advanced - $4
Backyard Baseball - $5
Bratz - $4
Butt Ugly Martians: BKM Battles - $5
Donkey Kong Country - $14
Dora Explorer's Pirate Pig's Treasure - $4
Fantastic 4 Flame On - $3
Final Fantsay I & Ii Dawns of Souls - $15
Frogger's Adventures - $5
Frogger's Journey - $6
Golden Sun The Lost Ages - $23
Hot Wheels World Race - $5
Jimmy Neutron Jet Fusion - $3
Jimmy Neutron Jimmy Megatron - $3
Kingdom of Heats: Chain of Memories - $10
Lego Star Wars - $5
Lizzie McGuire: On the Go - $3
Mario Pinball Land - $9
Namco Museum - $6
Pokemon Leaf Green (missing label) - $32'
Pokemon Leaf Green - $40
Pokemon Leaf Green (Player's Choice w/ Box, Manual, Poster, Wireless Adapter) - $130 (All Contents, Top, Bottom) Wireless Adapter not pictured
Pong Asterios Yar's Revenge - $4
Scrabble - $5
Shark Tale - $4
Sonic Adventure Battle - $15
Spirit Stallion of the Cimarron - $5
Spyro/Crash Super Pak - $10
Super Mario Advance 4 Super Mario Bros. 3 - $15
Super Mario Kart - $16
Tak the Great Juju Challenge - $3
The Incredibles - $3
Tony Hawk Pro Skater 4 - $6
Ultimate Spider-Man - $8
Wireless Adapter - $15
Yu-Gi-Oh The Eternal Duelist Soul - $8
Yugi vs Joey (GBA Video) - $5
Gamecube games (all have case; inquire about manuals)
Diehard Vendetta w/ Strategy Guide -$25
Enter the Matrix - $7
Extreme G3 - $7
Final Fantasy Chronicles - $15
Freekstyle (missing manual) - $17
Legend of Zelda: The Wind Waker - $50 CIB Disc Side Back
Lord of the Rings Two Towers - $10
Madden 2002 - $5
Mario Kart: Double Dash - $55 (missing manual) Case Disc Back of Case
Mario Superstar Baseball - $40
Mary Kate & Ashley Sweet 16 - $7
Medal of Honor Frontline - $7
Mega Man Anniversary Collection - $13
Minority Report - $7
MLB Slugfest 2004 - $25
Namco Museum - $7
Nascar Dirt to Daytona - $12
Outlaw Golf - $7
Peter Jackson's King Kong - $10
Rocky - $10
Simpson's Hit & Run (Black Label) - $60
Simpson's Road Rage - $40
Sonic Mega Collection (missing manual) - $13
Sonice Mega Collection - $15
Soul Calibur II - $20
Sphinx & the Cursed Mummy - $11
Spiderman 2 - $10
Spyro: A Hero's Tail - $13
SSX Tricky - $25
Starfox Adventures w/ Strategy Guide - $35
Starsky & Hutch - $7
Swingerz Golf - $6
Tom Clancy's Ghost Recon - $7
Tom Clancy's Splinter Cell - $9
Tom Clancy's Splinter Cell Chaos Theory - $12
True Crime Streets of LA - $9
Wario World (worn cover, missing manual/has one insert) - $40
WWE Day of Reckoning - 20
NES (cart only)
Excitebike - $9
Family Feud - $9
Golf - $4
Gyromite - $6
Ikari Warriors $8
Major League Baseball - $4
Skate or Die $6
Super Mario Bros / Duck Hunt
Super Mario Bros 3 - $13
The Goonies II - $ 9
Wheel of Fortune - $5
Nintendo DS (cart only unless noted)
Animal Crossing Wild World (CIB) - $30
Assasin's Creed Altair's Chronicles (CIB) - $17
Bomberman - $10
Call of Duty MW3 (complete) - $7
Dragon Ball Z Supersonic Warriors 2 - $16
Harry Potter & the Deathly Hallows Pat 1 (Complete) - $8
Kirby Super Star Ultra - $14
Kingdom Hearts Recoded - $10
Lego Harry Potter (Complete) - $7
Mario Kart (Complete) $14
Mario & Luigi Partner In Time - $20
Mario & Luigi Partner In Time (CIB) - $33
Metroid Prime Hunter - $7
Metroid Prime Hunter Demo - $7
Metroid Prime Hunters First Hunt Demo Edition - $7
Pet Cats 2 - $5
Plants vs Zombies - $10
Pokemon Mystery Dungeon Blue Rescue Team - $18
Star Fox Command - $9
Zelda Phantom Hour Glass (CIB) - $25
Zelda Spirit Tracks - $32
Nintendo 3DS (includes case unless noted)
Garfield Kart - $14
Harvest Moon: A New Beginning - $15
Horses 3D - $25
Lego Friends - $12
Mario & Luigi: Paper Jam - $32
Mario Kart 7 - $15
Mega Man Legacy Collection - $12
Mario Party Star Rush - $16
Monster High: New Ghoul in School - $10
New Super Mario Bros. 2 - $15
SpongeBob Squarepants: Plankton's Robotic Revenge - $9
Super Monkey Ball 3D - $10
Teenage Mutant Ninja Turtles Master Splinter's Training Pack - $14
Wreck It Ralph - $6
Yoshi's New Island - $15
Nintendo 64
007 World is Not Enough - $17
Banjo Tooie - $40
Bomberman 64 -$20 (worn label)
Diddy Kong Racing - $25
Goldeneye 007 - $30
Goldeneye 007 (CIB) - $60
Ken Griffey Baseball - $9
Mario Kart 64 - $45 Pic
NFL Blitz 2001 -$15
NBA Live 99 (CIB) - $15
Pokemon Puzzle League - $20
Pokemon Snap - $24
Pokemon Stadium - $25
Star Fox 64 - $22
Super Mario 64 - $40
Wave Race 64 - $8
Zelda: Ocarina of Time (Gold Cart) - $85
Zelda: Ocarina of Time (Player's Choice) - $37
Zelda Majora's Mask - $55
Playstation (CIB)
102 Dalmatians Puppies to the Rescue - $15
Activision Classics - $3
Air Combat - $7
Apocalypse - $12
Army Men: Sarge's Heroes - $10
Army Men: World War Final Front - $10
Ball Breakers (sealed) - $7
Battle Hunter - $14
Bomberman Party Edition - $12
Casper - $8
Chrono Cross (missing disc 2) - $15
Codename: Tenka - $12
Crash Bandicoot 2: Cortex Strikes Back - $15
Crash Bandicoot Warped - $13
Croc - $10
Destuction Derby 2 (missing manual) - $5
Duke Nukem: Time to Kill - $11
Frogger - $9
Frogger 2: Swampy's Revenge - $10
Grudge Warriors $5
Hard Ball 99 - $5
Independence Day - $7
Jeremy McGrath Supercross 98 - $5
Jet Moto 2 - $7
Kingsley's Adventure - $30
Legend of Dragoon - $34
Monster Rancher 2 - $50
Moto Racer 2 - $5
Namco Museum Volume 3 - $5
Namco Tekken 2 - $14
NBA Live 2002 - $3
NFL Gameday 98 - $3
NHL 99 - $3
Nuclear Strike - $7
Pac-Man World 20th Anniversary! (GH/Sealed) - $30
Parasite Eve (missing demo disk) - $45
Pro 18: World Tour Golf - $5
Rainbow Six: Lone Wolf - $5
Rally Cross - $5
Resident Evil - $80 Picture
Rugrats Studio Tour - $8
Soviet Strike - $6
Spyro 2: Ripto's Rage - $15
Spyro the Dragon - $18
Star Trek Invasion - $8
The Grinch - $16
The Legend of Dragoon - $40
The Next Tetris - $7
Tigeer Woods PGA Tour 2000 - $5
Tiger Woods PGA Tour Golf -$5
Tomb Raider II - $10
Tomb Raider III - $10
Tommorow Never Dies - $6
Tony Hawk's Pro Skater - $20
Tony Hawk's Pro Skater 2 - $20
Toy Story 2: Buzz Lightyear to the Rescue - $20
Twisted Metal 2 - $30
Twisted Metal 4 - $17
WCW Nitro - $6
PS2 (mostly CIB unless noted)
25 to Life (Disc Only) - $7
AquaAqua - $8
Batman Rise of Sin Tszu - $14
Castlevania Lament of Innocence - $18
Enter the Matrix - $7
Eternal Ring - $7
Evil Dead A Fistful of Boomstick - $30
Eye Toy Antigravity - $5
Fast & The Furious - $13
Freedom Fighters - $15
Getting Up - $15
God of War - $10
Gran Turismo 3 A-Spec - $5
Grand Theft Auto III - $10
Grand Theft Auto Vice City - $10
Hack Mutation - $38
Harry Potter The Chambers of Secrets - $10
Heroes of Might & Magic - $7
Hulk Ultimate Destruction - $20
Kinetica - $7
Legacy of Kain Defiance - $15
Legends of Wrestling - $8
Lord of the Rings: The Fellowship of the King - $7
Madden 2005 $3
Mademan Cofessions of the Family Blood (disc only) - $7
Matrix Path of Neo - $17
MDK 2 Armageddon - $7
Mummy Returns -$7
Narc - $7
NBA Street - $12
NCAA Football 2003 - $5
Orphen: Scion of Sorcery - $7
Prince of Persia Sands of Time - $7
Prince of Persia Warrior Within - $7
Punisher - $40
RC Revenge Pro - $7
Red Faction II - $8
Scarface The World is Yours - $32
Silent Hill 2 - $80
Soul Reaver 2 - $15
Spawn Armageddon - $20
Spy Hunter - $5
State of Emergency - $8
StuntGP - $5
Superman: Shadows of Apokolips - $13
The Terminator Dawn of Fate - $7
The Thing - $27
Time Splitters 2 - $22
Tom Clancy's Ghost Recon - $5
Tony Hawk 4 - $12
Tony Hawk Underground - $17
True Crime Streets of LA (disc only) - $5
Ultimate Spiderman - $18
Warriors of Might & Magic - $7
Way of the Samurai 2 - $20 (disc only)
WWE Here Come's the Pain - $40
WWF Smackdown Just Bring It - $10
WWE Smackdown Shut Your Mouth - $18
WWE Smackdown vs Raw - $15
Yu-Gi-Oh! The Duelists of the Roses - $20
PS4 Games (take OEM controller + 3 games for $85 shipped)
OEM Gold Controller - $45 shipped
Call of Duty (Steel Case) - $20
Ghost Recons Wild Things - $13
Rocket League Collector's Edition - $15
PSP (CIB unless noted)
Ape Escape - $16
Family Guy Video Game - $13
Jackass the Game - $10
Spiderman 2 - $11
Marvel Ultimate Alliance - $12
Need for Speed Carbon Own the City - $10
Sega Genesis - CIB unless noted
Adventures of Mighty Max (missing manual) - $10
Dracula - $15
Earthworm Jim (missing manual/cart wear) - $30
Evander Holyfield's Boxing - $10
Generations Lost (missing manual) - $25
Jeopardy: Sports Edition - $6
Joe Montana's Sports Talk Football - $6
Jurassic Park - $12
NBA Jam - $12
Rocket Knight Adventures - $57
Sonic the Hedgehog 2 - $10
Sonic & Knuckles (cart only) - $20
Sonic Spinball (cart only) - $5
SNES (cart only)
Aladdin - $15
Destert Strike - $9
Frank Thomas Big Hurt Baseball - $4
John Elway Football - $4
King of the Monsters 2 - $14
Lion King - $14
Madden 95 - $4
Mario Paint - $8
Mortal Kombat - $12
Mortal Kombat II - $13
Mortal Kombat III - $10
NBA Jam - $10
NBA Live 95 - $5
NBA Live 98 - $10
NHL 94 - $11
NHL 95 - $5
NHL Stanley Cup - $2
NHLPA Hockey - $3
Pitfall the Mayan Adventure - $8
Race Driven - $5
Street Fighter II - $10
Street Fighter II Turbo - $15
Super Bases Loaded - $4
Super Batter Up $7
Super Battletank War in the Gulf $5
Super Empire Strikes Back $10
Super Mario World - $18
Tetris 2 - $7
The Flintstones - $9
Toy Story - $10
Urban Strike - $9
Nintendo Switch -
Doom (Cart Only) - $40
Super Mario Odyssey (Cart Only) - $43
Zelda Breath of Wild (CIB) - $45
Wii (CIB)
Wii Bundle of 50+ Games + Monster Buck Hunter Gun & Game - $200 + shipping
Bundle Pic 1Bundle Pic 2Bundle Pic 3
Bully - $12
Donkey Kong Country Returns - $18
Fifa Soccer 09 All-Play - $5
Guitar Hero Aerosmith - $7
Hulk - $7.50
Just Dance 3 - $10
Kids Sports Crazy Golf - $4
Mario Kart - $30
Mortal Kombat Armageddon - $20
Mario & Sonic at the Olympic Winter Games - $13
Rockband - $10
Rockband 2 - $10
Smackdown vs Raw 2008 - $5
Super Monkey Ball Banana Blitz - $7
Super Smash Brawl - $20
TNA Impact - $5
Top Shot Arcade - $12
Wii U (CIB)
Just Dance 2018 - $14
New Super Mario Bros. U - $24
Super Mario Maker - $15
Super Mario 3D World - $18
Xbox (CIB unless noted)
007 Everything or Nothing - $7
Crazy Taxi 3 - $20
Frogger Beyond - $9
Fusion Frenzy (missing manual) - $15
Grand Theft Auto Vice City - $12
Robotech Battlecry - $9
Tom Clancy's Classic Trilogy - $7
Wrestlemania 21 - $8
submitted by PhilsTriangle to GameSale [link] [comments]

[Store] Huge Stickered Item Collection (Olofpass, Kato 2014, Crown Foil, Howling Dawn, Ect.)

Hey guys. I have finally decided to cash out and have decided to go ahead and make a post here showing my inventory. If anyone is interested in anything feel free to add me for inquiry. Some items do have current offers but I haven't had time to record them all yet so these will have to be updated in a future post. Currently only looking for cash and liquid item offers. Links for profile and trading below. B/O's are as listed below, some items may be negotiable.

All float rankings are according to Floatdb.

Profile Link ; Trade Link


Skin Stickers Screen Price Notes
Souvenir AWP Pink DDPAT (Minimal Wear) Olofpass AWP Screen $5000 #1 Lowest (Only MW)
Souvenir SSG 08 Detour (Factory New) Olofpass Scout Screen $4250 #3 Lowest
AK-47 Neon Rider (Factory New) 4x LDLC K14 Screen $2500
StatTrak™ PP-Bizon Fuel Rod (Factory New) 4x LDLC K14 Screen $2100 #1/1
AWP Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 3x LDLC K14 Screen $1400
StatTrak™ SG 553 Pulse (Field-Tested) 1x LDLC Holo K14 + 1x LGB Holo K14 + 1x HR K14 + 1x ESL Wolf Foil K14 Screen $1300
Desert Eagle Mudder (Minimal Wear) 1x Titan Holo K14 Screen $1100 #1 Lowest TT Holo
AK-47 Safari Mesh (Field-Tested) 1x LDLC Holo K14 + 2x LDLC K14 Screen $1000
M4A4 龍王 (Dragon King) (Factory New) 1x LDLC Holo K14 Screen $950 #2/2
Desert Eagle Mudder (Field-Tested) 4x LDLC K14 Screen $950
Negev Palm (Minimal Wear) 4x LDLC K14 Screen $800 (Csmoney wont take screen, don't know why)
Souvenir P250 Sand Dune (Field-Tested) 3x LDLC K14 + Frosty the Hitman Screen $750 Dh13 Souv
StatTrak™ G3SG1 Demeter (Field-Tested) 1x Titan Holo K14 + 1x Mous Holo K14 + 1x NiP K14 + 1x NaVi K14 + 1x LDLC K14 Screen $735 5x G3SG1
Sticker Team LDLC.com Katowice 2014 Unapplied Kato Screen (Thank you Zeus) $700 Unapplied Kato
M4A1-S Icarus Fell (Factory New) 1x LDLC K14 + 1x ESL Wolf Foil K14 + 1x ESL Skull Foil K14 Screen $625
SSG 08 Blood in the Water (Minimal Wear) 1x LDLC Holo K14 Screen $550
SCAR-20 Contractor (Field-Tested) 1x Dig Holo K14 + 1x Vox Holo K14 + 1x Fnatic K14 Screen $550
StatTrak™ AK-47 Jaguar (Minimal Wear) 1x IBP K14 Screen $550 Fake Pink Panther
StatTrak™ M249 Magma (Battle-Scarred) 4x Dig K14 Screen $550
StatTrak™ Sawed-Off The Kraken (Factory New) 1x LDLC Holo K14 Screen $525 #1 Kraken with LDLC Holo/ #2 Sawed-Off Overall
XM1014 Blue Steel (Factory New) 1x LDLC Holo K14 Screen $525 #1 XM with LDLC Holo
StatTrak™ R8 Revolver Grip (Factory New) 1x LDLC K14 Screen $525 Kato R8
M249 Impact Drill (Well-Worn) 4x HR K14 Screen $500
M4A4 Radiation Hazard (Factory New) 1x Howling Dawn + 2x Firestarter Screen $500 #1 Fake Howl M4
AK-47 Jaguar (Factory New) 1x Howling Dawn Screen $500 Howling Panther
M249 Gator Mesh (Field-Tested) 1x LDLC Holo K14 + 1x NiP Holo K14 + 1x CoL K14 Screen $500
P250 Undertow (Factory New) 1x LDLC Holo K14 + 1x LDLC K14 Screen $450
Dual Berettas Anodized Navy (Factory New) 1x LDLC Holo K14 + 1x Fnatic Holo K14 Screen $425
CZ75-Auto The Fuschia Is Now (Factory New) 1x LDLC Holo K14 Screen $375
StatTrak™ FAMAS Pulse (Minimal Wear) 1x LDLC Holo K14 Screen $375
DreamHack 2014 Overpass Souvenir Package Olofpass Package Screen (Thank you Zeus) $350 Unopened Olofpass Package from the Match
StatTrak™ Tec-9 Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Galil AR Blue Titanium (Factory New) 1x LDLC Holo K14 Screen $350
StatTrak™ Glock-18 Weasel (Factory New) 1x Howling Dawn Screen $350 Howling Weasel
MP9 Hot Rod (Factory New) 1x IBP K14 Screen $325 Party Hat
AWP Safari Mesh (Field-Tested) 1x IBP Holo K14 Screen $300 $550 With Titan AWP
AWP Safari Mesh (Minimal Wear) 1x Titan Holo K14 Screen $300 $550 With IBP AWP
MAC-10 Amber Fade (Factory New) 1x LDLC Holo K14 Screen $300
M4A4 Radiation Hazard (Minimal Wear) 1x Howling Dawn Screen $250 Fake Howl
Souvenir CZ75-Auto Nitro (Field-Tested) Olofpass CZ Screen $250 Olofpass Match
DreamHack 2014 Cache Souvenir Package Fnatic & LDLC DH2014 Screen (Thank you Zeus) $250 Olofpass Series Cache Match
Souvenir MP5-SD Dirt Drop (Well-Worn) 1x 3DMAX K14 Screen $230 Kato MP5
SSG 08 Tropical Storm (Field-Tested) 2x Titan K14 Screen $225
Tec-9 Nuclear Threat (Minimal Wear) 1x LDLC K14 + 1x NaVi K14 Screen $225
StatTrak™ P90 Blind Spot (Factory New) 1x LDLC Holo K14 Screen $225
StatTrak™ M249 Magma (Field-Tested) 2x Titan K14 Screen $225 Only 2x Titan M249
M4A1-S Chantico's Fire (Field-Tested) 1x Crown Foil Screen $225
StatTrak™ Nova Graphite (Factory New) 1x LDLC Holo K14 Screen $200
Souvenir SCAR-20 Sand Mesh (Field-Tested) 1x LDLC Holo K14 + Blue Snowflake Screen $200 Dh13 Souv
Souvenir Tec-9 Red Quartz (Field-Tested) 1x LDLC Foil K14 + 1x NiP Foil K14 + 1x ESL Gold Wolf Foil K14 Screen $200 1 of 2 Red Quartz with LDLC
M4A4 Radiation Hazard (Field-Tested) 1x Howling Dawn + 1x Firestarter Screen $200 Fake Howl
StatTrak™ P250 Muertos (Minimal Wear) 1x Crown Foil Screen $200
Souvenir Desert Eagle Urban DDPAT (Field-Tested) Olofpass Deagle Screen $200 Olofpass Match
Souvenir Glock-18 Night (Field-Tested) Olofpass Glock Screen $200 Olofpass Match
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submitted by DeathDragon7 to GlobalOffensiveTrade [link] [comments]

A (Probably (Mostly)) Comprehensive Look at the Friendship Mola Changes

TL;DR at the front because this turned insanely long. Blame a semester filled with electives and no compsci or game dev classes absorb extra focus while locked inside.

After going through the responses to the upcoming mola change, I have seen a positive response to it. It's not my intention to dump on that, just to drop some factual analysis of this "refund" and compare it to other refunds, and offer my inferences or observations on that comparison.
The basic conclusion is: this is objectively the worst refund we have gotten to date at its best-case scenarios, and it is filled with "not best-case scenarios." Most will see less of a refund than they would have gotten in the previous worst refund. Any unit already at optimal molas but not needing +15 like supports/controllers, units that perform better at +14 (Violet), or units that have a couple poor high level skill enhances that aren't worth the molas to take them from +12/13/14 are all basically exempt from this refund.
The refund assumes high resource investments to prep units in advance, either by +15ing them with molas and getting the refund later, or requiring friendship grinding before optimal use. Alternatively, it expects you to use a unit missing 3 molas, which dramatically hinders some viability in passively farming friendship from strenuous or restrictive content, especially in healers/supports.
This is not a rallying cry to incite hate at SG/SC, simply a breakdown based on currently available information, which may still change in the elaboration or execution. Yes, this system as it is would still be "better than nothing," but that doesn't mean it is good.
There is supporting logic and math, and an explanation on what supports me making this statement. It should be noted that some of the math is approximated/rounded, so it should not be used as a de facto inventory of values, but to demonstrate the relation of values, events and claims.
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Read below if you're interested in the math/logic/you have lots of free time and focus on hand, or stop here if you just want the broad strokes of it.
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Intro
All right, so despite a general stretch of mostly good will with SG, myself included, there have been several consistent concerns. Energy stuff is a problem, though I feel they have at least been giving us pretty consistent energy from web events. Gear RNG is a thing, but I do feel that with gear conversion improvements and expeditions, they have helped mitigate it (even if it was a problem they created, but still). But the real gate that almost no one disagrees on is that molas are far too limiting, and not just by a few percent, but by a vast gulf.
Their response to this is the upcoming friendship level 10 hero specific 3 molas/refund, as applicable. I don't just want to get into conjecture, I want to talk more about numbers and see how this stacks up against previous refunds, and how this may (or may not) address some of the issues.
As a quick aside, I'm a week 1 player and I don't buy mola packs, though I have spent here and there on other packs, some that included some molas in them, like the Christmas pack.

The Upcoming Change:
Every hero at level 10 friendship will get 3 "free molas" for their specific use. A hero at +15 and level 10 friendship can give a refund of 3 molas. There is no effective cost reduction in skill ranks themselves, so 27/33 is still a thing, effectively, but with a potential offset of 3 for 24/30. While I will reference the 24/30 and this as a reduction at times, it should be noted that for "new" heroes or ones you haven't invested in, you either need to use them without molas to not spend any and get your +3 at 10 friendship, or you need to max them for your refund.
Pros:
Cons:
Impressions:
Most players will see the smallest immediate refund they have from recent refunds. The need to scrimp molas and not add to certain, less important skills on some units will likely expect you to spend some molas, not save any, to take advantage of this, such as +13/14 units that require more than 3 molas for their last couple upgrades (which is most, if not all). The complaint that many units seem built around a certain level of upgrades makes it a bit prohibitive get value from this on support units that effectively need the molas spent to efficiently do stuff that gets them friendship.
There will be some players who get a decent amount, but I expect very few players get more than 30 back here immediately, most will get less, and some may be able to get to 30 relatively easily. For my part, I have only 2 units who give me a refund here, 3 that will get me a refund with farming, and a few more that may at least get their +15 discounted. It is possible that my min/maxing molas is a fringe case, though I don't believe it is, and I only have 22 lv10 friendships, as I have never 1-5 farmed it and feel that those who have done so in the past were intentionally being inefficient for collectoaesthetic purposes, and probably represents a minority of players.
Non-comparative Summary: On average, players will be getting a few weeks worth of molas and the system has a "cart before the horse" mentality of using units before you mola them, which isn't always feasible.
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Looking at Previous Updates:

10.2.2019 Update Mola Reduction/Refund:
https://page.onstove.com/epicseven/global/view/4097326
*Reduction aimed at lower level skill increases
4*: 33→27 ~18% reduction 5*: 42→33 ~21% reduction
2-3*: Molas→Stigma and recall
This reduction came shortly after covenant changes, continued complaints about mola issues, and an overall mixed feeling from the community about the game. It precedes the real community backlash, but was part of what seemed to be a solid step that quickly went wrong (looking at you pets and initial conversion). For most, this was likely the largest actual refund they have received, because it was targeted at lower level skills which included many more units. Adding in the 3* switch meant that many players saw additional returns on harder-to-justify investments, and a massive increase in the ease of incorporating 3* units into their rosters.
7.10.2019 Update Mola Reduction/Refund
https://page.onstove.com/epicseven/global/view/3474012
*Reduction aimed at upper level skill increases
4*: 39→33 ~15% reduction 5*: 48→42 ~~12% reduction
This was a smaller refund than the the 10.2 update for most, as it largely affected the units considered "+15 required." Still looked like a big refund to many just because of lateness in game, but was functionally on the worse side, likely forcing the much better 10.2 update.
3.27.2019 Update Mola Reduction/Refund
https://page.onstove.com/epicseven/global/view/3068515
*Couldn't find specifying target skill enhances, but if I remember, this one was a pretty generalized skill enhance level
4*: 56→39 ~30% reduction 5*: 68→48 ~29% reduction
This was likely the largest and essentially first functional reduction for most players, with the highest effective rate reduction to refund translation. This refund would have dwarfed the 10.2 update for most, though the 10.2 will have looked larger by the actual number of molas had/spent for long-term players.
12.13.2018 Update Mola Reduction/Refund
https://page.onstove.com/epicseven/global/view/2488024
*Reduction targeted at high level skill increases
Unlisted actual rate change, and I honestly can't remember what the max amounts were at this point, so I can't verify the rate change vs SG/SC average/estimated percents, but per SG/SC:
4*: 43% reduction 5*: 41% reduction
This update was the trinity nerf, which for competitive players likely meant a decent chunk of molas back from their recall, but most players will only have benefitted from the lower upgrade costs going forward, as this was a month after the game launched globally, and the vast majority of players likely just wasted their molas in random crap, didn't have the catalysts to invest in higher skills, etc. (looking at me dumping a bunch of molas into Kayron and Tenebria here before they were even remotely good). At this point in the game, global wasn't really feeling how molas would go long-term, as we had plenty from abyss/story clears/etc. in the short-term.
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Comparative Summary:
The upcoming change will be the smallest refund most players have received. The refund/reduction is situational depending on hero, their skill enhance structure, the necessity of skillups and viability of +15, etc. Outside of 1-5 friendship farming, there is also a balance issue in friendship gain, which I'll detail in a bit. There is a nice thought in the more interactive nature of this change/refund, but it misses the mark in much the same way that conversion was a nice start but took a few changes to feel good, and then expeditions to restore it after they "nerfed" it with reforges.
Again, the actual "refund" value of this depends on whether on how much you hit the Goldilocks zone of +15/lv10 or "Still Needs Molas"/lv10.
When we look at the 10.2 refund, it was one of the most feel-good for 3 reasons: the cost reduction was aimed at low skill enhances which dramatically reduces support/functional skill enhance costs, this targeting meant the most coverage for refund, and the overall feeling of having access to a larger number of molas than non-whales are accustomed to.
The 7.10 update had much less of a positive feeling, because the importance of supports/controllers and their -1cd/effect% enhances made it a lot harder for the average player to have fully invested in more than a few units, and didn't really ease anything about it beyond the initial mola return.
The 3.27 update also was only moderately well-received, though I imagine this has as much to do with related factors about balance/mystic additions/oppressive ML5 meta and more, and the fact that the time-to-max ratio was still incredibly high.
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Mola Acquisition and Time Frames:
I want to delve into a baseline time-to-max comparison, but that requires a baseline of mola acquisition. I would say we functionally get a bit more than 5 molas a week without taking into account special sidestory rewards/raid boxes/guild boss/etc. My basis for this is:
These are effectively the "reliable" acquisition molas, at 20/mo, or 5/week. Naturally, we get some extra from login events, special side stories, web events, RNG GB/boxes, etc but it is difficult to really quantify that, and I don't believe this at all encompasses and extra mola per week when averaged. This rate, considering that we are definitely earning more than 5 a week but not six, means it effectively takes something likely a bit less than 15 months to +15 10 5*s at current values. I can't easily quantify how many molas we've been getting at various update levels, so for comparison's sake and simplicity, we will use this rate for all updates.

Table Data:
Left side 3 columns: New 5* +15 cost after update, Number of 5*s that can be +15 in 15 months at new cost, and the difference between each new value. Right 3 columns: Very simplified average reduction rate of 23.6%, Number of 5*s that can be +15 in 15 months at new cost, and the difference between each value. (Note: I didn't want to find each individual reduction rate for my averaged comparison, so I just used the average for each iterative update, which explains the 30→29.93 variance. The reality is if I found the reduction for refund period, the difference would be highelower but would still demonstrate the growth in difference after each refund.)

Update Actual Mola Reduction Numbers Amount of +15 5\ in 15mo* Difference Very Simplified Avg reduction 23.6% Amount of +15 in 15mo with avg Difference
Start 115 2.87 Init 115 2.87 Init
12.13 68 4.85 +1.98 87.86 3.76 +.98
3.27 48 6.875 +2.025 67.13 4.92 +1.16
7.10 42 7.86 +.975 51.28 6.44 +1.52
10.2 33 10 +2.15 39.18 8.42 +1.98
Upcoming 30 11 +1 29.93 11.03 +2.61
What that all means - Summary:
If you just look by the difference, you might lead yourself to believe that the upcoming update is better than the 7.10 update was, but the reality is each new difference reflects previous reductions. If the 7.10 update had the 10% reduction we have here, the difference would have been +.765, instead of +.975.
This is the smallest mola update we have had, even though each new reduction gives us more per percent than the ones before it. However, this assumes ideal conditions.
Why it's actually even worse than it looks:
Using the number of 5* +15s possible in a time frame naturally assumes a perfect "free mola" utilization rate, because you will either get them back after lv10 or use them before +15. That's not how we treat every hero, and the only ways to retain this rate increase, which is the lowest rate increase is to either:
But this means you use the unit sub-optimally until lv 10 friendship, hard grind 1-5 (which is an unpleasant experience), or get hero-specific molas in excess of what matters on the hero, which is practically not getting molas.
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Friendship Farming
So our methods of farming friendship are:
Stage Clears
Naturally, this benefits units that are viable in dog walking and hunts, though most things can work in a variety of altars but with less availability, and endlessly grinding altar is very low value. Units not good in these situations are directly disadvantaged on molas if they don't fit here, easily.
And yes, 1-5 is a thing. According to Hax_r_us_kappa, it takes 1500 stage clears to max a unit from nothing. That's 3k energy and will only get you up to 12 actual molas for +15 units (until you run out), or -3 (for 4 units) molas spent on units not taken to +15, as well as like 5 catalysts from the AP. Compared to W13, that's ~5m gold, quite a lot of crafting materials, gear, charms and reforge mats you're trading for (~136 runs, not including energy drops).
Of course, they do starve the hell out of us for molas, so you might consider this worth it, but 1500 runs is going to be tedious as hell. It's going to be time-consuming (though I guess you can macro it at your risk), but it also is not sustainable. 3000 energy is the equivalent of 37.5 liefs or 1500 ss. Even if you are willing to maintain the energy, you will run out of units you have at +15, only needs the 3 molas for, or are willing to invest the extra molas into. Running 1-5 with less than 4 units that benefit from it will always feel bad, and they aren't typically releasing heroes in 4-packs.
I haven't done the "exact" whale math, but at a glance, it seems like the value of running 1-5 on whalebucks with lief packs is roughly equivalent to mola packs without the 2/month restriction but with the different restriction of having units who meet optimal conditions for mola farming. It is likely even less efficient than mola packs since mola packs give the added benefit of ~71 W13 runs and the rewards from that, as opposed to having to use everything for pure 1-5 grinding.
Labyrinth Camping
This will be another "non-monotonous farm" method to gain some extra friendship, but as with stage clears, not all heroes are created equally here. There are many units who don't play well together, many others who simply cannot get "good" increases because they have poor values. A team where the speaker is the same for both lines means only 3 units really benefit.
And there's also the matter of having to trade-off. Sustainably, you can run 8 normal labs or 3 normal raids and 2 normal labs a week. Normal raid isn't really difficult, but you may still need "some" correlation between units to make it work. I do try to vary my raid teams already to build friendship on some of the "I don't belong anywhere but PvP" units, and it's a pain to make them work efficiently, without having some friendship 10 units.
Arena and GW Offense (not discussing auto tower without confirmation)
For competitive players, this may be the most rapidly decaying way to farm, because while there are more than a few meta staples who have no place in PvE, units that stay in the meta for a long time will provide no farm value, and against strong defenses you may not have the luxury of throwing in a random unit.
Add to this that the majority of mola complaints about unit viability are about how they perform in PvP. Support/controllers that don't need damage increases/tiny healing molas would need to be here at less than optimal enhances to take advantage of this form of farming at all.
Farming Summary:
If you have the reasonable ability to modify your dog walkelab/hunt teams, you will get the most out of this change, but only assuming you also +15 them or want the 3 molas for them. Unit viability in various forms of content means certain units may have a far harder time passively farming friendship if they don't work in whatever you're farming normally. PvP friendship is the least long-term accessible as you can't sustain a stream of +15 meta units or units that function well sub-optimally.
1-5 farming is an option, and initially, may even be a reasonable option for players in desparate need of molas or who have a decent bench of +15 units to raid. It is a massive energy sink, however, for almost no other decent reward.
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Conclusions/Suggestions
This is objectively the worst mola refund for the majority of players, as it only peaks at a 10% reduction if every single one of your units hits eligibility for a refund or additional mola investment, and the next worst was 12.5%. It places non-intuitive restrictions to skill enhancing of having the molas to dump into a unit to get an eventual refund or enforcing the use of a unit before it's optimal, or demands a very heft energy sink in a game full of energy sinks.
The overall value of this seems bad in that it's worse than previous refunds and demands something of players, and it seems to me that when it requires player input/energy, it should give better rewards, not worse, especially since even under zero energy concerns, there is still a ceiling to farmable enhances here. We went from getting free coffee at work to getting "free" coffee if you let your boss spit in it.
I don't intend any of this to be unnecessary hate-mongering or criticism of SG/SC, because again, I've been in a generally happy place in the game beyond the forever issues of energy, gear and molas, and like many players I'm firmly in my stockholm syndrome of living with those concerns and imagining an actual solution one day. Bad solutions to those issues are either: the usual "release a system under two layers of shit to grumbling, then scrape the layers off for the next few months to fanfare" or just a very poor estimation of value or the scope of the problem.
Being constructive:
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To clarify to the inevitable white knights/forever ranters:
What I'm Saying:
What I'm Not Saying:
submitted by MaskOfMorieris to EpicSeven [link] [comments]

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