The Bullet Bubble: Is Ammo The Next Bitcoin, Or Gold In ...

The Bullet Bubble: Is Ammo The Next Bitcoin, Or Gold In The 1970s?

The Bullet Bubble: Is Ammo The Next Bitcoin, Or Gold In The 1970s? submitted by ZaneMasterX to progun [link] [comments]

The Problems With Tarkov's Economy and Balance.

Welcome to my overly long TED Talk about Tarkov's overall economy and the balancing issues within itself.
First, before I continue with the analysis of Tarkovs economy, let me throw some definitions your way, as understanding these things is very important to understanding what i'm about to explain.
FAUCETS
Faucets are feature or design decision that puts value into an economy.
SINKS
Sinks are features or design decisions that take away value from an economy.
NETS.
Not sure if this is an actual definition, but a Net is something that blocks value from falling into a sink. It's not a faucet, but it acts like one.
LOOT ECONOMY
The loot economy is essentially the 'FIR Economy'. It encompasses every piece of loot found in raid, even loot taken off of players bodies that doesn't have the FIR tag.
THE PLAYER-DRIVEN ECONOMY
The player driven economy is essentially the Flea Market.
Now it's important to understand what makes an economy sustainable. A stable economy would have to have tons of sinks for players to put their money into, while providing faucets for players to take money from. EFT's faucets include...
-FIR LOOT from PMC RUNS
-LOOT Gets Vendored
-LOOT Gets Sold on Flea (Requires Level 15)
-LOOT Gets Crafted Into FIR Items (Requires Hideout)
-CRAFTED LOOT Gets Vendored
-CRAFTED LOOT Gets Sold on FLEA (Requires Level 15)
-CRAFTED LOOT Gets Used
-PvP LOOT from PMC RUNS
-LOOT Gets Vendored
-LOOT Gets Used
-FIR LOOT from SCAV RUNS
-LOOT Gets Vendored
-LOOT Gets Sold on Flea (Requires Level 15)
-LOOT Gets Crafted Into FIR Items (Requires Hideout)
-CRAFTED LOOT Gets Vendored
-CRAFTED LOOT Gets Sold on FLEA (Requires Level 15)
-CRAFTED LOOT Gets Used
-PvP LOOT from SCAV RUNS
-LOOT Gets Vendored
-LOOT Gets Used
-BITCOIN FARM (Requires Hideout)
-And i'm sure many more than i'm missing
An economy also needs to have a lot of sinks to keep an economy flowing and stop players from amassing massive hordes of wealth. EFT's sinks include...
-Lost Gear from PMC RUNS (Recycles back into the 'PvP LOOT from PMC and SCAV RUNS' Faucets. But for another player.)
-Flea Market Taxes
-Medical Costs (Optional)
-Food Costs (Optional and Minor Sink)
-Hideout Upgrade Costs (Temporary Sink, Eventually turns into Faucet.)
-Scav Case Losses (Gambling)
-and a probably a few more that have slipped my mind.
Maybe you can already start to see some issues, and I haven't even started yet.
EFT's economy also has Nets, EFT's nets include
-Insurance
-Armor and Weapon Repairs
-Items in Secure Container (Maybe that would be counted here?)
EFT's economy is not sustainable. In order for an economy like EFT's to continue, they would need far more sinks to create a sense of scarcity. Veterans say that money is far too easy to make, but that's not the issue, money is far too hard to lose.
Ever wonder why you see a lot of squads using meta gear? Its because they all get their insurance back whenever they die, as it only takes 1 surviving member of a 5-man team, to secure his dead squadmates gear, and chuck it in a bush. Eliminating most of a squads expenses.
Solo players on the other hand, don't have this luxury, and will use a lot of low-end to mid-tier gear, expecting to lose it, and get it back in insurance, because it's not worth picking up.
BSG needs to incorporate more sinks and adjust their nets in a way that fixes it, otherwise the game will forever rely on wipes, and there will never be proper scarcity in the economy.
I want everyone to try and remember what it was like when you first booted up the game, had no fucking idea what you were doing, and how i'm sure many of you were scared shitless about losing your last P226 or Grach, and elated about finding a rifle, probably not knowing it shot dog-shit .366 rounds.
Now, i've spoken to a lot of new players, and a lot them have this sense of overwhelming anxiety about playing the game once they realise that death has consequences. This anxiety also helps tremendously with selling the games atmosphere, but as people get more experienced and more wealthy, that anxiety goes away, and so does the games atmosphere.
Its not possible to put us all back into the shoes of a new player, as a lot of the anxiety is caused by not knowing what the hell is going on or that you have an infinite source of income to the left of your PMC. But it is possible to bring back *SOME* of that anxiety by introducing gear scarcity into the Loot Economy.

There is almost no gear scarcity in the Loot Economy for a few reasons.
1. The flea-market allows people to buy whatever they want, whenever they want.
-There's a few ways to change this, removing it IS NOT the answer.
2. Playing in a squad tremendously increases your chances of getting your gear back in insurance.
3. Trader prices for Meta gear are far too low and Meta gear is far to easily obtained from raiders, bosses, and players wearing this gear; because it's so easy to obtain.
Now these things COULD be fixed, but if you did it would make a lot of gear useless. Because there are more issues.
Ammo and armor balance is scuffed.
Let me just give a few examples.
Everyone wants 7n31. It's a hot new ammo that everyone wants to try out, yet its sold out every trader reset. To counter this, BSG adds it as a craftable in the hideout. Now, it's all over the flea market, but very expensive, at the time of writing this it's 1700 RUB around. Pricey.
Now 7n31 coupled with the rate of fire of most of the guns that shoot it, goes through level 4 and 5 like butter, and even level 6 pretty well. But this is where we start to run into issues.
By increasing the supply of 7n31 and many other AP ammos, you've essentially massively decreased the effectiveness of many Higher-End armors.
"Oh well, that's fine, now newer and rats players have a chance of getting through all these chad armors."
Except that's not what happens.
Let me use a better example.
M62 is $5 a bullet. It completely ignores level 5 and goes through level 6 like butter. It is widely available, and very cheap.
Why would you use Level 5 and 6 when going up against this ammo?
There is no reason, Level 5 and 6 only slows you down when your up against AP Ammo.
That's fine though, this rare and exotic ammo should be able to go through armor like its nothing, that's why I pay exorbitant amounts of money and grind to obtain this ammo.
Except its not rare and exotic, its extremely common, with very little work to obtain, and this goes for a lot of the bullets in the game. Most Meta ammos are reasonably affordable and put down level 5 and 6 easily, which begs the question, why would I use Level 5 and 6? Why would I spend 800k on a slick, when someone can spend $5 to ignore it.
This goes into another issue that I see a lot of people talking about, the TTK (Time To Kill) The TTK isn't going to be fixed by adding 5 more health to the thorax, it will be fixed when armor actually does something. The only thing 5 more health on the Thorax does is make it more expensive to run AP ammo against unarmored players, and make bolt actions useless compared to DMRs.
TTK also effects the New Player experience, a lot of new player will simply spam their little makarov at big bad Altyn man and wonder why it did nothing. That's because armor isn't hard to get either, its harder to get than the ammo that pens it sure, but it's still very easy to get if you know how to get it. Meanwhile that new player is wondering why everyone is going through their cool new level 4 ceramic armor, and they're bullets aren't doing anything.
Now if they fixed the the Loot Economy and made armor, ammo and other gear harder to find, it would do nothing, because the traders sell ammo extremely cheap and armor extremely expensive compared to the ammo. Which means armor is going to get burnt, found, repaired and used until that person dies and the armor gets picked up again or scrapped at fence.
Now the traders, from what I understand, are supposed to eventually have extremely limited stock and options. However, seemingly, the community hates the idea of sold out traders.
I have an aneurysm everytime I see a post complaining about super high-pen ammo being sold out, and then immediately see the supply go up the next day, like what just happened with 7n31.
Because you're making. The problem. Worse.
Now, I want to believe that BSG will continue with their plans to make an economy based on scarcity, but this community has an issue with crying about a lot of dumb shit. Which, don't get me wrong, if the vast majority agrees that something needs to change, it probably should. We play the game more than the devs, we know what is fun.
But when you guys complain about something as sophisticated as tarkov's economy, and you have no idea what you're talking about, thats bad.
I wouldn't be making this section of the post, if I thought that BSG would ignore the complaints. But they have this habit of caving in to the community's crys. Please BSG, do not do this.
TL;DR: In order to have a good scarcity based economy, BSG needs to have more sinks in the economy to take money out of the hands of wealthy players, and they need to make ammo more expensive compared to the price of armor. The TTK issue is solved by making ammo more rare than armor, community needs to stop crying about stuff they don't understand.

Thank you for coming to my TED Talk.
submitted by AftT3Rmath to EscapefromTarkov [link] [comments]

[Guide] How to make money in EFT

EDIT : Thanks to everybody for pointing out the few mistakes/improvements that can be made in this new-player level guide.
For the sake of summarizing here :
- Intel documents are NOT worth 250k. I didn't check them on the flea before writing this and for some reason I always remembered them at 250k. Game is in maintenance so I can't check the real price. That being said, it's still profitable to craft USB into Intel, it's just not x2 profitable.
- Scav case : moonshine / intel docs, some people seem to say they've never been profitable. I personally *did not* measure those, I eyeballed it. I'm working on so much shit that I didn't bother. On average I think that I'm in a net positive, but it's as believable as people saying they're not : without proof we can't really say for sure. That bein said, it's certainly more profitable to run lower-tier scav runs that are *faster* when you're online, and to run a moonshine or intel when you log off. It's more efficient to get a lot of runs while you can re-start them every time.
- Crafting moonshine : It's not profitable to spam it ; I was under the assumption that the average player who will read this will usually not play for 4-5 hours straight and will end up collecting yesterday's moonshine, craft a new one, and that's it. If that's you're rythm then yes, spam it. If you intend to play more than one craft worth's of time, then you will craft moonshine faster than you can spend it, and it's not really worth to sell it on the flea except to up your market reputation for a small loss (about 10k). So in short : craft moonshine to be able to start a moonshine run for when you log off, but you don't *need* more than that.

Check this out

Here is some actual data on the lavatory !!

Hey everybody !

I know it can be a struggle to get a stable economy in this game, especially when you die a lot. Today I'm gonna try and give a few guidelines on how to make money safely, efficiently, fast, or in any other way we can think of.
If you're struggling to stay above the 15-20 million rouble treshold, this guide is definitely for you.
Very often I'll hear newer players say "Damn I can't seem to make money, I keep loosing. Every time I take gear I die instantly". There is some truth in that. Today I'll help you improve your survival rate, but most importantly I'll unbalance the other side of the equation. When you complain about losing a lot of money, I will help you spend less by a significant margin, as well as earn more. You'll also get rid of gear fera naturally.
Remember this throughout this very, very long read : It all depends on how you want to play, and how much. Some of these tips will not fit how you want to play the game, and like Nikita always says : this game is supposed to be fun before anything else.

1. Hideout

Safety Score : 100%
Reward : Moderate but very stable.
Maxing your hideout should be one of your top priorities, probably before telling your mom how much you love her every now and then. If you're not doing either of those, the big gamer in you knows what to do.
Early wipe, save your fuel for when you're online and playing. If you're playing, your generator should definitely be running and all your stations should be crafting something.
Once you have Medstation 1, Workbench 1 and Lavatory 2, you really have no reason to turn your generator off when you're playing.
Once you have the bitcoin farm, you should never turn off the generator.
Medstation :
Craft salewas and/or IFAKs permanently. They cost 8k and sell for 15k. That's a net profit of about 25k / hour for salewas, as well as never having to buy any.
Lavatory :
Always be crafting Bleach. If you have 2 empty blue fuel, use those empty cans to craft a Magazine case.
You can then keep the magazine cases until you've enough for your liking and sell those for a good profit.
The bleach you will use to buy the 6B47 helmets which are better than the SSh-68 helmets. Buying from 2x bleach barter at ragman level 1 means you get the helmet for 18k (instead of 33k on the market). This helmet has better head coverage, less slow/negative effects, less weight, has a slot for a mount, has +11 ergonomics AND is cheaper than the 22k SSh-68. That being said, it has a slight noise reduction that the Ssh does not have. If you wear headphones I'd say this is negligible but debatable. I prefer to have the extra protection and ergonomics for sure, considering it's slightly cheaper.

You can also barter for that helmet and instantly sell it back for a profit (five times) and level up ragman money requirements.
Bleach can also be traded for the Blackjack backpack at level 4, as well as the TTV rig at level 2. You should definitely do it.
Sell excess bleach on the flea market when the prices are around 10.5k or more. (around midnight Central European Time).
Workbench :
You can buy Power Cords and craft Wires forever and always make a profit. Buy in the morning and sell in the evening for better profits (CET timezone). For even more profit, you can craft gunpowders and ammo which tend to also be ridiculously pricy at night.
Buying grenades from Peacekeeper and crafting green (Eagle) gunpowder is a good way to make a lot of money and level up Peacekeeper.
Intel Center :
You main objective is to get this one to level 3 for reduced fees and better quest rewards, but also access to the bitcoin farm at level 2.
If you need FiR for quests, craft that. When you're done craft Intel Documents at all times (buy the USB), and use it for scav case or sell for a x2 profit. ( 3x40 for USB = 120, documents sell for 250)
Bitcoin Farm :
Once you have it, spend all your money on GPU until its maxxed, then level it up even more. The BTC farm is definitely worth it. At 50GPU you need to connect every 15 hours to clic. If you can't, keep it level 2 and connect every 24 hours to clic. Even at level 1 its worth. But its much, much faster at higher levels.
From 0 to 50 GPUs it takes about 30 days to pay for itself. GPUs should not be sold until you maxxed it.
Water Collector :
Must be running at all times. Buy the components if you don't have them.
Booze Generator :
Must be running at all times. Buy the components if you don't have them.
Scav Case :
Always have it running on moonshine, and use intel documents once you're done crafting one.
Nutrition Unit :
It's not really worth crafting sugar to put in the Booze gen, as the price for chocolate is pretty much = the price of sugar. So buy the sugar instead and craft something else. I tend to craft Hot Rods when the prices are good (morning) and then use them to barter 5.45 BS Ammo with Prapor or sell for a profit.

If you do all that, you should have about 150k an hour fairly easily. Don't forget to check it between every raid.

2. Traders

Safety Score : 100%
Reward : Quite good.
Once your mom has received all the love she deserves and your hideout is taken care of, you should have max traders (traders are a requirement for most of the hideout anyway).
Traders level 4 will net you much better prices on most mods and open very good barter trades.
Buy as much as you can from barter trades. You can buy almost everything from it, and it's usually at least 25% cheaper to buy the requirements and then do the barter. Ragman4 has the CPC Armored Rig which is level 5 armor, you'll get it for about 200k instead of 250k on the flea. The Slick is also much cheaper. The Blackjack backpack is literally half priced.
You can also NOT use what you barter and just sell it back to a dealer (sometimes the same from which you bartered) for a profit as well as having 2 times the loyalty money increase (from bartering then from selling).
Another good example is buying a Recbat 14k from the market, getting an ADAR for skier, selling it to Mechanic and winning 8k just like that. You can find every single barter that nets a profit yourself and just buy-resell and you'll probably make another 100k every reset, if you really are struggling and have the patience. I personally advise to just use the equipment for yourself unless you're levelling traders, but I wouldn't go as far as buying all profitable items every reset.
Every trader at every level has good barters. You can make a full decent kit at level 1 traders for about 40k roubles on barter, instead of 90 if you buy it all. (Paca for masks, helmet for bleach, ADAR for recbatt, salewa from craft, backpack, etc. all barters)

Bleach is beautiful and is coveted in the real world for its ability to cure diseases.

3. Modding

Safety Score : 100%
Reward : Very profitable.
Don't mod out of your reach. Don't mod Meta. If money is an issue for you, having +1 ergo won't change your life.
For example,
Priced at 10k roubles
Priced at 45k Roubles

See where I'm going with this?
If you have money, sure, go for the Shift. If you wanna have fun and try, sure, go for it as well. But if you're struggling, buy 4 cobras and mod 4 guns for the price of 1% recoil which will not make you a gamer god anyway.
Also, do NOT buy mods from the flea market when you see you can buy them from traders. Look at the top of the market, if the mod is greyed out, look at the price. It means you don't have access (yet). If the price is too inflated for you, find another mod. There are always other mods. You can make 2 AKMs that have a difference of 2% recoil and 4 Ergonomics and have a 150k price difference. It's up to you. When money is the issue, this was the answer.

Note : Some guns are inherently much more expensive. Guns shooting 5.56 or 5.45 tend to be more expensive than 7.62. AKMs are VERY good budget guns. They're a bit harder to handle, but you can get a fully modded AK for 150-200k, where as you will have an entry level M4 for that price. 7.62 PS ammo is also incredibly cheap while being decent. Play 7.62 if you're struggling with money. It's not meta, but it's far more than enough, trust me. You'll rarely lose fights exclusively because you had PS ammo in an AKM. Rarely.

4. Statistical loadout balance

This is fairly simple yet overlooked a LOT. To be accurate, you need data. Personally I kept it in an excel spreadsheet, if you're hardcore you should do something similar.

A somewhat relevant spreadsheet I used a wipe ago to measure some of my stats
What you need to know about yourself for this :
These will help us measure how much you fuck up or not.
Lets make it simple.
If you have a 500k loadout and you usually extract with 100k, at 10% survival rate, that means you will spend 500k x 10 = 5.000.000 roubles over 10 raids on average, die 9 times, and earn 100k once. This very obvious example shows the loss.
Basically we're gonna try and balance that equation so that you never lose money on average. You'll have ups and downs obviously, but over a week or two, it'll smooth things out for you, like math always does in a pleasant conversation with a girl.

So what can you do to improve that equation ?

4.1 Improve survival rate

Seems simple enough, DIE LESS. You do not need to be good, smart, or special to die less. If you die a lot, do something different. If you die less, try more of that. Explore statistical advantages through different gameplay.
What can you do to die less practically? Here is a list of checkboxes you can tick depending on your money, skill, mood, or any other factor like the map and sheer luck:
Do all that, it'll give you a LOT of data to actually improve by just doing something different without really being fastestronger, just smarter.
And I repeat : you can do some of it, all of it, it depends on what you like, what you're comfortable with, and the time/investment you're putting in the game. It's okay to play at your own pace.

4.2 Reduce gear cost

The second part of our "profit equation" above is how much gear you take with you. Using previous tips, reduce that cost. Barters, cheaper mods, etc.

4.3 Increase extracted value

This one is not as tricky as it sounds. Basically there are two ways to extract with more money in the backpack :
The goal is to pay for the gear you will loose when you die while making a profit on top. That one time you extract if you have a MBSS backpack, you'll need items worth like 50k per slot to break even. If you take a tri-zip, suddenly it's only 30k per slot. If you take a blackjack and blackrock from good old ragman, suddenly it's 10k per slot. So you can break even by looting crickents and DVD players almost.
See where I'm going ? Always take a tri-zip or bigger unless you're doing something special. That way you can afford to loot shitty areas, take less risk, and survive more while having a little less value.
We'll cover that in a minute, but there are ways to loot high value items, moderate value and low value. Those have also different risk/reward.

All of those are also map specific. In woods I'll often go with a 6B3TM armored rig for 40k, no helmet, 20k headphones and a sniper rifle. Rest is pouched so does not count. That's less than 100k investment. All players tend to have low value gear so I never extract with a lot either so it balances out. But on Woods, my survival rate is 20% instead of my overall 40%. So I know it's not a map I can reliably make money on, because I measured that accurately over time. This example is very common and should make sense to you.
Same goes for interchange where I have more about 50% survival but will tend to go in with 600k worth of gear, but will also often extract with over 500k quite regularly. Different ratios, different values, different purposes.
You can measure your own data if you're willing to do so, or you can eyeball it. Eyeballing it is much faster but very inaccurate because you will tend to include emotions in the mix when you die. You'll remember losses ~2x more than your wins (that's somewhat scientifically proven), and if you're eyeballing your loadout you might think you have 600k but really you might have only 450k. I would advise to go hardcore and measure it all for price, initial loadout, losses and earnings, for each map.

5. Money runs

Now money runs are vast and numerous. All include different levels of risk and reward. It's up to you once again to find what you're willing to do for the time it takes, the fun it will give you and how much it will actually help you. You can always try them all for ~50 raids the sake of trying something different and see how your data is impacted. it doesn't have to be 50 in a row if you don't want to. As long as you keep track of it it can be over a whole wipe. You'd have your data ready for the next wipe :) Faster is better though.

5.1 Hatchling runs

Safety Score : 100%
Reward : Very Variable. Mentally exhausting.
Those are incredibly money efficient. You're investing a gear of 0 value, so whatever you extract with is 100% win, so you cannot possibly lose money that way. Is it fun? Is it rewarding? I don't care, to each is own. Statistcally speaking, hatchling runs are an efficient way to make money.
They do however require a little bit of knowledge, but not skill. You'll be much more efficient at doing these kind of runs if you know where to go, what to look for, and how to get there depending on your spawn. That being said, such knoweldge is easily found ; it's nothing complex, it just takes time to learn. Once again, depends on how much you're willing to invest (if not roubles, time).

5.2 Scav runs

Safety Score : 100%
Reward : Low-ish
Scav runs are also incredibly efficient for the same reason as hatchlings. Except those have a cooldown. Statisticall speaking I have noticed you should always run your scavs as fast as possible on the map where you extract both the fastest and most frequently.
The explanation is simple, lets make it simpler :
The scav is a button that makes you earn free money. When you press it the button becomes unpressable for some time, when you release the button you earn money (sometimes).
That means you want to release the button as often as possible. And for that, you need to release it as fast as possible. It's that simple. So make scavs incredibly fast. I'm talking "Run through" fast.
Unless you're looking for FiR items or doing something specific like annoying a streamer, you should literally run straight to the extract every single time, and loot what you have that doesn't make you go out of your way too much. Usually I suggest factory, go in, kill a random scav, loot it, get out.
Two weapons is at LEAST 50k, 100 if they have a scope. There you go. That's 100k every 20 minutes (or less with intel center). That's MUCH BETTER than going up to 150-200k but taking 30 minutes to extract, and taking more risk by spending more time in the map. Every second you're in someone can shoot. Nobody can shoot you in the hideout.
The exception to that rule is Scavs with a pilgrim which you can take on your favourite loot-run map, probably interchange or reserve. There you should just fill everything you can and extract once you're full, no matter what you have. 30 crickents and an extra gun is fine.

5.3 Stash runs

Safety Score : Very
Reward : Okay
Those are very very safe and can be done with a pistol and a backpack only. Very cheap, quite unchalleneged, for a moderate reward. Just go on a map that you like and run around and loot all stashes until you're full, then get out. You can vary the map/route depending on the traffic of players. Interchange and shoreline are good contenders for that.
It'll net you easy money. Not great money, but definitely safe.

5.4 Loot Runs

Safety Score : Moderate
Reward : Quite alright
Once you have better knowledge/skill you can start having a specific route in a specific map, depending on a specific spawn. So it'll take time to learn. Usually very similar than a hatchling run except this time you bring moderate gear and go for moderate loots. For example, instead of going for fast techlight, in-and-out interchange, you can decide "alright I'll loot 100% of Oli and the computers in the back", it'll take time, but it'll make good loot. More money than stashes, definitely will see scavs to kill, and most probably some more pvp. More risk. If you win that PvP you have even more loot as well. But overall good reward.
Loot runs need to be "scheduled" and thought of after several tries, so you know how much you can take per person depending on backpack size. For example you can't say "lets loot oli" if you have a 5-man with blackjacks, you'll all be empty. Adapt.

5.4 PvP

Safety Score : Insane
Reward : Unreliably moderate
This one is pretty obvious. Very risky, unpredictable rewards. Usually better than loot runs when you survive. I won't elaborate on this, because if you're reading this far you're probably struggling in PvP. And the rest of this guide already covers a fair bit.

6. Insurance

Safety Score : "Meh"
Reward : Very profitable.
Now this is very, very important. Always insure your gear. Always.
If you die you will get stuff back, pretty much for free. If you're really struggling people won't loot your "trash", so you WILL get it back.
If you play in a group it's very likely that people will hide your stuff too.
And most importantly : you can insurance fraud. This is the best way to balance the equation we talked about earlier. If you find a decent-ish gun, replace yours. You drop your initial investment by a significant margin, you will definitely get it back, and if you extract it's a flat profit. Weapons don't take inventory slot, so if you have two weapons that are not yours initially they will usually pay for your whole gear. I have quite often left my super-mega-modded HK just for an average M4 or other weapon that I can fight with, just so I can reduce my investment by 350k and up my reward by like 200k instantly. Replace your headphones all the time too, that's an easy -30+30k, same with helmets. even if it's a bit broken or slightly worse.
If you're struggling with money, try to leave every raid with at least 3-4 pars of your equipment that aren't yours initially.
But value the risk behind this. I won't leave my slick for a Paca at the third minute of a raid just to have that extra 28k. I won't leave my meta-modded HK for a naked mosin. But if it seems decent/doable, do it. It will pay off. Because even if you die, you still get your shit back, and gun is usually the most expensive part of the gear.

7. Final notes

It's all about balance. Find what works *for you* and try shit out. Really, try. You'll die, you'll learn, you'll adapt with data to back that up. I find it crazy that people will die and not try to learn from it. That's how you will improve as a player.
First you gotta get smarter, then you'll get better. And with time, skill, mechanics, gamesense, all that will improve on the side. Earning more will snowball in your favour. And if you know you're statistically okay, you will have a much smaller gear fear and enjoy the game more.

Sorry for the wall of text, you guys should be used to it with me by now :D I made these guides in video but not in english, so here I am typing it all for you guys.
Enjoy :)
submitted by SixOneZil to EscapefromTarkov [link] [comments]

I think I'm about done.

So, last wipe, I thoroughly enjoyed the game. I struggled until I got to about level 35ish, but eventually I got my bitcoin farm going (not full 50 GPU) and my booze generator going, and I was making some decent rubles.
I could buy decent gear, the scopes I wanted, the ammo I liked (which was rarely m995,7n37, or m61, btw). And then I could go in raid, do my quests, find items, kill players, take their stuff and leave. Or, I could die and lose all my gear, and it would sting, but not break me. But when I did raids, I almost ALWAYS stayed until <10 minutes remaining, sometimes even getting out with spare seconds left. Yes, by about level 45, I eventually started making more money than I could spend, but ONLY after 50 GPU's in the BC farm and booze generator combined.
Now this wipe, instead of enjoying the raids, I'm getting frustrated trying to find progression halting items. Then, when I do find them, I'm STRONGLY encouraged to turtle up, hide until the coast is clear behind counters or in bushes, then extract at 10:01. I'm also having to buy expensive weapons like SVD's to finish quests, which I had to do last wipe too, but my rouble flow was much much higher.
I can kill a 3 man squad, and make 200k, because their armor was zero'd out and too high cost to repair and their guns with all their fancy attachments are worth 75k. Or, I can die and lose about that much. There is no real risk/reward any more.
Then, when I'm having a particularly bad day dying, I can't even lean back on looting stuff like factory keys and fuel conditioners now, AND WHAT LITTLE BIT OF FIR I SELL HAS ATROCIOUS FEES. I sold 3 packs of bolts for 14k ea and the fee was 12k.
It's like BSG isn't even trying to micro adjust the game to dial back the ruble flow. Instead it's full on scorched earth. Only the people with the absolute best combat skills or the most time to rat around have the ability to make any decent money.
On top of that, I'm level 33 and JUST got my last FIR flash drive. I have crashed against the rocks to the tune of MILLIONS trying to get a LEDX and 3 FIR graphics cards from Interchange, thanks to RNG. I can't even start Shooter Born In Heaven, and I would be 3/4 done with it by now if I had it 10 levels ago.
I'm sure* 3/4 of the subreddit will come by to tell me to quit crying, git gud, it's hardcore, roubles are easy to make, its a BETA, etc..
Well here's my Beta feedback. The game isn't fun when I lose every ruble I scrape up trying to do quests with specific gun/armor requirements and finding FIR items in hotspots, and hiding to avoid losing those items, all while BSG -heavily- deflates the economy and punishes rule obeying players in the name of stamping out RMT.
*Left out a word.
Edit: let me just say, I don’t mean this as a personal attack towards Nikita or the other devs. It’s simply just my experience, and my thoughts. I don’t have answers on how to make the perfect balances and compromises, or fixes on RMT etc.
I just wish it had been publicized ahead of time, something like “Okay guys, next wipe we’re gonna experiment with making it real hard.”
Also I’ve gotten a lot of responses saying “you’re not supposed to run the best gear every raid.” And my reply is, my standard kit is a Vepr KM, 6B23 armor, a Ratnik helmet, and comtacs, with self made BP ammo from the hideout. I’ve just recently started adding TV10 armor rigs into the mix. I’m not a META player who has to have iglonik or M995 every raid. I’m not trying to say I want to do that either.
For one CONSTRUCTIVE bit, I feel like items should have two different FIR tags. One for flea/resell, one for quests, and the quest one staying if you died with it. That would make life better to me and to a very large population of power players.
Also, between FIR changes, reduced loot spawns, increased flea fees, reduced trader sell prices, any 1-2 of those are survivable but all of them together, with more to come I'm sure, are crushing. That's all I'm saying.
EDIT Again : I just saw what Jaegers giving for guns. THAT is nice. That makes up a little bit for the stuff like fuel conditioners.
submitted by killaho69 to EscapefromTarkov [link] [comments]

List of current UI/UX issues & possible QoL improvements (Megathread?)

As some of you know, I only make stupidly long posts and also like to humbly brag about being a software engineer with fairly decent experience in QA, automated testing and testing in general (6+ years a C# dev).
This is my personal list of things that either make no sense, are unpleasant, incoherent, or could be improved.
Please feel free to add to the list, I will come back and edit every day.
Numbers are also here to help you quote & provide your own criticism.
Note that is is done with the following optimization mindset, in order of importance :
As you can see I worked under the assumption that the average player wants to spend more time in raid rather than in inventory ; obviously this falls apart if that is not the case. To do that I try to improve time spent on searching / arranging things without creating unecessary automation or remove important/immersive aspects of the game, even in inventory. I also try to improve time spent clicking through various windows as currently a lot of them are done to be fast & easy to for the devs, not for the players. I want to emphasize that I'm okay with that. I know the importance of having sub-optimal navigation to help you find out what your better navigation is. I also know a complete rework is not always possible, that is why I made my list without changing too much of the menus as well as keeping the vibe/current feel of those menus.
Keywords like should & could are used as intended ; since this is not a professional report I'm emphasizing here, the meaning of the word is important. Should means it is adding an improvement over an existing issue, could means it's a possible improvement but requires further investigation. Would means investigation was done and is just one possible outcome usually relevant within the context.
Please note that most of us now are very used to the current UI/UX, which will generate two reactions:
- "It's fine as it is because I can do it quite fast."
- "I don't want it to change again, I'm used to it now."
I cannot emphasize how unefficient it is to let those emotions get the best of you. UI/UX is the study of common sense & ease of use in an interface. You should never have to get used to anything, it should be fluid and intuitive. If you think you're fast now, that means it's possible to be slow. This is extremely bad for a UI/UX standpoint. Everybody should be able to navigate/understand the menus just as fast the 1st time than the 100th time (ideally). Keep this in mind when you read everything down here, because some stuff you probably won't like at first glance, but you will get used to it very fast, and you will gain a lot of time in the future, as well as new players.

1. Autostacking of items

Money & Ammo. When a stackable item or stack of items enter an inventory, it should autostack itself to an available non-full stack, then fill other available stacks until there aren't any. At that point, the item should just go at the top of the inventory as it is doing now. Autostacking should *not* browse for sublayers of inventory.
Items drag & dropped on an inventory slot should not be auto-stacked either (drag & drop overrides autostacking).
It would autostack when control clicking, or using "Receive all" from another inventory, or when dropping into a sublayer without selecting a specific slot.
Autostacking should only stack FiR items together and non FiR items together.

Example 1

Drag & Dropping would not stack in the same inventory layer. Drag & dropping would override auto stacking.

Dragging over the money case would auto stack in the inventory of the case.

Using Ammo as example here. If you drag & drop directly on a slot (even in an inventory sublayer), you would override autostacking.

2. Highlighting of full stacks

Stacks at full capacity could be highlighted for easier inventory management.
Many aspects could be used to highlight (either the name of the item, or the value, or the background of the cell)

Apology for the poor photoshop skills

This could be a highlighting method

This could be a highlighting method

3. Consistent item order in hideout craft list

Currently when in the workbench (and I think others? now I doubt), the list of craftable items appears to be random. The order should always be the same for consistency. Does not provide meaningful gameplay experience to have to "look for the recipe" every time.

4. Collecting crafts

Hideout stations could display the finished craft on top for easy collection of craft, or there could be a "Get Items" or "Receive All" elsewhere to avoid unecessary scrolling. This is uncessary if ongoing crafts are moved on top of the list, or if the list is autoscrolled to the ongoing craft.
"Collect All" on station level is not the best idea. If you go in a station, it's probably better that you know what you're collecting. I suggest moving the relevant craft on top or auto scrolling and not adding "receive all" on station level, although it would be a good help.
This should be investigated.

Receive All or Get Items could be moved or added at the top or bottom of the window.

5. "Receive All" could exist at hideout level

The same way we "receive all" from a trader, it would be nice to "Receive all" from the hideout. Either in the form of a trader (in which we can receive all / pick manually from) or by instantly putting it in inventory. If there is enough space it just works. If there isn't, it displays an error like it already does.
This is not mutually exclusive with the previous suggestion.

6. Display crafts readyness/collection

6.1 Hideout
The current behaviour is partially coherent. You get notified when an item is sold, and you get notified when a craft is finished.
You have a display notification "Attachment" style when a trader has something for you, and you should get a display notification "attachment" style when the hideout has something for you.
Ideally, there should also be such notifications for currently unused station


Receive all on the right, Nutrition unit has finished crafting and Lavatory is currently NOT crafting

6.2 Traders
There should be a way of knowing if something is waiting in trader inventory on a global level (quest rewards, money, insurance, unsold market items returns), like the nofication. The "new item" notification could be always visible as long as items are in the trader inventories, compared to now where it disappears as soon as you either click it or visit the messenger. In this hypothesis, there could be a change of color in the notification to show that there are still item waiting including some that haven't been seen yet (to still fulfill the current role of the notification)

7. CTA's

Note : CTA = Call to Action, it's the button your user will press 99.3% of the time. Example, in the launcher, it's the "Start Game". Clearly visible, easily accessible, highlighted, much bigger, and at a very common CTA spot. That one is great.
Some others are not.
7.1. "Receive All" should not be displayed when there is nothing to receive.
7.2 "Get" in single transaction messages from Ragman could be removed. There is no reason to take single items from the window when you can receive it all at once.
7.3 A "group collect" Receive all action could be added when you click on the attachment notification, or as an extra action next to the notification (just like shown on the Hideout in figure 6.0) that would specifically collect all. it would loop through all conversations and collect all and dump at the top of stash, either until its finished or there is not enough room, in which case it displays an error. It could also work like the scav case and not pick up anything until you have room, and in that case you would go in the window manually and/or make room (like we do now).
7.3 The "Receive all" is at the bottom when most CTAs in the game is at the top (dealer tabs, market tabs, character sheet tabs, settings...). Save in the settings is at the bottom too. It is incoherent. It would make more sense to have all CTAs at the bottom and options/tabs/menus at the top.
7.4 The "DEAL" button in trader view is much smaller and less visible than the "Fill Item" checkbox. The CTA should be getting more attention than a setting. New players pretty much *never* see it first and look around the "Fill Item" with eyes & mouse.

DEAL should be at the bottom in the current \"Fill Item\" box. Fill Items should be removed entirely.
7.5 Quests could be automatically accepted (no need for CTA). I don't see a reason why someone would not accept a quest. The only reason we're Accepting them now is to let the user know he has a new quest. There are other means of notifying players of new stuff : usually notifications. If not, that button should at least be more visible/highlighted. Every new player ( 100%! ) I coach does not see it at first and never looks at the right spot the first time.
7.6 "Insure All" is the most commonly used button in the insurance screen and could be emphasized more.

Example 7.5

8. Remove "Fill Items"

The Fill Items to automatically fill the trader's requirements should be removed and set as the default behaviour. There is no need to fill items manually nor tell the game to do so.

9. Expire / Delete pending requests

Friend requests should be cancellable and could expire. Requests should not be stuck until another user acts on them. Right clicking the request could display a "Cancel" or "Delete" request button.
Ideally, the cell should include a CTA on the right, as the only action I would ever do in a cell in this context is cancel.
Opening a submenu with only 1 item means you should not be opening a submenu, but displaying a button where the user right clicked instead.

I can only re-send a friend request to someone that already denied me. This is incoherent.

10. Market Rows

From my somewhat small sample (about 60 players), nobody uses the expand button on the top right of a cell (see below). I think everybody uses the right click on item instead.

An expanded cell with context menu opened, and a collapsed cell
The extra information available on the right is the exact same as a right click, but is hidden behind a left click. This is incoherent.
The only difference is the profile picture that I only get from expanding, but currently we all have the same one. This would need to be investigated.

This could be an improvement, displaying the CTA's immediately (although BUY is definitely way too small). Notice profile picture on the left
10.1 The expandable cell feature should be removed altogether, as the other options are available on right click.
10.2 The whole row should provide the same context menu (right click).
10.3 The "Send friend request" could be included in the row's context menu, or could be removed entirely, as right now most requests are missclicks. Adding the Send Friend Request at the bottom of the context menu on the row would reduce the amount of missclicks.
10.4 Left clicking should not open the context menu. This is mostly the reason behind missclick friend requests, people double clicking slightly off the item icon sending a friend request by mistake. Now I have 4 just because I was trying to make a screenshot. F's in the chat. This would be resolved with 10.2 and 10.3.
10.5 Barter items have a "Barter" icon that is redundant, the first and second column are completely irrelevant to the player.

Example 10.5

11. Filtering search

11.1 "Filter by Item" should not filter the browse list. If you're writing a valid keyword in the search field it should display the correct suggestions. Filtering content is good, filtering suggestions is incoherent.
11.2 Filters could be cleared as soon as you type text in the search field. This would resolve 11.1

Example 11
11.3 "My Offers" could not be affected by filters, or could reset filters. It is more trouble to remove the filter manually every time rather than browsing through the offer list. Currently we never have more than ~10 offers at the same time for most players, which is okay to display without filter.
11.4 Filters should not overlap with other UI elements, they could be resized to fit or the expandable filter list could include more elements so the visible ones fit.

Example 11.4
11.5 The Remember Selected Filter / Reset Filter is unclear. Looks great, feels weird, and should be investigated to be more useful.

12. Context Menu in player lobby


The current lobby with context menu open

All players in this list are looking for a group, there is no need to write a status "Looking for group", it's redundant. The exception is friends, which 99.633...% of the time is the group i'm about to play with. Those are displayed on top.
The only action we do on the list on this screen is the "Invite to group" context menu action. It's a CTA and should not be hidden in a context menu, especially if the context menu only has one option. Since recently it has two, but we'll come to that in a minute.
12.1 The invite CTA should be on the player cell itself.
12.2 The report action should not be the default one from the context menu
12.3 Since there could be only one item in the context menu according to 12.1, the report action could be on the cell as well.

A low quality suggestion for 12.x

13. Trader Buy/Sell

Trader screen needs to be reworked. I won't provide a solution that doesn't completely change how everything looks/works as I stated at the start of the post. That being said this should be improved.


Example 13.1
13.1 Buying UI should be reworked.
When buying, the price of the item is already displayed on the item itself in the trader view.
The price is also displayed a second time in the tooltip of the item if you mouse-over.
The price is also displayed a third time in the barter area on the right of the image (middle of the screen in game). This is redundant. I understand the item on the right is the physical item "Roubles" in a stack that is paid, like a barter, but it does not need to be displayed a third time.
13.2 Quantity limit (red box in the image) could be shown in the tooltip ; most of the time people will hit "DEAL" until they get an error insted of actually reading the red box.
13.3 The red box looks like an error even when at 0/x, this is not intuitive. Limited items can be listed in different ways that are not so invasive. We could add "out of X" at the right side of the quantity box.
13.4 Barter item prices (if we assume 13.1) would need to also displayed differently. This needs to be investigated
13.5 Selling UI should be reworked

Example 13.5

Currently selling an item still displays the full available items to BUY, this is incoherent. Especially from the "Sell" tab. The whole left side of the screen is wasted, and cannot be used.
13.6 Items on the left are not greyed out (even though I can't buy them), but items on the right are greyed out (because I can't sell them). This is incoherent.
13.7 Trader sell space should be infinite
13.8 Buy/Sell could be done in a single tab if the whole screen is reworked. There are different levels to this. An easy one I could think :
"Trade" Tab instead of "Buy". Displays the same as the current "BUY" tab. If you ctrl+click an item from your stash, it instantly sells without confirmation. The second tab would be a "Buyback" where you can see what you sold in the current trade session. If you leave the screen your buyback is reset and items cannot be recovered. Another way would be to keep buybacks for the last X items. You would need to pay what you received to get back. The item would not lose it's FiR status. This preleminary and simplistic rework has issues, notably that you have to know to right click to sell. One way to fix that would be to make right click sell to trader instead of control click, but that would definitely make missclicks the first few days (and buyback would be mandatory).
This could be investigated.
13.9 Currency exchange rates should be easily available in relevant areas (Peacekeeper, Therapist and flea market) for all currencies (Rouble, Euro, Dollar, Bitcoin)

14. Boxing

Items should be boxables and moved around. At least to be dropped in boxes, ideally to be moved around freely.
There is a limit of 20 images. 🤷‍♂
Example 14

15. Quest inventory

If you loot too many quest items in a raid, you can end up not being able to loot it. I assume this is by design and it is why you have limited quest item space.
The quest inventory could be infinite if it's not by design to be limited.
The quest inventory should be manageable. In my case i had a 1 slot item blocking me from taking the suitcase, I should have been allowed to move that 1 slot item to the top or to the right of my inventory, clearing a whole line and letting me take the case.
Quest items could be stored in backpack (and resized) ; since you lose them on death it's not relevant to the players looting you or you dying and that issue would be gone. Storing it in your stash would also prevent you from losing it by going in raid with it by mistake. Taking it in raid or giving it to trader would be a volontary action. It also makes much more sense that way as other quest items (that are also usable items) work that way.


Alright this ended up taking more time than my lunchbreak, and there is *much* more to write but for the time being I'll leave it at that and come tomorrow to add your suggestions or mine. See you in 24 hours.
submitted by SixOneZil to EscapefromTarkov [link] [comments]

10/11 Weekly Watchlist. [Again, I post one DAILY on the FREE telegram] List is a bit long but I'm watching a bit

10/11 WEEKLY WATCHLIST
[P.S. Only enter positions you feel the most comfortable with. Your money is your soldier only send him into the battle you think you'll win. Some of these I have taken positions. Some I am looking to take positions. I've posted how many shares I own of what multiple times ]
PLEASE HEDGE your long holds. For essentially pennies you can come out on a bloody day fine!
🔑KEY🔑
[💎-Long time gold][⁉️-Could go both ways][🚀-I think this is gonna shoot up][🔥-This imo is gonna be a fire stock to make money off of just dont get dumped on][⚠️-Already ran a bit be careful][👀-Watching this one closely][⭐- Huge Catalyst or info]
PRIMARY FOCUSES: $SQ $MARA⭐ $RIOT⭐ $SOLO⭐ $DBX⭐ $ADMP $SESN $UEC
🚀💸PENNYS💸🚀
🍊The Big Orange man who lives in the house that's white is pumping money into black business and so is JPM. Tickers to watch for this. $UONE $UONEK $CARV $BYFC🍊
$UEC - $WWR pumped because of uranium. Well this is a..... URANIUM MINE. Big brain! Daily MACD 🐮👀🔥🚀
$DPW - Shorts ate this like it was their last meal. This should have another big run with hoe the sectors are pumping. Support $2/$2.23 Resistance $2.37👀🔥🚀
$ADMP - ⭐FDA Nov 15th.FDA Likey Approved.⭐GOLDEN CROSS coming on the 4hr⭐ 4hr RSI OVERBOUGHT 4hDaily MACD 🐮 Support: $0.51 /$0.59/ $0.60 /$0.74 Gap up to $1.14 after that the world may never know🔥🚀👀⚠️💎
$SESN - ⭐4th Q Bio news ANYDAY now. ⭐Daily MACD 🐻 Support $1.01/$1.25 Resistances $1.38/ $1.44/$1.50🔥🚀👀💎
$PRTY - Halloween is coming up. Daily MACD looking to setup. This is a constant pump and dump stock. Was $5-7 all last year. Daily GRAVESTONE DOJI⚰ Support $1.85/$2.15/ $2.40 Resistance $3.80🔥
$KOS - ⭐Reorganized there debt⭐ 4hr HAMMER DOJI 🔨 Daily/4hr MACD🐮 I honestly can see $1.75-$2 shortly. $1 is a HEAVY support. 👀🔥🚀
$SOLO - Quarterly/Daily/ 4hr MACD 🐮GODLY Support: $2.36-$2.45. Resistances: $2.65/$2.74/$2.87/ $2.95/$3/ $3.14. ⭐US Manufacturing Location PR by EoY.⭐🔥👀💎 $GRIL - This company is undervalued in my eyes. Newish emerging fast "healthy" food. Great concept with little to no competition. Daily RSI still slight oversold. Daily MACD 🐮 ⭐Float is legit NANO sized. I truthfully see $5-7 by next year on this.[LONG]🔥🚀👀💎
💰Honorable Mentions💰
$NOK - Big 5g provider globally. Honestly think this is being slept one and should move up by EoY to $5+.Daily/4hr MACD Daily🐮 👀💎 $NAK - Mine has been waiting for approval for 10+ years. Trump tweeting about it. MASSIVE float [BAD]. If somehow it gets approved this is gonna jet to $4-6💎⁉️
$IDEX - Some PR dropping. I suspect earnings is gonna make this run up heavily [Nov 6th]
$RIOT/$MARA -⭐ ONLY if Bitcoin continues to run up.⭐
💰Non-Pennys💰 ⭐SPAC companies are blank check companies looking to merge. If the merge FAILS you are reimbursed $10.⭐
$JETS - Airline ETF. With the fed and uncle JPOW 3rd of his name pumping airlines this could zoom zoom zoom to the moon moon moon
$SPWR - Solar power is BOOMING. This has been uptrending for awhile. Support $13.28/$15.43 Resistances are unknown. Daily RSI OVERBOUGHT. 👀🔥🚀🚀⚠️⚠️
$PLUG - WAY 2 HIGH! OVERBOUGHT TO THE EXTREME! Alt energy is a thing of the future! Dont expect the lowest level support to he broken. Support $15.70/$17 [LONG]⚠️⚠️🔥🚀👀💎
$ASO - New IPO. They sell camping goods such as GUNS & AMMO. $CWH is +250% since COVID drop while selling similar goods. New so impossible to map out levels. 🔥🚀👀💎
$KIRK - Cup and Handle! Support $7.41/ $8.77/$10.16⁉️ Resistances $11.87. 4hDaily MACD🐮 ⭐4hr GOLDEN CROSS 9/18⭐Suspect earnings get SMASHED [LONG]👀🔥🚀⚠️
$MCAC - [SPAC] ⭐PLAYBOY⭐ is going public through them. Sheerly off the name.🔥💎🚀👀 $CRSR - ⭐Slept on IPO that just came out. Makes competitive gaming equipment. Super sponsors in ESPORTS which are growing vastely. IMO another great long. ⭐I see a bullflag formed on multiple time frames.[LONG]⚠️🔥👀💎
$CLSK - Just like PLUG the uptrend is insane. ⭐ $9 Offering⭐ 4hr MACD 🐮Almost NO DEBT! Support is around $10. This should gap back to $13+ when the offering closes. ☠SABBY IS IN THIS STOCK☠👀🔥🚀⚠️
$PLAY - I'm bullish as a bull can be for next Q earnings! Support $13.86/ $15.05 ⭐4hr GOLDEN CROSS coming early next week ⭐Daily MACD BREACHING 🐮 4hr MACD 🐮/🐻HUGE Gap up potential to $19/$20. I'd put moneyon earnings being beaten December🔥
$SPAQ - [SPAC] ⭐MERGER VOTE END OF OCT⭐4hr GOLDEN CROSS⭐I see $25 EoY. 4h Daily MACD turning 🐮 Support $11.90/ $12.99 Resistances $15/ $15.55/ $16.05. Fisker is a PR machine.🔥🚀👀💎
$JMIA - Cup and Handle! Huge E-commerce in Europe/Africa. 4hr OVERBOUGHT 4hDaily/Wkly MACD 🐮⭐1+2hr GOLDEN CROSS⭐ Support $9.79/ $10.16 Resistance $10.60-$10.70 [LONG]⚠️🔥🚀💎
$DBX - 5years of constant revenue growth. Huge inverse H&S. Wedge broke out bullish. Daily/4hWkly MACD🐮 Support $18.74/$19.10/ $19.58. Resistance $20.77/$21.29 /$22.76 Gap up to $23.48👀🔥🚀💎
$LCA - [SPAC] Merging with Golden Nugget[gambling]. Should easily hit $20-$25 in the next 4-6weeks. 💎
$SQ - ⭐1% of their ENTIRE company is now in BTC [50m]⭐ this means if BTC goes up it directly benefits them. Not to mention $SQ is just a great long. [LONG]💎👀🔥🚀
$LMND - ⭐90% of their customers are Millennials opening insurance their first time. [This shows HUGE potential long term growth!] [LONG]💎
$NEE - ⭐4:1 Split could run.Think AAPL & TSLA. [LONG]⚠️💎👀
$JWN - 4hr GRAVESTONE DOJI⚰ Daily MACD🐮4hr MACD🐻 Godly Support $11.70/$12.90 Resistance $14.22 [LONG]⚠️💎
🤑Notable Earnings🤑
OCTOBER
$DAL - 13th PM📈[Inverse Condors]
$JNJ - 13th PM⁉️
$JPM 13th PM⁉️
$UAL - 13th PM/AH?📈[Calls]
$BAC 14th PM📈[Calls]⭐
$WFC - 14th PM⁉️
$PYPL Estimated 18th ⁉️
$TUP Estimated 20th📈[Calls]
$LOGI Estimated 20th📉[Puts]
$LRN - 20th PM/AH?📈[Calls]⭐
$TXN - 20th PM/AH?📈[Calls]
$SNAP - 20th PM📉[Puts or Strangle]
$HOG - 20th PM⁉️
$NEE - 20th PM 📉[Puts]
$LMT - 20th PM📉[Puts]
$RTX - 20th PM📈[Calls]
$SKX - 20th AH 📉[Puts or Strangle]
$NFLX - 20th AH📈[Calls]⭐
$SIX - 20th PM/AH?📈[Calls or Strangles]
$BA - 21st PM📈[Calls]⭐
$SAVE - 21st PM/AH?📈[Calls]
$ORLY - 21st PM/AH?📈[Calls]
$MSFT - 21st AH📈[Calls]
$EBAY - 21st AH📉[Puts or Strangles]
$CMG 21st AH📈[Calls or Strangles]
$KO Estimated 21st📈[Calls]⭐
$AAL - 22nd PM📈[Calls or Strangles]⭐
$T - 22nd PM📈[Calls]
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submitted by Philly19111 to PhillyStockTelegram [link] [comments]

Disabusing the notion that Woods has no loot (and therefore isn't worth playing). 1 of 2.

Once again I have found myself in an argument with people on this subreddit who think Woods is (1) the worst map in EFT, either by design or by enjoyment and, the focus of this part one post, (2) Woods has no loot on the map or you can't make much money.
This is simply not true and I truly have no idea why people believe it to be the case. It is time to disabuse people, who obviously do not play the map and certainly don't understand it, of this notion with evidence. Albeit, admittedly light evidence to start. Look for part 2 which will cover live raids with data collection, that will no doubt be far more conclusive. The reason for this is that I'm taking a break from EFT until the next wipe, or some new, interesting major content releases. At the moment, the game has worn thin for me.
There also appears to be a limiting factor for testing loot amount offline. I had tried 4 raids with different options selected and the loot that spawned was static. I'm not sure what this means, having tested things on offline factory previously this was not the case, loot was not static, but I would be negligent if I didn't mention it. This is why there are only 2 examples from me today on this.
It is also the case, and worth mentioning, that offline raids have significantly reduced loot spawns, de facto. So the numbers we're seeing here would always trend towards the low end of what's possible rather than the high end.
Since these items are all FiR status, I am assuming selling these items at flea market rates upon looking. This will, of course, allow some slight deviations in prices for you personally depending on what day, at what point in the wipe cycle it is, etc. Typically, I don't list all of these items on the flea market, I'll just sell to traders, so it's also worth mentioning that a 15-40% reduction in profits is a possibility, depending on the item(s) and your skills (that affect trader prices).
Individual play style and personal skill in EFT obviously factors in but doesn't change the argument, that is, it is possible to average 500k in loot (profit) on every successful (meaning you survived) Woods raid. Same deal with the Attention skill, this does affect what kind of loot you can find when searching a container, and, of course the speed of searching. This leads to some disparity if you do not play EFT this way and have a low Attention skill.
Now, with all of those declarations out of the way, onto the tests and what fruit they bore!

Goals of test #1: Showcase that Shturman alone is worth ~500k in loot, and, his guards are near that amount if not equal to it. Sub-goal: Obtain 500k of loot outside of Shturman, just looting stuff along the way. Reference: https://imgur.com/a/Omgqhbv
This is a rough map of where I went and why. Nothing I've done here is something I would not do in an online raid, this is a typical path I take from this spawn. Yellow circle is where I spawned, Gray circle is where I extracted, Gray/Yellow stars are locations I looted, red line is the path I took and in this first map, the red x's are where I engaged scavs/scav boss.
Forgot to bring ZB014 key, so I was only able to loot the outside area of the bunker, but these bunkers are great for loot. This is where I found 2 water filters. Moving to 2 crates, checkpoint, looting the cache on the way to scope shack and then scope shack of course. From there looked over the campsite with the flash drive spawn, looting the duffel bag there and then at the rock adjacent to the ammo box. At this point I spotted one of the guards, engaged him and the 2nd one started charging me. With both down, I looted gray warehouse while looking for Shturman. Eventually found him on the outside of gray. Moving on to cabins, looting those before finally heading to mountain stash and finally ZB016 to end.
I looted the 3 guards, and 2 scavs, 1 to grab the triton vest, out of the 9 I killed. All I took from those 2 scavs was the vest.
Reference 2: https://imgur.com/a/HaHxdWs Shturman's loot, after looting his guard. His 2nd guard's weapon had been looted and stolen by a scav, which I later killed but did not loot. This is on the low end for Shturman and his guards, because I did not secure the 2nd weapon, and the guards did not spawn with good armor or rigs, this is also the bare minimum that Shturman spawns with. I typically find a bitcoin or a labs keycard as well. If not on him, then on one of his guards. Didn't take their armor (especially when they spawn with class 6), their rigs, or their headgear, which is something I normally do, but I did of course toss my ADAR to carry 2 SVD's out. I think it's fair to say the boss alone is in the 500k-1mil range of profit to be made based off of this.

Test #2: What's possible/realistic with scavs and containers only? Didn't feel the need to maximize too much, again the loot is static for this test, but this is still a normal route I would take in a typical raid. This route would account for significantly more PvP though so I would take this much slower than the previous raid. I'd expect to spend the entirety of the raid following this route. I'd typically leave a raid like this after successful PvP, but, we're not testing that today.
Reference route: https://imgur.com/a/QLnVxic
Reference loot: https://imgur.com/a/UVHPgX4

Now the more interesting things about Woods is the tendency people have to not play the game and loot containers. I often find most containers have not been looted when I come upon them on Woods. This also does not account for PvP, at all. There's plenty of money to be made with just PvP in mind, especially late in the wipe cycle. So between the scav boss, scavs/player scavs, players and containers on Woods, you absolutely have every opportunity to walk out of every Woods raid with at least 500k. I certainly do.
*Fixed some grammar & spelling related problems
submitted by thexenixx to EscapefromTarkov [link] [comments]

About next FLEA changes and RMT (yes, one more post, but you will like it. Or not)

Okay guys.
(trailer: First of all i wanna apologize for my english, hehe. Its not my main language and i will do a lot of different mistakes in words or sentences.)
This is a new(one more roflmao) thread about FLEA changes in next wipe.
To keep you in this discussion i will open my cards first: i am RMT seller.

Yes guys, im a man, who selling items, stuff and currency to other players in EFT.
You can blame me, shit on me here, do whatever you want, but the fact - i don't care about your opinion here. Deal with it, we are exist.

Also i wanna warn - im not a speedhackewallhackeaimhackebotter etc. If we will exclude my RMT side - you will see the same regular player as all of you. Mb he spent less time in IRL (because i was need to farm 12/7), but he is a still regular player. Running in raids, shoot other ppl, win fights, die in fights, loot stuff, sell stuff on flea market and etc.

And i came here not to advertise RMT (that's important thing - i don't recommend to buy currency in game, when you getting in it first time). But who cares about my opinion. Customer wanna get stuff - i selling stuff.

I came here, because saw a lot of ppl in different threads, who think, that new system in flea market (you can't sell stuff from PVP result, and can't sell stuff if you "run trough") will someway affect RMT and did it harder. And because they think, that "run trough" changes will affect hatchlings(here i calls pistol mans too) runners.
No guys. You all wrong. That will affect all regular players, and affect hard as fuck. But not the RMT. And not the hatchlers.

To explain my position we need to come in EFT history and look for some points:

  1. Before Flea market there was not much sellers, also not much customers (compare to nowadays ofc).
But the fact is - sellers trade money/items trough raid. Im sure a lot of you saw clips about killing 2 ppl on the factory with money/item cases in bags near extract point or on spawn. Ye, that is was the way to transfer without flea. I dunno what's cost of stuff was, but it doesn't matter much, because price changes from wipe to end-game, as from high to low. Not need to be Einstein to understand that. Also there was some naked guys who run in to 310 (as example) room for bitcoins or lions. Not much, but they was.

  1. After flea market appears - RMT grow a bit and becomes easier, sellers able to trade trough market (i won't explain how and with what ways, you understand why xD ), so it makes a bit easier to do deals. But money transfer trough raid still exists, because you save currency from flea's FEE. You pack roubles in to doc-cases and drop to customer, im sure a lot of you did it with your friends and it looks normal. Price of RMT floated as usual - from high to low, from wipe to end-game times. Still regular situation. Also amount of naked-hatchlers grow as fck. (remember a days, when LEDX was added to shoreline? or a days, when reserve was released and streamers explored a best-loot-routes for naked guys?)

  1. BSG limited money, that PMC can carry in inventory ( you can't take more than 200k roubles in any PMC's slot). So sellers lost their way to drag-n-drop currency to customers in raid. And do you know what happens with prices? They FUCKING GROW UP x2-x3 times. Yes yes, you read it right. For example from 1$ usd / 1 million it becomes 2.5-3$ usd / 1 million (its not current prices, just as example for low-brain ppl).
And RMT becomes VERY-VERY-VERY effective, because you still spending SAME time to get in-game currency, but customer pays WAY MORE(much?) for it. Yeah guys, when Nikita think "hey, we will stop them from trading money in raids, RMT will die", situation becomes for us, sellers, MUCH better. He just increased price of items and currency during mid-wipe time. But regular players now have a problems during folding currency stacks trough PMC's inventory, lol. More mouse movements in stash. Anyway thank you, Nikita.
Also new weight-system changes amount of hatchlers, it's grow again btw.

And here we go in-to the main thing, that i wanna talk about:
  1. If BSG will keep that changes on flea market, when you can't trade stuff for currency without FIR mark - it will increase price of currency and items much higher, than was whenever(i mean in IRL ofc) And customers will still buy it. And sellers will still have ways to transfer items trough raid (remember "1" point what i talked about?). Yes, we won't able to deliver currency in any way (im sure we will, its not hard to find a hole in the system), but we will able to transfer armors, guns, cases, ammo and other stuff. Its not a big deal - to run trough night raid on non-popular server with items in case, using night-glasses and flireaper. So. RMT will still exists. We will just come back in the days, before flea. Not a big deal, actually.

  1. The price of all items will fcking grow (i mean in-game price). Yeah guys. For example: you won't be able to buy 995 ammo for 1.8k roubles (that's the price now?). They will cost x2 higher. Because the amount of bullets(and other stuff too) on flea will dropped down dramatically. Because when sm1 will kill me in raid with my stuff (i prefer to use HK loaded 995) - he won't able to sell my 995 on flea. As bought ammo from traders too.
He will able to sell bullets from crafting table, but all components, that needs to craft 995 (green powder and FM OFZ shell) will grow in price too -> price of ammo grow.
Or price of the killa's armor. Or slick. Whatever - price of every loadout item will grow. Also low lvl players won't able to buy any good helmet from flea market (you can't craft airframe/exfil, roflmao).

And here is result of these changes:
  1. People who can do good pvp fights and spend a lot of time in game - still will be with money, and use best gear (do you remember, that lvl 5 and lvl 6 armor can be looted still from raiders/bosses?)
When the rest, and biggest part of players - will just suck a big carrot. To beat a geared man you need ammo. To buy ammo you need currency and trader's level. To get currency you need to sell stuff. To grab stuff you need to do successful raid without any PVP fights. Looks hilarious, when you can spawn on map and die in 10 seconds, because spawn points are shit. And points of interest on maps are always same (kiba's store/marked rooms/rooms with PC/rooms on shoreline and etc etc etc), that results to same pvp-fight places.

  1. Hatchling guys will still exists. Do you know why? Because THEY DON'T NEED TO SURVIVE IN RAID. Just look: "you can't sell item on flea market without FIR mark. Player will lose FIR mark if he will do "run trough".
Okay bro. But "run trough" is not the same thing, as "die in fight". And naked-hatchlers not need to SURVIVE and finish the raid. ROFLMAO. They need only: loot item in pouch, die from scav/drop from roof/die from barb wire and etc etc etc. Hilarious, don't you think? They still can grab gpu/ledx/red-card and die from scav, to sell it on flea market. ROFLMAO. FOR WHAT THESE CHANGES ARE? They affect nothing. At all.
IF they will change "die without enough XP points will affect items to lose FIR mark" - it will again AFFECT REGULAR players. Just imagine - you loot an morphine/saleva/tushonka/blablabla for quest from hidden stash and was sniped by any playe or was unlucky and died from scav in the beginning of the raid.. your item lose FIR mark.. for no reason. Or you found (or spawned as SCAV with) a red-card and wanna trade it on flea market. But you understand - if you will die - you will lose that option(losing FIR mark again).
And here is a stupid situation: you need to extract, but you need more XP to be "not runner trough". So you need to loot/fight more to have an option for selling red card. Creating artificial risk for players, with no-reason. Again - looks hilarious in current state. Hardcore game, that declares "don't fight without reason" just pushing players to fight, to get XP, for successful finishing raid. ROFLMAO.

Think about it, its a "look from other side" here.
That changes does not create any "hardcore state" (a lot of ppl played without FLEA and that's still not a hardcore state, roflmao) as it should be, no problems for RMT. No troubles for naked-runners. Only new troubles for new regular players, without any logical reason.
If bsg wanna limit "end-game" loot for all players - they should rework all maps, raiders and bosses. (like AI brains, chance of spawn, size of maps, etc etc) But not limiting FLEA market selling PVP stuff. Also remove FLEA market from the game.
You can agree with my opinion, or disagree, i don't care, but price of currency will show us who right xD. Gl in da game, wish you more GPU-LEDX-REDCARDS into your pouch.
submitted by habradrabra to EscapefromTarkov [link] [comments]

Tarkov Idea: Scav Cash

Background
At least with my friend group and I, we never really shop or interact with fence at all, unless it's selling something we are too lazy to find the Trader with the best offer. Additionally, it seems that most items that Fence sells are typically overpriced compared to Flea Market values. These items never get sold because they are readily available and cheaper on the Flea Market (which unlocks fairly early at level 5). Because of this, I had a little idea that would create more interaction between Fence and players and help circulate the items that never get sold.
Idea:
My idea is ***Scav Cash***. So as of now, the experience we get from scav games does absolutely nothing towards our scav characters or our PMC. This experience we get from our scav games should be converted into what I call Scav Cash. This currency is only available for scavs and only for use with Fence. The ratio of conversion could be higher, lower, or the same, I'll leave that up to the devs if they decide this is a worthwhile idea to implement. This Scav Cash we get from the end of the game will be used for buying these items from Fence when our next scav is ready. The items purchased will be taken into raid and it will be a gamble for players using their Scav Cash for high valued items from Fence (ie Teapots, Bitcoins, etc) and it will also allow us strengthen our scav with some possible armour, guns, attachments, ammo, grenades, or even meds if the scav doesn't have one or if we just want to be safe.
Two Ideas of how to possibly implement buying these items:
  1. Just like how we insure our items on PMC right before the lobby menu. As a scav, we would first choose the map and time, then click next (where Insurance would be) and load the Fence trader interface except our currency would be Scav Cash, then the lobby would be after that.
  2. A new location on the map seen only by scavs. This location would be labeled "Fence" or could be something like "?" to add to the mysteriousness of Fence. We would select this location, pay him a visit, buy items, and be able to customize our scav with only items purchased right then and there. We would **NOT** be able to store these items for future raids and they would be gone.
Addressing the Possible "Controversial" Change
For both of the implementation ideas above, we would be able to see our Scavs inventory prior to entering the raid to edit, move items around, and make space for possible items to purchase from Fence. We could see our inventory on the right side of the screen where we would normally see our PMC stash while in the trader menu with Fence. I feel as if some people would not want Scav inventory to be visible as people would just check if their scav has items worth jumping into a raid, but I feel that the new system of using Scav Cash to buy from Fence and be able to see inventory would actually promote gameplay and here's why:
  1. Buying items from Fence to strengthen the scav would give more players a feeling of actually being able to compete with possible geared players out in a raid. Thus making people more compelled to jump into scav games.
  2. The first thing 95% of scav players do when they first get into a raid is check their inventory to see what they have. Some may think that seeing the inventory would make people dissuaded from playing their scav at all if the gear is "bad". This would be no different from checking it beforehand as a scav **MUST** be played in order to receive a new scav. So in order to get a new scav roll they must join a game and either die or play it through.
  3. As Scav Cash must be spend to purchase items and is only earned through the playing of scav games, player scavs would only occasionally have high valued items or better gear then the rolled one. This would balance the system and make it so not every raid as a PMC is against geared up player scavs.
  4. These items purchased through Fence are already in the system of Trade. Purchasing them is not creating more items as the number of items being "circulated" in the market is remaining consistent, the item is just receiving an new owner.
I feel like a system along these lines would be an amazing feature to the game. I'm open to suggestions or anything. Would like to know if you guys would like a feature like this too!
EDIT:
u/SocialImagineering - Penalty to earned scav cash if you are hostile to friendly scavs. This would promote more scav team play.

submitted by gravipack to EscapefromTarkov [link] [comments]

Doing a ‘hardcore challenge’ is the most fun I’ve had in Tarkov in months

My friends and I started a new hardcore challenge based loosely on a challenge we’ve seen elsewhere (detailed below), and it’s honestly the most fun I’ve had in Tarkov since the start of this wipe. I just wanted to share this in case anyone else wants to try.
Rules:
The objective is to escape Tarkov by going through each map at least once without dying. The order of maps is Factory>Customs>Woods>Shoreline>Interchange>Reserve>Labs.
First raid you load in to Factory as a scav. Whatever you can walk out with is your starting kit for your PMC.
To get in to labs, you need to find a keycard.
You can repeat or go back a map at any time.
If you die, you start again. New kit, new run.
You can only bring in to the next raid what you walked out of the last raid with (I.e. what you can fit in your back pack and rig).
No pouches allowed.
No flea market and no buying items from traders with roubles, dollars or euros.
Barter trades may be used, so hold on to those barter items. You can trade a bitcoin for a key card, and a tetriz for a bitcoin, opening up a few more options for finishing the challenge.
Items found in raid can be sold to traders, and you can use the roubles to either repair your armouguns or extract (eg car extracts).
You may do this solo or as a group. If you group, sharing items is allowed and encouraged. Players can solo or group run any map, but they must be up to the same map on their route. You can wait for friends to catch up if they die and start again, or you can work your way back to meet them. Grouping with players not following this challenge is not allowed. This creates the delicious scenario my friends and I had of us sacrificing our lives to save the one guy who had a key card in their bag.
Unfortunately, I can’t credit the original idea as I can’t find it. We added some rules but if anyone can find and credit the original creator of this challenge please do so and I will update.
Tip - ammo becomes a commodity, so take as many mags off bodies as you can to empty after the raid and divvy out with your mates!
The game feels more survival-esque like DayZ, and I’ve never felt more excited to kill a scav and get a scavBP to store some spare mags in.
submitted by Vegan-bandit to EscapefromTarkov [link] [comments]

Want to scrap RMT? Reduce cheating and hatcheting? Dissolve the meta? Open your mind and let's talk.

Disclaimer #2: I wrote this early yesterday morning and since then, the podcast happened and FIR Flea Market was announced. I have redacted some sections as a response.
Disclaimer: I know this is a long read and contains many sensitive subjects such as Secure Containers, the Flea Market, and Soft Skills, but it is simply a compiled list of ideas and in no way am I demanding for ultimate order in my favor or holding anybody else's ideas in contempt. I understand that my ideals may drastically differ from others. I only wrote this because of my passion for this game and my desire to see it succeed in the scope of what the devs outlined it to be, or at least how we interpret it: a hardcore looter shooter. I implore you guys to offer your own suggestions, ideas, and pick apart mine. This thread should only serve as the foundation for a greater Tarkov.
First, let's establish some terms to better differentiate between the two types of cheaters. There are consumer cheaters who use programs to gain an advantage over other players simply for the satisfaction of winning. Then, there are commercial cheaters, who are using these same programs but in order to generate an income in real life.
Commercial cheating will always be prolific in any video game that offers players transferable goods, and for as long as there is real money profit to be made, the benefits will continue to outweigh the risks. Any security expert can tell you that no lock is unpickable, no chain is unbreakable, and no password is unsolvable, but that doesn't mean we should all keep our doors unlocked, bikes unchained, and our passwords as "1234". And while a chain might not prevent your expensive road bike from getting stolen, having a chain, a disk lock, lojack, and the front wheel taken with you will certainly deter the grand majority of otherwise would-be thieves, who will of course, make an attempt on the less-protected bike adjacent to yours instead.
Battleye is a good start, the equivalent of a quality bike chain if you will, but of course--enough to stop most consumer cheaters, though not enough to stop most commercial cheaters. So let's ask ourselves: Where should intervention be focused on the most? We could target the cheat providers, but they'll keep writing more cheats. A game of cat and mouse. We could target the (commercial) cheaters, but they'll just buy more accounts and more cheats with the money they made cheating. Cat and mouse. Who else, then, if not the problem? They aren't the problem. Your every-day player. He is the problem. Small businesses are closing for good because the risk of COVID-19 is preventing customers from supporting their establishment. Let's increase the risk for the RMT customer to get the product that they paid for.
How? Make secure containers "read-only". Anything in your container can be "used" i.e. meds, keys, loose rounds for magazine packing, but nothing can be taken out or put in. It will then act as a non-transferable stash that can safeguard your valuables. No more accidentally dropping your S I C C case full of keys and then getting killed. However.. want to drop a keycard, case of bitcoins, or other valuables to a friend or a customer? It has to start and end the raid outside of either persons' secure container. This puts tradeable goods at risk for both the buyer and seller for the entirety of the raid, and not just at the extract when the transaction is made.
This simultaneously makes PVP more rewarding. Now, when you murder that pistoling who risked nearly nothing and put an annoying crack in your shiny, expensive face shield, you'll be able to take the graphics card or LEDX off of his body to remind him that his chances at those items would have been greater had he risked some gear of his own. More gear taken into raids is more gear taken out of the economy. Combined with the current weight system, this is a necessary and intuitive money sink.
On the topic of money sinks, let's consider changing how insurance works. Rather than insure items, we could insure ourself. Pay Prapor or Therapist a reasonable, fixed fee in advance to recover any goods left on our body (only what was taken IN to the raid. I was exploring the idea of having the game take a snapshot of your corpse's entire inventory upon the conclusion of the raid and sending it in the mail, but it would be too easy to abuse for RMT purposes. The seller could give the customer a backpack full of bitcoins and kill him in a bush for example). Because the body is insured and not each individual item, things such as ammo and meds could be returned without the bloat of having an insurance status on each individual bullet in a magazine, the primary reason I believe ammo to not be insurable currently. The fee could scale with the "safety" of the map. For example, Prapor's boys would probably feel less comfortable scouring Reserve for your dead body than a place like Factory, and thus the fee for body recovery on Reserve could be upwards of 100K and unless you were completely stripped, you would still probably make money back on unlooted ammo/meds alone. Factory on the other hand, because of how small the map is and therefore easy to find dead PMCs, the fee could be a reasonable 10K.
This does two things:
First, it stops insurance fraud. Dumping your gear (to ditch a thermal or wear someone else's kit, guaranteeing you get yours back) or your dead buddy's gear into a bush is unimmersive and bad for the economy. The current insurance system unreasonably rewards squad play for the wrong reasons, effectively removing the penalty for death if at least 1 competent person in the group survives (I personally frequent 3-5 man squads and it just feels unfair how much gear I get back when I die).
Second, it sets up a new dynamic in place of insurance fraud. Now, if you want your buddy to get his stuff back, you have to defend his body or extract with his gear. This rewards scavs for properly scavenging, looking for the fruitful casualties of groups that made it out. This is good for the economy, as the punishment for death almost always will result in a transfer of wealth to those who work for it and not a retention of wealth for non-solos.
Next up, the Flea Market.
It has been expressed many times by streamers that the Flea Market has ruined the game and should be removed but on the other hand, there were people complaining that level 15 was too high of a level to access the Flea Market and it has since become available earlier. I believe that the Flea Market is the core reason this game experiences the stagnant meta that it does. Global stock and personal limits from traders mean nothing when you can just visit the Flea Market and stockpile VALs and SR3Ms to run EVERY raid. Of course I am nobody to try and force anybody to play a certain way or use a certain loadout, but I do believe that the game would be more exciting if rare loadouts were actually rare. One solution is to make the Flea Market "find in raid" only. Not only would this be another nail in the RMT coffin (it would prevent customers from selling transacted barter items for exorbitant prices), but it would mark the first true player-driven economy by removing flipped goods from traders.
Traders could offer a (per-person, not global) tailored, but random assortment of goods each restock that you can piece together a kit from rather than a static array of goods unlocked by loyalty level. The (loyalty) level of the player would determine the frequency and strength of their goods. At Prapor LL4 for example, you may see VALs pop up more often, but once you buy them, that's all, and you have to wait until next restock and he might not even have any by then either. You might see a VAL available at lower loyalties as well, but even less frequently. Traders could then scale their prices dynamically to global demand (not the old, abusable system. This one would change the price incrementally based on purchase frequency. Global purchase frequency rising on a specific item? Global price on that item raises accordingly). This is good for the economy and, combined with making the Flea Market "find in raid" only, I believe it to be a solution to stagnant meta. How cool was it when you were new and killed that guy who had an SV-98 that you had to examine because you hadn't seen it until now? You'd get that feeling more often this way. Lastly, if the "find in raid" status is spoofable by cheaters, add a server-side check for the status.
Now on to weapon attachments.
Because of how unusable most stock rifles feel, there is a huge appeal for sticking as many appendages as possible to rifles to achieve that sweet <70, or god forbid, <40 recoil. Many of the attachments in the game go untouched because they don't offer even close to the arbitrary stat benefits of those in the meta. It is such a shame, as one of Tarkov's greatest strengths is the weapon modding system. I believe a step in the right direction would be to improve base weapon stats around the board (excluding weapons with fewer attachments such as the DVL) and and then nerf and bring each attachment more in line with each other, especially some of the outliers. Compare the RK-2 to the VPG for example. As such though, if an unmodded weapon vs a modded weapon wasn't night and day, it would promote significantly more weapon and attachment diversity. Of course some people are still going to min-max no matter how insignificant the benefits are. I would just like to be able to use a shortened SA-58 and be remotely competitive with a BMD'd 21" CASV SA-58. Or be able to C-clamp a Zhukov AK-102 without a foregrip and not lose to an equal-skill player 3/5 times who has the same gun, but with an RK-2.
Soft skill requirements for tasks and upgrades should be removed. They incline people to figure out ways of abusing the system and given people a reason to endorse it in order to progress through the task lines and upgrade their hideout. Soft skills should only be a passive reward for playing the game, not something people feel obligated to abuse. Additionally, PMCs should start at a higher level of soft skills, say... 10, to reflect the training and experience they received during employment. It doesn't make sense that untrained scavs have the same physical and mental capabilities as professional soldiers.
Certain skills as well can benefit greatly from a rework. Let's look at the following:

Strength
The elite perk is incredibly overpowered, but only because of how extreme it is. It could be changed so that each level of Strength increments a small % of the current elite perk, such as 0.5% per level, and then an additional 5% or so for elite, so at level 51, only 70% of the weight from worn gear would be counted. Run speed and Jump height could be reduced, and the leveling speed increased.
On the topic of gear weight, now that the weight system has been introduced and we get slower the heavier we get, could flat movement speed penalties from armor be removed? 6B43 already weighs 20KG. Why does it also slow for an additional 42%? Nobody uses heavy armor anymore because the extra protection is not worth the forfeiture of loot AND lowered base movement speed AND lowered sensitivity/ergonomics. Sensitivity inconsistency is another issue and most consider it a cardinal sin in FPS games.

Recoil Control
Heavily reduce the benefits. -0.3% recoil per level totaling -15% at level 50. As well, -0.4% recoil on the first shot per mouse click. The elite perk could be an additional 5% reduction on the first shot per mouse click. This would be a nice buff to semi-autos and make them more competitive against the current laser beam meta guns.

Search
The elite perk, again, is overpowered. Perhaps starting at Search level 0, we should be able to search two items at the same time, but at 40% speed each if searching two items at once. If only one item is searched at a time, speed would remain at 100%. With each level, search speed for double search increases by 1% and single search by 2% and the elite perk adds an additional 10%, bringing double search speed up to 100% at level 51 without the black and white difference between levels 50 and 51.

TL;DR: No TL;DR because I know some people will draw wild conclusions before fully understanding the content of the post.
submitted by 1199_Panigale_S to EscapefromTarkov [link] [comments]

New-ish Player's Guide++

I did a guide a month ago for new players here, this guide is a continuation on that: https://www.reddit.com/EscapefromTarkov/comments/e9smrv/new_players_guide_extended/
If this is your first week, this games amazing and worth it. In the meantime read this guide to start:
https://www.reddit.com/EscapefromTarkov/comments/e515ub/influx_of_new_players_means_its_time_for_a_guide/
I wanted to do a follow up guide after doing ~30ish runs on each map this month to get the current meta of each and review various armors because I'm slightly bored after all the quests and max hideout is done but this game is just too addicting to stop playing. It also helps that I've had 8 friends buy the game in the last few weeks so this is easier than explaining to them one at a time. If anyone sees anything incorrect please feel free to correct me and if there's any other questions post in comments/pm me.

General Tips Continued:

Maps

TLDR: Shoreline for money, Interchange for consistency, Customs for quests, Factory/Labs for fights.I did a brief overview on money runs on various maps in my previous guide, but wanted to update those maps in light of recent changes to spawns and my experiences over the past month or so testing all the maps out. In profitability order:
Shoreline - With the new addition of 6-8 LedX spawns, shoreline has become king for money. It takes the high reward possibility of Labs and mixes it with the consistent loot value of Interchange with the only draw back being the need for keys, which I purchased for around 3-4 mil for all good loot rooms ( 15 keys in total). This is a steep investment, but it is a one time cost, and completely worth it. You can expect an LedX about 1/7 raids clearing most LedX rooms. I got 5/36 shoreline runs, clearing most rooms about 2/3rds of the time, dying or being beaten to the rooms in the other 1/3. Unlike labs, however, these are just the cherry on top of consistently amazing loot in the rooms with easy extracts to boot. The big draw back is popularity, I run into at least 2-3 PMCs at the resort, usually 4-5 with a duo or squad tossed in the mix. They're usually tier 3-4 geared (I go tier 5 but don't recommend that unless you're good with losing a mil to a lucky mosin shot) and have a bad habit of hiding in rooms and ambushing.
Interchange - For consistent mid value barter items, Interchange is your map. Nothing has changed from my original assessment, tldr version being run Oli shelves and the 3 tech stores next to it for about 500k-1 mil per extract, assuming you bring a decent bag and rig. This map has dropped in popularity with the Shoreline buff, but be on the look out for tier 5 geared PMCs doing their 100 Killa kills grind and the ever present extract campers.
Reserve - This map still has great high value drops, less frequent than Interchange but with higher average value and requiring less keys than Shoreline. The massive drawback here is extract difficulty. If you can afford it, para-cord with the ice-pick for the repel extract is recommended as you just have to ditch/bag chest armor and you're out. Losing a bag for the manhole has required many a painful pick and chose for me recently and the door just isn't consistent, sometimes the button will be pressed but its still locked, other times its just open. Its a fun PvP map, but for money its just not beating the two above.
Customs - This map just really isn't for money, its for quests. But with the addition of the new stashes spread throughout the map you can make decent money whilst running the quests. See my past guide/the link below for stash runs.
Factory - Wait, Factory over Labs? Customs over Labs? Yes, I'm getting to that. So why Factory? Because quick, hit and run style or longer scav pileup at a choke-point style runs can net you tons of experience along with a big stack of weapons and decent loot from scav pockets. Solos try the upper hallway office/breakable door, the bottom pipeline hallway curve, or extract choke-point. Duos and squads can hold down the shower doors with ease.
Labs - People who have read my previous guide might be surprise this is last. The issue with labs is its completely dependent on high level item spawn rates. Labs is my favorite map, I could write a lengthy separate post about everything labs. At the beginning of the wipe, labs was ludicrously OP. You could spawn in and expect a 1/3 chance of an LedX (2.5 mil at the time) along with 2-3 other 400k+ items spawning in each raid. This resulted in 10's of millions in profit. Then they released Shoreline LedX spawns and turned off labs LedX. The barrel spawn was completely dead (50+ runs and nothing) and the two other (at the time) known locations had maybe a 1/25 rate. You could expect maybe 1-2 other drops per raid and it was now crowded with PMCs. It was difficult to turn a profit doing geared runs, and I lost millions. Today its slightly better, there are 3 new LedX spawns and the barrel spawn has a 1/7-10 (still testing) rate but everything has plummeted in price (VPX is less than 200k now) and you can expect 3-6 tier 5 geared PMCs plus raiders to be skulking around. Great for fights, terrible for money. Though extracting will often bring huge rewards in gear alone in current state.
... - Feel like I'm forgetting one... Hmm... Nah they wouldn't put a thermal ridden snipe happy map in the game with no loot spawns and lots of annoying quests. (Don't @ me Woods fans)

Armor

TLDR: Highest level armor not worth, high level ammo makes everything vulnerable. Not doing the same tiers (see previous guide) but the actual armor level itself. For actual setups with armoweapons see my previous guide.

Does this mean you should never run good armor? No. What it means is you should be aware you are likely losing value/money by doing so at higher tiers. Better armor will help you survive more raids, help with quests, and is a sign of being a more established player. But you are trading a LOT more money for smaller advantages in return, making it hard to recommend the more expensive armors in the game to anyone who can't handle multiple instant deaths in a row losing 500k-1mil.

Links to helpful stuff and vids

Ammo Spreadsheet (focus on armor pen power above all): https://docs.google.com/spreadsheets/d/1_l-gYeSt2MqIw62EdMZt_wefG0yO9L7dTaRM74c2J1w/htmlview?sle=true
Best in Slot guide to weapon modding (Shout out to Virion this guide is amazing work) : https://docs.google.com/spreadsheets/d/1yHyVEVB5oN0qL_pR1qTNP1_ICmzJ3SCFJQNb6XDM_DQ/htmlview?usp=sharing&sle=true
Every map key guide (I used as a guide for Shoreline keys mostly): https://www.youtube.com/watch?v=yzGsoK-dkkY&t=931s&ab_channel=Pestily
Shoreline LedX spawns (Note: he and Pestily have some different spawns, I check both): https://www.youtube.com/watch?v=ndVWwscyJW4&t=112s&ab_channel=Piranha
Interchange Loot guide (I only focus on the 3 tech stores near Oli and Oli itself): https://www.youtube.com/watch?v=E7GJnZLfczY&ab_channel=VoX_E
Customs Stash Run: https://www.youtube.com/watch?v=H7b7zVwN6wA&ab_channel=Pestily
How I learned Labs this patch:
See key guide lab section above.
The main spawns in the first part of this video: https://www.youtube.com/watch?v=UxUWWOj9R0U&t=758s
I used to combine a bunch of different videos but this guy does a solid job of getting all of them: https://www.youtube.com/watch?v=FTMKJvdDbxI&t=319s&ab_channel=AlekkerTv
Learn all the extracts before running the labs: https://www.youtube.com/watch?v=OyWCznHKugM

This guide was brought to you by: Tarkov 2020 Wait Times! Averaging 20 minutes or more per raid giving me plenty of down time to type it up! I joke but I really do hope they fix this soon, and to new players this is a very uncommon issue. BSG has never let us down before.
submitted by Boredmatt14 to EscapefromTarkov [link] [comments]

V2: Some tips for players who struggle to get money (for newer/lower end players)

With the recent hype of tarkov and newer players coming in, i thought about reposting/revise my how to make money as a newbie guide. Its based on this post: https://www.reddit.com/EscapefromTarkov/comments/bnnll6/some_tips_for_players_who_struggle_to_get_money/

  1. Level your PMC to lvl 5 with quests/pmc runs to get access to the flea market!
  2. Use your scavs on interchange - this hasn't changed! in addition to that, with the hideout items, its even easier to make money.
  3. Shitty paint style scav loot run map: https://i.imgur.com/N6YJTr2.jpg - my go to is the red one. Usually half the route is already enough (limited backpack space or valuable items already found - then gtfo).
  4. Usually a loot run will last 10-15 mins and make you about 200k roubles. Depending on luck, you will make a lot of more (hideout items). Most of the time i am surviving 5-7 runs out of 10.
  5. What to loot? With the addition of the hideout, you can loot everything.
    1. Weapon Crates make good amount of money. Many raids they aren't looted, because they are in high risk areas (e.g. around kiba)
    2. Hideout items can be very rewarding, but they are complicated. Loot them and remember what items bring you the most.
    3. Use https://eft-loot.com/ to determine the value of your items
  6. Use the flea market. Scopes, Sights, Weapons, Silencer, rare items, hideout items. Don't sell them to traders, sell them to players.
  7. Since 0.12, there are hidden stashes on all maps. They usually have good loot: https://gamepedia.cursecdn.com/escapefromtarkov_gamepedia/f/fe/Interchange_hidden_stash_map.jpg?version=e315f5296b05945c14c3a4b3e3f81d10
  8. Follow the following rules:
    1. Rare Items (e.g. Bitcoin or Vases) > Silencer > Scopes > Sights > other attachments
    2. Hideout Items bring you a lot of money!
    3. Morphine, Injectors, ifaks, salewas sell quite good as well an can be used for you pms runs
    4. Sell items at Flea Market > Therapist > Skier > Mechanic
    5. Dont shoot scavs (only when they have expensive gear). E.g. if you have no backpack, but this juicy scav has a scap bp, it could be worth to kill him to use the scav bp for your scav run. If you are the more risky type of guy (scavs can get pretty dangerous, especially when your are looting and have no meds with you) you could kill all the scavs and loot them.
    6. Loot dead scav's backpack and pockets for bitcoins, keys and labs keycards and hideout items.
    7. Put items, which you need, in your stash and save them for your weapons.
    8. Sell everyting what you dont need!
    9. If you want to level your traders, you should sell and buy gear from them to, to get the money requirement
    10. If you buy items, always check the flea market first to get the cheapest offers
    11. Buy Armor and especially helmets from the flea market. They don't have do be 100%, 75% is enough!
    12. Don't waste to much time on boring scav interchange farm runs. Try to pick the fights if you are there and kill other players. Do it fast, do it for fun. Do it to get full geared into your next raid.
  9. Be the capitalist at the flea market. If you sell something, put it 1 rouble below the lowest offer, not 10, 100 or something else. Exactly 1. If you want to sell items fast, undercut them by a little bit more than 1, e.g. 2-5% or 10-100 roubles. Do this only if you are selling only one item. Certain items, e.g. labs keycard, you don't have to undercut. They will be sold quite fast if you put them higher than the lowest price.
  10. With Hideout items, you do not have to undercut! usually they are sold asap at the flea market!
  11. Get the most out of your capitalism - level your traders, buy items which are in high demand and sell them (e.g. Ammo from Peacekeerp LVL 2-4)! Many player will hate your for that, but it makes you money!
submitted by Korrak to EscapefromTarkov [link] [comments]

What else to get?

Hi everyone, Im a single 38M living in Miami. I always worry about things that can collapse society and I’m always trying to “prep” although I’m kinda lost as to what the essentials should be. I have a generous expendable income and whenever I prep, I buy a lot of non perishable food, Sawyer water filters, ammo, gold, silver, bitcoin, cash and random things like knives, flashlights, compass, fishing rod, first aid kits, flares, etc. I also bought a desalinator for my boat just in case I needed to convert seawater (cost a pretty penny!). My boat is 2 bedrooms with plenty of food, weapons, ammo, vests, as well as extra storage compartment for more fuel. Most recently I started buying n95 masks, gas mask, medical gloves, goggles all cause of this coronavirus thing- I even cancelled going to Rio de Janeiro for carnival next week cause of the virus risk 😭 But anyway, am I overlooking some obvious essentials?
submitted by rongy_dringus to preppers [link] [comments]

Tarkov, a true story.

Before I begin, This is based on a true story of when I was attempting to finish farming part 1 tonight, and came across a hero.I apologize in advance for any bad grammar, as it just happened and I'm writing this at 1am before I head to bed.
- fucking mechanic, why can't he fix his own damn control boards
Nothing but the sounds rubble echoed off the decaying steel as I crept towards what had been described to me as a once in a lifetime get rich quick scheme.. Regrettably it wasn't the first time I'd been convinced by money over morals I thought as I looked down at what was left of my USEC badge, which I was thankful had almost been frayed beyond recognition.Something about an online market had crashed and Sergey, or the mechanic as we called him, had been able to stockpile whatever this "bitcoin" thing was before our generator, as usual, blew.
Before the evacuation, Sergey had been a foreman at a local chemical plant factory, the same chemical factory we were able to scavenge the emergency generator from, and thankfully he was aware of where they kept their spare parts, including the fuses needed to repair our generator. Now, don't get me wrong. I don't have the slightest fucking clue how to fix generators, and had Sergey told me it would be fucking 3:28 am by the time I was able to get there you can bet your ass he would be the one here risking his life for these stupid bitcoins.. Not me.
As I continued forward I saw the moonlight reflect off of the manhole leading to the decrepit service tunnel leading into the factory, I threw my rotting bag, still stained with blood from the previous owner off my aching back and took inventory one last time- Ammo... Check- Tools... Check- First aid.....uh.. First aid...Where the fuck is it?I swear to FUCKING god if this commie-addict motherFUCKER took my FUCKING PAINKILLERS AGAIN..FUCK YOU SERGEY. FUCK, fuck it... I don't fucking need em,
I looked up at the night sky, screaming silently, and closed my eyes but it was so dark that I couldn't even notice a difference
I took one last deep breath in and felt the cold, damp air sting my lungs before I slung my pack back on and inched down through the manhole into the tomb that was the service tunnel....

As I snuck my way up to the last door on the right, which I knew was the door that led into the factory because of the flickering, soviet area emergency light. I grabbed the handle and felt the coldness of the metal penetrate my glove, and with all my strength cranked the silo door open which sent sounds of nails on a chalkboard piercing through the air. I then threw all my weight into the door. Slowly, it creaked open and I was greeted to the pitch black darkness of Factory, I reached for my cracked USEC issued NVG's but it was so dark not even they could pierce the darkness. In front of me I struggled to make out a long hallway with gridlike cracked windows on the right side whom lead into an abyss of what I knew to be the main factory room.
I inched onward, Nothing but the sound of my own breath and the squeaking of mice to comfort me, suddenly, I heard the screeching sound of one of the main factory doors being pried open, and the sounds of muffled scratches emanating from down the hall.. who else was here?My nerves were thrown to the side as over the sound of my heart pounding I heard a deep voice from the other side of the hallway. "Я чертовски ненавижу это место уже.." I froze like a deer caught in headlights, all I could do was lay down and take cover, a second voice boomed, "Проверив третий этаж, Дмитрий сказал, что оставил там компьютер.", then another voice that could have only came from a chain smoker chuckled, "Дамы вперед" once again the second voice mumbled, "отвали"
Suddenly, down the hallway out of the darkness the moonlight carved the silhouette of a man lurking directly towards me. I saw the moonlight reflect off his weapon's chrome barrel, and without hesitation I raised my suppressed 74N as his eyes met mine
*TSK TSK*
Adrenaline rushed through my body as I saw his bloody mist paint the walls around while the whole factory shook as his corpse hit the floor, motionless.
"О, БЛЯ"
The man behind him rushed up to his friends corpse, and belched
"ЧТО ЗА ХЕРНЯ"
Panic overwhelmed me and my next few shots annihilated the cement behind him, one of the bullets managing to graze him while the shrapnel of the cement embedded into his arm, he let out a blood curdling scream. Suddenly night turned to day as I was blinded by the muzzle flash from their weapons allowing me to see the second man skimper behind a nearby wall,
"БЛЯДЬ БЛЯДЬ БЛЯДЬ"
Through the deafening ringing in my ears I pushed up as I heard a magazine crash into the factory floor. pushing to the corner I blindfired around it, muzzle flashes illuminating a man cowering, screaming, and clutching his chest as the third shot muted his screaming. Before I could turn to clear the other side what felt like a truck rammed into my back, I collapsed the floor but managed to roll onto my back and blindly spray into the darkness greeting me. holding down the trigger until click synchronized with the sound of a third body thumping to the floor..
The factory fell silent. My ears screaming, ripping my head apart with their deafening suffering. I limped my way to the only thing penetrating the darkness, the shattered window reflecting the moonlight
in my attempt to lean against the window for balance, blood dripped down my arm as the broken glass slit through my skin like a razor. looking down at the bodies, I tried to make out their bloodied faces while I ripped the dogtags from their necks, but before I could apologize to them my shoulder was ripped off and through the ringing I heard as suppressed shots ripped through what remained of the glass in front of me, a second shot completely shattering what was left of the same arm. No longer able to support myself against the window I collapsed onto the floor, falling onto one of the bodies. in an attempt to scream my throat ran dry, the ringing in my ears silencing it. I try to lift myself up, but another shot disintegrates my right knee, and then another rips apart my left leg. instinctively, like a coward, I scream for help, but my voice disobeys, instead blood spills into my mouth, gurgling, fighting for my life I use what strength I have left to spit the blood drowning me, and wheeze out the words "help me"
my head cracks back onto the concrete as I fall back onto my back, through my blurry vision, what light there is begin to fade, accepting that this is the end, I feel my eyes close as a wave of extreme exhaustion washes over me. I fight to keep them open, and out of the haze I see... a hand... and what I had thought to be the light fading was instead the shadow of a man stepping over me.. offering his hand.. and he mumbles the words
"Огонь по своим"
Without hesitation he kneels to my side and produces a post-soviet medical kit from his battered bag and immediately begins applying pressure to stop the bleeding, the bleeding he caused.. I scream in pain but no sound emerges, he administers a shot of epinephrine and begins applying a splint to my leg. Suddenly, he stops. What feels like years pass as lays the unapplied splint down, picks his weapon up off the blood soaked floor and braces his gun against the window before calmly putting two shots through it, in the distance, two thuds. he kneels back down and this time pulls me up against the wall and throws me what medical supplies he has and whispers "покрытие" before surgically placing three more shots through the window, in the distance screams emerge that ring through the factory walls. without glancing down at me he whispers "Все в этом чертовом городе слышали свои выстрелы" and takes a deep breath before quickly dispatching 5 more shots.
as he's taking cover to reload, a barrage of fully automatic gunfire riddles the window and walls around us. I fumble to grab the splint he threw me and crawl over to my weapon before checking the mag "almost empty". Gripping the window sill I pull myself to my feet just in time to see more targets approaching the windows. I fire what's left of my blood-soaked magazine, incapacitating two in the process before hearing the *click* of an empty mag. The man, noticing the click, glances down at the three corpses and grabs one of their abandoned shotguns before throwing it to me.
Gunshots ring throughout the factory as I excruciatingly limp my way back to cover, back towards where I initially entered the hallway, knives shoot up my leg as I begin to mend myself, Suddenly I remember why I came here in the first place, the fuzes, and I'll be goddamned if I have to go through all this again, I grit my teeth as I pierce my skin with the stitching needle and inject myself with additional epinephrine, I glance up and see sparks flying as bullets ricochet off of the grid like windows towards the man who tried to kill, and then save me. My eyes, which had now had time to adjust to the darkness, see a faint glowing red backup light directly above one of the fuze boxes Sergey mentioned. Sparks continue to fly across the hallway, Illuminating the sides of one of my partners arms, what I see sends a chill down my spine that freezes me in place. Hesitantly, I shake to raise the shotgun to his chest. Directly at what I had feared it was. Directly at his BEAR crest. If the rumors were true, being captured by a BEAR would bring a punishment worse than death. Time froze as he slowly turns his head towards me, slowly, twice, I squeeze the trigger. The muzzle flash blinds me, and what I see after is my partner drop to his knees, glancing down the hallway at the two scavs who had been approaching him from behind on the opposite side, unnoticed, drop to the floor, dead.
Feeling my strength again, I point my partner towards the fuze boxes, nodding his head he continues to cover me as I pull two fuzes out of the box. sparks fly from the box as once again the factory falls silent. Not willing to risk staying any longer I grab his shoulder to signal I'm good to go and we slowly, silently, work our way while covering each other to the exit. As we take refuge near the extraction point, I reach out to shake his hand, hoping to get his name. He refuses. Feeling indebted, I pull my bag off and rummage for any valuables I might have to offer as some sort of thanks, I throw down the NVG's that weren't of assistance, but still held value, I also throw the dog tags of the three men I killed, again, he refuses, simply shaking his head no. Accepting defeat once again I regrettingly pick them back up as we walk to the exit, and glance at each other one last time.
"Nice work, Bitch"
"дикий вниз"
submitted by YourLoveLife to EscapefromTarkov [link] [comments]

To everyone struggling with solvency:

Here's a bunch of tips for ways to make roubles and how to keep them coming in. Your results may vary but I started out as a complete newbie last wipe and farmed well over 400m, had all keys, all the cash I could spend. I'm on my way to that same level this wipe so it seems the strategies are working still, take them or leave them as you will.
Scav Runs
The first order of business should be purchasing an intelligence folder and upgrading your Intel center to at least level 1 (reduces timer to ~16 min) these extra runs will quickly pay for the cost of the folder, it also helps you progress towards your other hideout upgrades. Such as bitcoin farm, scav box which will help with more easy money later.
The runs. There are varying schools of thought here, some people like to take their time and loot interchange or reserv others like to get in and out quick, I am among the latter group. Neither is incorrect but I will explain my reasons for in and out runs.
My personal strategy is to spawn on factory, run straight to my scav extract (not gate 3, for the love of God). If I find a dead body along the way, I'll loot it. At my extract if there was a scav near by that I can kill quick loot and then immediately extract, I'll do that as well. It's usually 100-200k profit per run and I survive 90% of the time.
Squads Squads Squads
If you want to play solo, that's fine and perfectly viable but know that you have just set yourself against a harder task.
Squads offer huge benefits a few listed below:
Your downsides are that you're going to split loot in some way shape or form reducing potential/theoretical profitability (but in practice, it increases actual survival and there by profitability)
You have to have patience, waiting for everyone to get out of raids especially when someone dies early on into a raid is a pain.
The occasional team kill (accidents happen even amongst coordinated squads)
You'll divert at times from your objectives to complete someone else's objectives.
I usually find a 3 man squad works best at balancing the pros and the cons but duos and quads are doable. 5 man squads can get unwieldy and I really only do those on labs.
If you don't have a squad,and want one, Find a discord channel, join it, play with a random squad, if you don't like their community, find another, there are tons of discord out there keep trying until you find people you click with.
looting
Knowing what and how to loot will increase your profitablilty on every raid you survive, so your wins are better and carry your through more losses. This is hugely important if you are struggling with money/survivability trying to make every slot and rouble count.
Barter items: Commonly found items scattered throughout the map, unfortunately this list is extensive and ever-changing with the ebbs and flows of the markets. There are people and wikis that keep updated spreadsheets with item values I would suggest you refer to. Or taking a look at the market and getting a feel for it. Just playing the game you will build up this knowledge over time. The only suggestion I have here is that if you've never seen something before, get it out of raid. Worst case scenario is you find out it's worthless and you now know for next time, best case, it's a rare item (hence never seeing it before) and you just made bank.
Looting kills:
-When first opening up or 'tabbing' into a body look at the experience you get for searching that body it will be indicative of loot quality to some degree. Scavs with 50-100xp on initial opening likely just have their gun/ammo and an AI2 on them or similar. Scavs with 200-300xp are likely sporting labs keys, door keys, or rare items, search them entirely, pockets and all.
-search pmc pockets for things like grenades and meds, this is usually missed and can have good utility and or value.
-attachments, attachments, attachments. If you can't fit the gun what attachments does it have, items to focus on are suppressors, optics, lights, and lasers, combined they usually hold the majority of a kitted guns value between them, they're smaller and can easily be tucked into the nooks and crannies in your rigs.
-similarly, what ammo are they running? Check their magazines even if you can't fit the magazine the ammo may be worth taking out, did that player you just killed have 2 30 round magazines of bt in his vest? Great unload those puppies and place that single squar of 60 rounds in your pack, it's worth 20k give or take on the flea market.
-insurance fraud, always insure when going into raids. If you find a piece of armor, weapon, etc that is comparable to yours in value and utility, trade it out. Hide your insured item somewhere reasonably safe, and it will likely come back to you allowing you to free up space for more profit and mitigate risks as well. (now if someone kills you and loots you its not your stuff they're stealing).
If you're especially broke, you can plan to do this from the start. Don't bring in a Triton, bring in a micro rig, bring in a lightly modded scav weapon and trade it out the first opportunity you get, etc. Extend the life of YOUR gear by safely tucking it away. Even if you never extract your 1 set of gear might last you 5+ raids this way, costing the approximate 10-20% of value each time to insure. I've got a few Mrigs that I keep having come back to me on insurance since day 1 of the patch, at this point I've traded each of them up for a Triton or better and sold that for 10-20k end of raid 5+ times. That at this point only cost me 1kish to bring into each raid. If you want to be extra safe break down your weapons before tossing them, the likelihood of someone finding a loose suppressor or pk06 that's hidden in a patch of tall grass or a bush is laughably low.
Overall focus on value per slot when looting. Even on customs there's enough loot that when properly done can net you 700k+ profit for a single raid.
Risk Mitigation and cost effectiveness
This is where I find most people have the hardest time with their money. They buy stuff they don't need, over spend on stuff they'll never use, and risk/lose tens of thousands of roubles per round for no reason, they're better off throwing their money down the toilet.
Every item you bring should have a purpose, an intended use, take a good hard look at your play style, what you use, and don't bring fluff. Everyone has a different playstyle, skill set, and understanding so I can't tell what you use and what you don't. Be critical in your self evaluation though.
Common examples I see, friends copying weapon builds that have lasers, flashlights, or canted sights that they haven't used in the 10 raids I've watched their stream. Grenades they forget about unless I specifically ask for a grenade and they check to see if they have it. Stims they never pop, side arms they never switch to, etc.
Another thing I see far too often, players using armor long past its expiration date. Armors effectiveness at resisting penetration (and thus doing its joplb protecting you) is directly related to its durability compared to its original maximum durability. If you've repaired that kirasa armor so many times it's new maximum durability is 25. It's worthless at protecting you and even buckshot is going to tear through that fairly easily, it's best use at that point is being sold to fence. Generally speaking armor should be tossed when it is no longer repairable to at least 50% of its original maximum durability. I've killed more rookies this wipe rocking sub 20 maximum durability killa armor than I can count and that's with me using 545 ps ammo that has horrendously bad penetration. Worse yet they likely bought that useless armor on the market for 80k+ because it was the 'cheapest killa armor'
Make sure what you have has a purpose, isn't costing too much for your cash/income level to justify that purpose, and mostly make sure it's serving that purpose.
This even extends to some 'given' items that most people bring into every raid. If you're running a pistol, do you really need meds in your container? What are the odds you're going to survive a firefight, need to heal with those meds? Now balance that against how often you could've gotten out with another few items you found in raid, say wires, screws, bolts, those 4-5 extra slots could've been something worth 40-50k. This will depend on your skill but for most I'd lean towards not bringing the meds in that specific instance.
Early wipe (or if I'm broke) for instance you'll see me running a scav weapon with a sight/ foregrip, a rig, a spare mag or two (with 120ish rounds spare to repack in my gamma) meds (also gamma) and a scav backpack.
location, location, location
Where are you going? what do you expect to encounter? Why are you going there? Your gear and location should match accordingly. If I'm going to shoreline with just a scav gun solo, sure I might get lucky if I go to resort but I'm also drastically increasing my odds of running into geared enemy PMCs. I'd probably be better served looting pier, weather station, village, cottages, etc. I'll find enough loot to make 200k+ profit after a scav kill or two and I don't drastically increase my odds of dying and losing everything.
Consistent medium cash is the path to riches much more readily than rolling the dice hoping for that red key card.
These are a few tips to get you started on the path to profitability. I can do follow-ups or edits with suggested loadouts, weapons, links to barter item prices as necessary if there is interest.
submitted by Bloodyneck92 to EscapefromTarkov [link] [comments]

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