The new item which will allow player to easily identify directions (azimuth) by pressing U key. This item will be equipped in the new unlootable slot (which means no one will be able to take your compass)
New type of bleeding - heavy bleeding
may open with a lower chance than a normal bleeding. Heavy bleeding requires special treatment items to stop (also some medical kits have the property of stopping heavy bleeding). The character with heavy bleeding leaves traces of blood on the surfaces.
New consumable items - Esmarch tourniquet, hemostatic syringe, kvass beverage
Fast backpack dump
the ability to quickly drop the backpack by double tapping the Z key
New third version of voice for BEAR
New faces and clothing for scavs
Voices of bosses (Glukhar, Sanitar and Reshala)
New character animations in the menu (on loading screen, in inventory, etc.).
New clothes for USEC and BEAR (tops and lowers)
New equipment (armored vest, chest rig, backpacks, headphones, helmets and berets)
New weapons and weapons parts:
New mods for various weapons
Quality of Life changes:
Redesigned the group gathering screen in the lobby. Now you can see the character models of the group members with nicknames.
Added display of the object resource on the quick use panel
For mods, weapons, items moved by the mouse (drag'n'drop), added highlight of weapons, slots and mods where they fit (green - can be placed inside, yellow - can be combined / installed)
Option in the game settings - selection of the body parts color in the upper left UI element (a variant corresponding to the colors from the inventory on the "Health" tab and the old variant - red monochrome)
Options in the game settings to select the principle of displaying the combat interface elements (automatically hide or always show - quick access zone, endurance zone and the current stance and the current health state of body parts, all can be configured separately)
Added an ammo loading menu in the context menu of magazines in the stash
At the flea market, when buying more items than are left on sale, the remaining available quantity is bought
Automatic sorting of character's stash, any containers, backpacks, etc. by "sort" button
On the preset or customization screen, the characteristics of the weapon in the characteristics window now change when pointing to the mod to be installed
In the kill list after the raid the field "distance" (showing the distance of the fatal shot) was added.
When you exit the game, we added a warning that the generator is on.
Added a counter for ready items after crafting in the hideout in the lower menu
At a flea market, current flea market filters are no longer applied to your list of offers and your wish list.
Sorting goods by category is now reset when moving between merchants
Width of scrollbar in the stash, merchants' assortment increased
Added a hot key to unload the chamber CTRL+R.
Added a hot key to re-chamber ALT+R
Sent friend requests can now be cancelled
Added "accept all invitations" button
After death on the post-raid statistics screen, your character is now displayed in the equipment in which he was killed.
If the weapon has no magazine and there is no cartridge in the chamber, then by pressing the reload, the cartridge is now charged into the chamber (if there is a bunch of rounds in the pockets or vest).
Outside the raid, the stash can now be opened and closed by pressing the TAB hotkey.
Added display of "found in raid" status icon for canisters in the hideout generator area (if the canister is "found in raid")
Now the "Empty" button is displayed as the last item in the drop-down menu of the canister selection for the Generator
Now the treatment at the therapist will be free of charge first 5 levels of character
Iteration of animation system optimization
Optimizing the work of AI on the server
High Quality Color option (enabled by default, disabling can give a small performance gain at the expense of image quality)
Different shader optimizations
Added weapon swaying in bots movements
Improved phrases for the attack by scav bots players
The bots now respond to the player scav "Follow me" gesture
Fixed bot behavior in combat when its target is outside the door
Fixed bug when Killa boss reacted incorrectly to smoke
Improved automatic cover search system
Fixed one of the bugs, from which a player scav could not become an enemy for raiders in reserve bunkers.
Fixed one of the bugs that caused bots to pass through closed doors
Bots now respond to the sound of approaching behind their backs
Fixed bug when bot ignored player after blinding.
Fixed a bug when a bot did not react to shooting at it through a masking net
Raiders now attack the regular scavs
Bots now respond to BEAR, USEC fractions with appropriate phrases
Bots can now react to the sound of a knocked down door
Fixed a bug when killing guards did not change the role of left alive bots
Desync of on/off status of the flashlight
Bug, when the items of the killed PMC character had the "found in the raid" status for the scav character of the same PMC player, in the same session
A series of bugs with the ability of the character to look through the walls
A series of bugs with invisible characters after spawning
Bug with missing display of the list of weapon presets
Setting and removing mods now resets sight mode (to correct a bug with aiming without image in lens)
Bug of no animation for picking objects from a third person view
Error 228, when special characters were used to name a preset
A bug with the blocking of further use of context voice lines, if you open the inventory during the sounding phrase
Bug, when on the items selection window for weapon crafting in the hideout, offered parts were already installed on the weapon
Bug, when the effect of "painkillers" or "stimulants" was removed earlier than the shown time
Bug, when the inventory broke down and caused an error, if in raid you removed weapons through Del key
Bug, when the explosion of frag grenades did not impose a contusion effect
Bug, when the gun stopped firing in automatic mode, if you start to quickly press the fire button before holding it
A bug, when the state of the stock fold was desynchronised , if an operation with the stock was performed during the operation with the object
Different bugs leading to a close enemy spawn
Bug, when the message counter increased by the number of unread messages when a new message was received after a raid
Tooltips and UI objects hanging in the interface
Bug when the image froze in the optics after using a thermal imaging device
Different bugs related to the ability to move items from not fully searched vests, backpacks, etc.
Desync of the price of quick health treatment
Bug with duplicate of Prapors' portrait in merchant menu
Fixed the duplicate image effect with heat haze effect
Bugs related to switching views to the hideout when the NVG on character is on
Error related to quick treatment when entering the Hideout
Bug, when the body took a static ragdoll position before touching the ground (problem with bodies hanging in the air)
Bug when the player would not receive the group status in the lobby
Bug when the resolution of the screen would not change after changing the screen mode
Bug, when you could open context menu in the window of item transfer
Error spam after suicide with a grenade, related to decal rendering
Bug, when jump action was in actions queue, if player tried to initiate jump, while laying down
Bug, when standing level didn’t decrease after quest fail
Bug of cycled animation, when installing weapon modifications while reloading
Bug, when healing wasn’t interrupted during load / unload of a magazine
Bug of healing animation getting stuck, while installing weapon modifications via DragNDrop
Bug of inability to unload a magazine, which was in the magazine case
Disabling buttons of installing and uninstalling video cards to a bitcoin farm, during sending of query related to interaction with them
Various fixes and visual improvements of interfaces
Bug, when changes to marker on a map were not saved
Bug, when game client was unable to close after 601 backend error for online and offline raids
Many different fixes on locations
Various fixes related to rain and soaking of surfaces
Various fixes for backend, related to increase the backend and overall game stability
Bug, when armor didn’t receive any damage from explosions of AGS and FN GL40 grenades
Delay before pulling the trigger of SV-98
Fixes related to delayed actions on the lobby screen when gathering a group
Bugs with the elite level of Vitality and Attention skills
Various fixes of minor bugs and errors
Stims and medical items now can remove contusion effect
Skills that require body hit to progress are not going to be progressed with your party members
When character is blind by flashbang, he will always reload with mag drop
Decreased damage radius of FN-GL40 grenades
Increased armor piercing of 7.62x25mm TT ammo
PC blocks now spawn ssd and sas drives, various big containers - various equipment - vests, backpacks etc. (in addition to existing loot)
Big plastic containers now spawn more items in general
Minor changes to AI scav loadouts
Increased fall damage
In the quest line The Tarkov shooter player now can use any bolt action rifle
Quest to unlock trader “Jeager” is now available after accepting of “Gunsmith 1” quest. Requirements for quest “Gunsmith 1” lowered to level 2
Reworked player spawn points at Reserve base location
Scav players spawn at the Reserve location is made later in time
Reduced the traders restock timer to about 2 hours (it was once every 3 hours)
The 12.8 patch will NOT be on this week! Need to polish everything!
Small reviews of (I think) all incremental games I've ever played on Android
I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose. THE BEST GAMES I'VE PLAYED ARE THESE (no order):
Honorable Mention: Eggs, Inc The rest: more or less hated it Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??". ------ Time Idle RPG This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time? Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it. 2 Path of Idling The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress. The game is a RPG game and these are the things that opened up for me in the first few hours. Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done) Skills Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here. Quest that also includes Perks and Skill quests. Gear which 5 equipment slots, plus craft plus trade plus smelt Also gear for your Pet, which is also another tab! Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on. The dev has added a lot of features, now it's time to rework the game, and have the features take their time. 2 Idle Slayer The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down. With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades. So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better. 4 Exponential Idle A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME. 3 Factoid Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3 Spark Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3 Antimatter Dimensions Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game. 5 Melvor Idle It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into. 2 A Girl Adrift The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me. You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures. 3 Archer: Danger Phone I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort. There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this. 1 Home Quest This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up. 2 Idle Industry This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones. 2 Masters of Madness Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me. 1 Soda Dungeon 2 Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end. 2 Bacterial Takeover Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped. 2 LogRogue Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing. 3 A Kittens Game Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before. But still probably the best incremental ever. 5 A Dark Room An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me. 2 Little Healer Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game. 1 Clickie Zoo Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway. 4 Idling to Rule the Gods The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty. I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format. 2 Realm Grinder This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes. Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre. 2 Spaceplan A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?) 3 Zombidle Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs 2 Eggs, Inc While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing? Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point? Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless. 4 Castle Clicker Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers. 2 Endless Era This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun??? 1 Idle Quote An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind. 2 Monster Miser An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun. 3 Pocket Politics An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind. 1 Time Clickers A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks. 1 Tap Tap Fish - Abyssrium I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that. 2 Cartoon 999 Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience. 2 Dungeon Manager Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games. 2 Final Fortress Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face. The zombie skin was also crappy. 1 Mana Maker Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless. So fail, sorry. 2 Infinity Dungeon The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play. 1 Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up. 2 Tap Dungeon RPG Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes. 1 Dungeon 999 F: Secret of Slime Dungeon Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up. 2 Tap Dungeon RPG Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes. 1 Tower of Hero You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again. There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh. 3 Pageboy Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it! 2 Idle Warriors The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny. But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it. 2 Tap! Tap! Faraway! Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity. 2 Auto RPG Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight! There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself. 4 Merchant Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters. I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times. 2 Idle Oil Tycoon This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app. It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore. 5 Soda Dungeon This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder. The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game. 4 10 Billion Wives Kept Man Life The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses. I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me. Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff. 3 Adventure Capitalist One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless. 3 The Monolith A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing. 2 USSR Simulator An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days. 2 RPG Clicker They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall. 1 Logging Quest Logging Quest 2 [Review is for the original and its sequel] There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be? 1 Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless. Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals. 1 Galaxy Clicker A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun. 2 Megatramp A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells. 1 Inflation RPG It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it. 2 Widget RPG Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills. It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do. 2 Capitalist Tycoon I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on. But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year. 2 Clicking Bad An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play. 2 Zombie Tapper A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless. 1 Bitcoin Billionaire I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first. 3 Tap Titan An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive. 4 God Squad I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored. 1
Dear Escapers! We are glad to present you the preliminary patch notes for the 0.12.7 patch! --- Added: --- • Customs expansion (expansion of industrial area, construction site, added many new explorable buildings, stationary weapons, new location for Reshala spawn etc.) • Added new scav boss - Sanitar. A former doctor, he worked in the health resort "Lazurny bereg", and before that in the TerraGroup laboratory. After the events that happened in Tarkov, he gathered a gang with former colleagues and operates on the "Shoreline". Actively uses professional skills in combat, quickly healing himself and the gang members. He uses various stimulants and medications, including those of his own production. He can quickly perform surgery by pulling out a bullet or applying a tourniquet on the field. Sometimes he is loyal to the Scavs and can leave a couple of first-aid kits or other medical supplies for his own group members on location • New quests on Shoreline • System for reporting suspicious players, unacceptable nicknames and game bugs abusers (on the post-match screen) Improved AI behavior: • Bots can pick up items now • Improved AI behavior when they see bodies • Bots now can pick up a second firearm from bodies • AI now can greet each other or player scavs, showing their peaceful intentions • Bots will eat\drink while in peaceful mode • AI will perform a mag check when in peaceful mode • Bots can check someone for friend or foe by aiming at him for some time, if they’re not sure of one’s intentions • Bots will sprint while patrolling if they consider the spot being dangerous • AI will be able to storm the player as a group, if he’s holding position and attacking them • AI will try to avoid dangerous places --- New weapons: --- • FN GL40 Grenade launcher • Mossberg 590A1 Shotgun --- New ammo: --- • .366 AP-M • .45 ACP Hydr-Shock • 9x19 mm QuakeMaker • 9x19 mm 7N31 • .45 ACP Lasermatch FMJ • .45 ACP AP • 7.62x51 mm M993 • 40x46 мм M381 HE • 40x46 мм M386 HE • 40x46 мм M406 HE • 40x46 мм M433 HEDP • 40x46 мм M441 HE • 40x46 мм M576 buckshot --- Added new stimulants: --- • 3-(b-TG) • L1 (Noradrenaline) • P22 (Specimen 22) • AHF1-M • Meldonin • "Obdolbos" cocktail • M.U.L.E • Added an additional icon for the network connection status in case of high packet loss • In the container slots window, the container tag is now displayed in the header --- Iteration of improving and reworking the skill system: --- New skill "Surgery" • Reduces HP penalty for surgery • Improved surgery speed • (Elite) No HP penalty for the restored body part • (Elite) Maximum increase in the speed of surgery New skill "Aim drills" • Increase of the aiming speed • Decrease the volume of aiming • (Elite) No hand shaking at any stamina value, first 2 seconds after aiming • (Elite) Reduced hands shaking during tremor and fracture, the first 2 seconds after aiming Rework of the “Strength” skill • Increase all weight limits • Increase the speed of the sprint • Increase the jump height • Increase the strength of the grenade throw • Increase the strength of a melee attack • (Elite) The weight does not take into account the weapons on the sling and on the back • (Elite) Melee attack can be stronger than usual Rework of the "Endurance" skill • Increased feet stamina • Reduced stamina consumption for jumping • Increased holding breath time when ads • Increased the speed of breath recovery • (Elite) Maximum increase in breathing recovery rate • (Elite) Breathing is no longer dependent on energy • (Elite) Increased stamina reserve Various fixes in old skills • Added 5 HP to the health of “Chest” zone (from 80 to 85) --- Optimization: --- • Optimized the rendering of decals • Fixed freezes that happened when the sound of thunder or the sound of grenades exploding was played • Optimized the performance of the game server • Fixed an issue with killing the boss of a group of raiders who appeared on the scene after interacting with the trigger was leading to errors on the server • Minor optimizations on the first shot or hit • Optimization of hideout sounds • Fixes of errors that could potentially lead to different freezes --- Fixed: --- • Iteration of fixes and corrections in UI • Bug with the PostFX menu that remains on the screen after closing the settings • Bug playing the sound of contusion if the sound is turned off in the settings • Bug of jerky animation of shooting weapons in the Hideout shooting range • The passage of raiders on the laboratory through the doors • A bug that allowed you to quickly move when constantly tapping the "Run" button when overweight • AS VAL with the handle adapter "Rotor 43" is now impossible to fold • Inability to exit the location via the paid exit “Car”, if you reconnect at the start of the exfil timer • Bug with throwing away the magazine when reloading the weapon via the context menu • Error 228 when receiving items from an expired email • Formulas for calculating prices for items with its resource and its commissions • After the reconnect, the equipment that was not searched become searched • The sound of the visor on/off remained at one point, and does not follow the character • Bug that wouldn't block buttons on the bottom panel after reconnecting as a Scav • Interface block if you go to the “Map” screen without a map • Bug when the "Receive all" button opened only the first and last message with items • Various bugs with switching the sound from “outdoor " to "indoor", and back, when reconnecting • Bug of not blocking an item after it was added to the merchant's sales table • Cartridges from packs of cartridges found in raid now have the status " found in the raid” • Error when studying items from the scav box • Fixes in the flea Market • The search will be updated if you delete and add an item to the wish list • Loss of a player's nickname and rating from the offer line after applying filters • The “search by item" option now resets the selected filters • Bug displaying the loading spinner on top of the list of offers • The mount without the “Found in raid" label ceased to be semitransparent (blocked) in the selection of the item for the offer, if you put and remove the mod on it • Bug when the merchant's avatar was flattened • Incorrect tag behavior on marked items for a flea market offer if you select multiple items from the container, closing and opening the container • Horizontal scrollbar on the product sales screen • Bug when the player couldn't put 2 identical weapons on the flea market if one of them was included in the starter kit for pre-order • Error 1508 - You send bad items- when putting an empty pack of cartridges on a flea Market • Bug, when for buying through a flea market goods from npc merchants needed items found in raid Fixed in weapon presets • Displaying the indicator “you have mods to build” when there are no mods for the build in the stash • Bug when the build could have been built with the wrong mod that was not in the preset • Weapon disassembly bug if you build the same preset twice with the same weapon • Ability to select items that are blocked for purchase, via the presets by clicking the button “Select all” • Packs of items are no longer displayed in the purchase lists of preset mods • The purchase lists of presets no longer display items the player's own offers • Added an error about lack of space when purchasing preset mods • Bug when opening presets through the lower panel that caused the game client to freeze Fixed in the hideout • Various fixes in the bitcoin farm • White authorization screen if you improve the pre-order version while in the hideout • Bug when it was possible to install a filter with zero resource in the “Water collector” and it could not be uninstalled • Calculation of fuel consumption time in the “Generator " zone • Bug duplicating the canister icon, when selecting a canister, in the “Generator" zone • Various bugs in group chat • Bugs with the discharge of weapons in the stash • Incorrect position of the fire mod pin and the turn of the barrel of the PPSH • Visual bug for displaying a zero bonus in the base level zones in the Hideout • Visual bug with the availability of time selection before the raid on the Laboratory screen • A bug where the player could spawn outside the location • Spamming error NullReferenceException: MuzzleManager • An error that occurs every time after treatment or getting a fracture • "Failed to create device file" error that occurs during client downtime • Errors when assigning voice commands • Spamming error when a large number of bots are active in the offline mode • Various errors while loading in raid • Various bugs and issues with Customs location • Various bugs and improvements related to AI • Fixed a bug when bots didn't follow a grenade throw with a voiceline • Fixed a handful of bugs related to bots getting stuck • Fixed a bug where a Gluhar would not react to a killed in the head ally • Fixed a bug when bots tried to heal a blacked out body part • Bots are now able to treat debuffs on blacked out body parts again • Fixed a handful of bugs with bots knocking out doors • Other AI related bug fixes and improvements • Various localization fixes and improvements • Other minor bugs and issues --- Changed: --- • Now it is possible to examine items from the construction requirements screen in the Hideout • Added displaying the time before the bleeding effect disappears in the stash • Now if you are not matched to the raid within 45 minutes, the search will be canceled • Updated SV-98 animation, hold, new animations when entering and exiting a sprint, new hold in the menu and on the loading screen • Updated PPSH animation, hold, and new animations when entering and exiting a sprint
Tomorrow [The 27th], at 14.00 Moscow time we plan to start installation of the update 0.12.7. The game will be stopped. Installation of the update will take approximately 4 hours, but can be extended if necessary.
Customs expansion (expansion of industrial area, construction site, added many new explorable buildings, stationary weapons, new location for Reshala spawn etc.)
Added new scav boss - Sanitar.
A former doctor, he worked in the health resort "Lazurny bereg", and before that in the TerraGroup laboratory. After the events that happened in Tarkov, he gathered a gang with former colleagues and operates on the "Shoreline". Actively uses professional skills in combat, quickly healing himself and the gang members. He uses various stimulants and medications, including those of his own production. He can quickly perform surgery by pulling out a bullet or applying a tourniquet on the field. Sometimes he is loyal to the Scavs and can leave a couple of first-aid kits or other medical supplies for his own group members on location
New quests on Shoreline
System for reporting suspicious players, unacceptable nicknames and game bugs abusers (on the post-match screen)
Improved AI behavior:
Bots can pick up items now
Improved AI behavior when they see bodies
Bots now can pick up a second firearm from bodies
AI now can greet each other or player scavs, showing their peaceful intentions
Bots will eat\drink while in peaceful mode
AI will perform a mag check when in peaceful mode
Bots can check someone for friend or foe by aiming at him for some time, if they’re not sure of one’s intentions
Bots will sprint while patrolling if they consider the spot being dangerous
AI will be able to storm the player as a group, if he’s holding position and attacking them
AI will try to avoid dangerous places
FN GL40 Grenade launcher
Mossberg 590A1 Shotgun
.45 ACP Hydr-Shock
9x19 mm QuakeMaker
9x19 mm 7N31
.45 ACP Lasermatch FMJ
.45 ACP AP
7.62x51 mm M993
40x46 мм M381 HE
40x46 мм M386 HE
40x46 мм M406 HE
40x46 мм M433 HEDP
40x46 мм M441 HE
40x46 мм M576 buckshot
Added new stimulants:
P22 (Specimen 22)
Added an additional icon for the network connection status in case of high packet loss
In the container slots window, the container tag is now displayed in the header
Iteration of improving and reworking the skill system:
New skill "Surgery"
Reduces HP penalty for surgery
Improved surgery speed
(Elite) No HP penalty for the restored body part
(Elite) Maximum increase in the speed of surgery
New skill "Aim drills"
Increase of the aiming speed
Decrease the volume of aiming
(Elite) No hand shaking at any stamina value, first 2 seconds after aiming
(Elite) Reduced hands shaking during tremor and fracture, the first 2 seconds after aiming
Rework of the “Strength” skill
Increase all weight limits
Increase the speed of the sprint
Increase the jump height
Increase the strength of the grenade throw
Increase the strength of a melee attack
(Elite) The weight does not take into account the weapons on the sling and on the back
(Elite) Melee attack can be stronger than usual
Rework of the "Endurance" skill
Increased feet stamina
Reduced stamina consumption for jumping
Increased holding breath time when ads
Increased the speed of breath recovery
(Elite) Maximum increase in breathing recovery rate
(Elite) Breathing is no longer dependent on energy
(Elite) Increased stamina reserve
Various fixes in old skills
Added 5 HP to the health of “Chest” zone (from 80 to 85)
Optimized the rendering of decals
Fixed freezes that happened when the sound of thunder or the sound of grenades exploding was played
Optimized the performance of the game server
Fixed an issue with killing the boss of a group of raiders who appeared on the scene after interacting with the trigger was leading to errors on the server
Minor optimizations on the first shot or hit
Optimization of hideout sounds
Fixes of errors that could potentially lead to different freezes
Iteration of fixes and corrections in UI
Bug with the PostFX menu that remains on the screen after closing the settings
Bug playing the sound of contusion if the sound is turned off in the settings
Bug of jerky animation of shooting weapons in the Hideout shooting range
The passage of raiders on the laboratory through the doors
A bug that allowed you to quickly move when constantly tapping the "Run" button when overweight
AS VAL with the handle adapter "Rotor 43" is now impossible to fold
Inability to exit the location via the paid exit “Car”, if you reconnect at the start of the exfil timer
Bug with throwing away the magazine when reloading the weapon via the context menu
Error 228 when receiving items from an expired email
Formulas for calculating prices for items with its resource and its commissions
After the reconnect, the equipment that was not searched become searched
The sound of the visor on/off remained at one point, and does not follow the character
Bug that wouldn't block buttons on the bottom panel after reconnecting as a Scav
Interface block if you go to the “Map” screen without a map
Bug when the "Receive all" button opened only the first and last message with items
Various bugs with switching the sound from “outdoor " to "indoor", and back, when reconnecting
Bug of not blocking an item after it was added to the merchant's sales table
Cartridges from packs of cartridges found in raid now have the status " found in the raid”
Error when studying items from the scav box
Fixes in the flea Market
The search will be updated if you delete and add an item to the wish list
Loss of a player's nickname and rating from the offer line after applying filters
The “search by item" option now resets the selected filters
Bug displaying the loading spinner on top of the list of offers
The mount without the “Found in raid" label ceased to be semitransparent (blocked) in the selection of the item for the offer, if you put and remove the mod on it
Bug when the merchant's avatar was flattened
Incorrect tag behavior on marked items for a flea market offer if you select multiple items from the container, closing and opening the container
Horizontal scrollbar on the product sales screen
Bug when the player couldn't put 2 identical weapons on the flea market if one of them was included in the starter kit for pre-order
Error 1508 - You send bad items- when putting an empty pack of cartridges on a flea Market
Bug, when for buying through a flea market goods from npc merchants needed items found in raid
Fixed in weapon presets
Displaying the indicator “you have mods to build” when there are no mods for the build in the stash
Bug when the build could have been built with the wrong mod that was not in the preset
Weapon disassembly bug if you build the same preset twice with the same weapon
Ability to select items that are blocked for purchase, via the presets by clicking the button “Select all”
Packs of items are no longer displayed in the purchase lists of preset mods
The purchase lists of presets no longer display items the player's own offers
Added an error about lack of space when purchasing preset mods
Bug when opening presets through the lower panel that caused the game client to freeze
Fixed in the hideout
Various fixes in the bitcoin farm
White authorization screen if you improve the pre-order version while in the hideout
Bug when it was possible to install a filter with zero resource in the “Water collector” and it could not be uninstalled
Calculation of fuel consumption time in the “Generator " zone
Bug duplicating the canister icon, when selecting a canister, in the “Generator" zone
Various bugs in group chat
Bugs with the discharge of weapons in the stash
Incorrect position of the fire mod pin and the turn of the barrel of the PPSH
Visual bug for displaying a zero bonus in the base level zones in the Hideout
Visual bug with the availability of time selection before the raid on the Laboratory screen
A bug where the player could spawn outside the location
A common sentiment is brewing online; a shared desire for the internet that might have been. After decades of corporate encroachment, you don't need to be a power user to realize that something has gone very wrong. In the early days of the internet, the future was bright. In that future, when you sent an instant message, it traveled directly to the recipient. When you needed to pay a friend, you announced a transfer of value to their public key. When an app was missing a feature you wanted, you opened up the source code and implemented it. When you took a picture on your phone, it was immediately encrypted and backed up to storage that you controlled. In that future, people would laugh at the idea of having to authenticate themselves to some corporation before doing these things. What did we get instead? Rather than a network of human-sized communities, we have a handful of enormous commons, each controlled by a faceless corporate entity. Hey user, want to send a message? You can, but we'll store a copy of it indefinitely, unencrypted, for our preference-learning algorithms to pore over; how else could we slap targeted ads on every piece of content you see? Want to pay a friend? You can—in our Monopoly money. Want a new feature? Submit a request to our Support Center and we'll totally maybe think about it. Want to backup a photo? You can—inside our walled garden, which only we (and the NSA, of course) can access. Just be careful what you share, because merely locking you out of your account and deleting all your data is far from the worst thing we could do. You rationalize this: "MEGACORP would never do such a thing; it would be bad for business." But we all know, at some level, that this state of affairs, this inversion of power, is not merely "unfortunate" or "suboptimal" – No. It is degrading. Even if MEGACORP were purely benevolent, it is degrading that we must ask its permission to talk to our friends; that we must rely on it to safeguard our treasured memories; that our digital lives are completely beholden to those who seek only to extract value from us. At the root of this issue is the centralization of data. MEGACORP can surveil you—because your emails and video chats flow through their servers. And MEGACORP can control you—because they hold your data hostage. But centralization is a solution to a technical problem: How can we make the user's data accessible from anywhere in the world, on any device? For a long time, no alternative solution to this problem was forthcoming. Today, thanks to a confluence of established techniques and recent innovations, we have solved the accessibility problem without resorting to centralization. Hashing, encryption, and erasure encoding got us most of the way, but one barrier remained: incentives. How do you incentivize an anonymous stranger to store your data? Earlier protocols like BitTorrent worked around this limitation by relying on altruism, tit-for-tat requirements, or "points" – in other words, nothing you could pay your electric bill with. Finally, in 2009, a solution appeared: Bitcoin. Not long after, Sia was born. Cryptography has unleashed the latent power of the internet by enabling interactions between mutually-distrustful parties. Sia harnesses this power to turn the cloud storage market into a proper marketplace, where buyers and sellers can transact directly, with no intermediaries, anywhere in the world. No more silos or walled gardens: your data is encrypted, so it can't be spied on, and it's stored on many servers, so no single entity can hold it hostage. Thanks to projects like Sia, the internet is being re-decentralized. Sia began its life as a startup, which means it has always been subjected to two competing forces: the ideals of its founders, and the profit motive inherent to all businesses. Its founders have taken great pains to never compromise on the former, but this often threatened the company's financial viability. With the establishment of the Sia Foundation, this tension is resolved. The Foundation, freed of the obligation to generate profit, is a pure embodiment of the ideals from which Sia originally sprung. The goals and responsibilities of the Foundation are numerous: to maintain core Sia protocols and consensus code; to support developers building on top of Sia and its protocols; to promote Sia and facilitate partnerships in other spheres and communities; to ensure that users can easily acquire and safely store siacoins; to develop network scalability solutions; to implement hardforks and lead the community through them; and much more. In a broader sense, its mission is to commoditize data storage, making it cheap, ubiquitous, and accessible to all, without compromising privacy or performance. Sia is a perfect example of how we can achieve better living through cryptography. We now begin a new chapter in Sia's history. May our stewardship lead it into a bright future.
Today, we are proposing the creation of the Sia Foundation: a new non-profit entity that builds and supports distributed cloud storage infrastructure, with a specific focus on the Sia storage platform. What follows is an informal overview of the Sia Foundation, covering two major topics: how the Foundation will be funded, and what its funds will be used for.
The Sia Foundation will be structured as a non-profit entity incorporated in the United States, likely a 501(c)(3) organization or similar. The actions of the Foundation will be constrained by its charter, which formalizes the specific obligations and overall mission outlined in this document. The charter will be updated on an annual basis to reflect the current goals of the Sia community. The organization will be operated by a board of directors, initially comprising Luke Champine as President and Eddie Wang as Chairman. Luke Champine will be leaving his position at Nebulous to work at the Foundation full-time, and will seek to divest his shares of Nebulous stock along with other potential conflicts of interest. Neither Luke nor Eddie personally own any siafunds or significant quantities of siacoin.
The primary source of funding for the Foundation will come from a new block subsidy. Following a hardfork, 30 KS per block will be allocated to the "Foundation Fund," continuing in perpetuity. The existing 30 KS per block miner reward is not affected. Additionally, one year's worth of block subsidies (approximately 1.57 GS) will be allocated to the Fund immediately upon activation of the hardfork. As detailed below, the Foundation will provably burn any coins that it cannot meaningfully spend. As such, the 30 KS subsidy should be viewed as a maximum. This allows the Foundation to grow alongside Sia without requiring additional hardforks. The Foundation will not be funded to any degree by the possession or sale of siafunds. Siafunds were originally introduced as a means of incentivizing growth, and we still believe in their effectiveness: a siafund holder wants to increase the amount of storage on Sia as much as possible. While the Foundation obviously wants Sia to succeed, its driving force should be its charter. Deriving significant revenue from siafunds would jeopardize the Foundation's impartiality and focus. Ultimately, we want the Foundation to act in the best interests of Sia, not in growing its own budget.
The Foundation inherits a great number of responsibilities from Nebulous. Each quarter, the Foundation will publish the progress it has made over the past quarter, and list the responsibilities it intends to prioritize over the coming quarter. This will be accompanied by a financial report, detailing each area of expenditure over the past quarter, and forecasting expenditures for the coming quarter. Below, we summarize some of the myriad responsibilities towards which the Foundation is expected to allocate its resources.
Maintain and enhance core Sia software
Arguably, this is the most important responsibility of the Foundation. At the heart of Sia is its consensus algorithm: regardless of other differences, all Sia software must agree upon the content and rules of the blockchain. It is therefore crucial that the algorithm be stewarded by an entity that is accountable to the community, transparent in its decision-making, and has no profit motive or other conflicts of interest. Accordingly, Sia’s consensus functionality will no longer be directly maintained by Nebulous. Instead, the Foundation will release and maintain an implementation of a "minimal Sia full node," comprising the Sia consensus algorithm and P2P networking code. The source code will be available in a public repository, and signed binaries will be published for each release. Other parties may use this code to provide alternative full node software. For example, Nebulous may extend the minimal full node with wallet, renter, and host functionality. The source code of any such implementation may be submitted to the Foundation for review. If the code passes review, the Foundation will provide "endorsement signatures" for the commit hash used and for binaries compiled internally by the Foundation. Specifically, these signatures assert that the Foundation believes the software contains no consensus-breaking changes or other modifications to imported Foundation code. Endorsement signatures and Foundation-compiled binaries may be displayed and distributed by the receiving party, along with an appropriate disclaimer. A minimal full node is not terribly useful on its own; the wallet, renter, host, and other extensions are what make Sia a proper developer platform. Currently, the only implementations of these extensions are maintained by Nebulous. The Foundation will contract Nebulous to ensure that these extensions continue to receive updates and enhancements. Later on, the Foundation intends to develop its own implementations of these extensions and others. As with the minimal node software, these extensions will be open source and available in public repositories for use by any Sia node software. With the consensus code now managed by the Foundation, the task of implementing and orchestrating hardforks becomes its responsibility as well. When the Foundation determines that a hardfork is necessary (whether through internal discussion or via community petition), a formal proposal will be drafted and submitted for public review, during which arguments for and against the proposal may be submitted to a public repository. During this time, the hardfork code will be implemented, either by Foundation employees or by external contributors working closely with the Foundation. Once the implementation is finished, final arguments will be heard. The Foundation board will then vote whether to accept or reject the proposal, and announce their decision along with appropriate justification. Assuming the proposal was accepted, the Foundation will announce the block height at which the hardfork will activate, and will subsequently release source code and signed binaries that incorporate the hardfork code. Regardless of the Foundation's decision, it is the community that ultimately determines whether a fork is accepted or rejected – nothing can change that. Foundation node software will never automatically update, so all forks must be explicitly adopted by users. Furthermore, the Foundation will provide replay and wipeout protection for its hard forks, protecting other chains from unintended or malicious reorgs. Similarly, the Foundation will ensure that any file contracts formed prior to a fork activation will continue to be honored on both chains until they expire. Finally, the Foundation also intends to pursue scalability solutions for the Sia blockchain. In particular, work has already begun on an implementation of Utreexo, which will greatly reduce the space requirements of fully-validating nodes (allowing a full node to be run on a smartphone) while increasing throughput and decreasing initial sync time. A hardfork implementing Utreexo will be submitted to the community as per the process detailed above. As this is the most important responsibility of the Foundation, it will receive a significant portion of the Foundation’s budget, primarily in the form of developer salaries and contracting agreements.
Support community services
We intend to allocate 25% of the Foundation Fund towards the community. This allocation will be held and disbursed in the form of siacoins, and will pay for grants, bounties, hackathons, and other community-driven endeavours. Any community-run service, such as a Skynet portal, explorer or web wallet, may apply to have its costs covered by the Foundation. Upon approval, the Foundation will reimburse expenses incurred by the service, subject to the exact terms agreed to. The intent of these grants is not to provide a source of income, but rather to make such services "break even" for their operators, so that members of the community can enrich the Sia ecosystem without worrying about the impact on their own finances.
Ensure easy acquisition and storage of siacoins
Most users will acquire their siacoins via an exchange. The Foundation will provide support to Sia-compatible exchanges, and pursue relevant integrations at its discretion, such as Coinbase's new Rosetta standard. The Foundation may also release DEX software that enables trading cryptocurrencies without the need for a third party. (The Foundation itself will never operate as a money transmitter.) Increasingly, users are storing their cryptocurrency on hardware wallets. The Foundation will maintain the existing Ledger Nano S integration, and pursue further integrations at its discretion. Of course, all hardware wallets must be paired with software running on a computer or smartphone, so the Foundation will also develop and/or maintain client-side wallet software, including both full-node wallets and "lite" wallets. Community-operated wallet services, i.e. web wallets, may be funded via grants. Like core software maintenance, this responsibility will be funded in the form of developer salaries and contracting agreements.
Protect the ecosystem
When it comes to cryptocurrency security, patching software vulnerabilities is table stakes; there are significant legal and social threats that we must be mindful of as well. As such, the Foundation will earmark a portion of its fund to defend the community from legal action. The Foundation will also safeguard the network from 51% attacks and other threats to network security by implementing softforks and/or hardforks where necessary. The Foundation also intends to assist in the development of a new FOSS software license, and to solicit legal memos on various Sia-related matters, such as hosting in the United States and the EU. In a broader sense, the establishment of the Foundation makes the ecosystem more robust by transferring core development to a more neutral entity. Thanks to its funding structure, the Foundation will be immune to various forms of pressure that for-profit companies are susceptible to.
Drive adoption of Sia
Although the overriding goal of the Foundation is to make Sia the best platform it can be, all that work will be in vain if no one uses the platform. There are a number of ways the Foundation can promote Sia and get it into the hands of potential users and developers. In-person conferences are understandably far less popular now, but the Foundation can sponsor and/or participate in virtual conferences. (In-person conferences may be held in the future, permitting circumstances.) Similarly, the Foundation will provide prizes for hackathons, which may be organized by community members, Nebulous, or the Foundation itself. Lastly, partnerships with other companies in the cryptocurrency space—or the cloud storage space—are a great way to increase awareness of Sia. To handle these responsibilities, one of the early priorities of the Foundation will be to hire a marketing director.
The Foundation Fund will be controlled by a multisig address. Each member of the Foundation's board will control one of the signing keys, with the signature threshold to be determined once the final composition of the board is known. (This threshold may also be increased or decreased if the number of board members changes.) Additionally, one timelocked signing key will be controlled by David Vorick. This key will act as a “dead man’s switch,” to be used in the event of an emergency that prevents Foundation board members from reaching the signature threshold. The timelock ensures that this key cannot be used unless the Foundation fails to sign a transaction for several months. On the 1st of each month, the Foundation will use its keys to transfer all siacoins in the Fund to two new addresses. The first address will be controlled by a high-security hot wallet, and will receive approximately one month's worth of Foundation expenditures. The second address, receiving the remaining siacoins, will be a modified version of the source address: specifically, it will increase the timelock on David Vorick's signing key by one month. Any other changes to the set of signing keys, such as the arrival or departure of board members, will be incorporated into this address as well. The Foundation Fund is allocated in SC, but many of the Foundation's expenditures must be paid in USD or other fiat currency. Accordingly, the Foundation will convert, at its discretion, a portion of its monthly withdrawals to fiat currency. We expect this conversion to be primarily facilitated by private "OTC" sales to accredited investors. The Foundation currently has no plans to speculate in cryptocurrency or other assets. Finally, it is important that the Foundation adds value to the Sia platform well in excess of the inflation introduced by the block subsidy. For this reason, the Foundation intends to provably burn, on a quarterly basis, any coins that it cannot allocate towards any justifiable expense. In other words, coins will be burned whenever doing so provides greater value to the platform than any other use. Furthermore, the Foundation will cap its SC treasury at 5% of the total supply, and will cap its USD treasury at 4 years’ worth of predicted expenses. Addendum: Hardfork Timeline We would like to see this proposal finalized and accepted by the community no later than September 30th. A new version of siad, implementing the hardfork, will be released no later than October 15th. The hardfork will activate at block 293220, which is expected to occur around 12pm EST on January 1st, 2021.
Addendum: Inflation specifics The total supply of siacoins as of January 1st, 2021 will be approximately 45.243 GS. The initial subsidy of 1.57 GS thus increases the supply by 3.47%, and the total annual inflation in 2021 will be at most 10.4% (if zero coins are burned). In 2022, total annual inflation will be at most 6.28%, and will steadily decrease in subsequent years.
We see the establishment of the Foundation as an important step in the maturation of the Sia project. It provides the ecosystem with a sustainable source of funding that can be exclusively directed towards achieving Sia's ambitious goals. Compared to other projects with far deeper pockets, Sia has always punched above its weight; once we're on equal footing, there's no telling what we'll be able to achieve. Nevertheless, we do not propose this change lightly, and have taken pains to ensure that the Foundation will act in accordance with the ideals that this community shares. It will operate transparently, keep inflation to a minimum, and respect the user's fundamental role in decentralized systems. We hope that everyone in the community will consider this proposal carefully, and look forward to a productive discussion.
[Draw #56] The comments have been collected, and the winner will soon be selected!
I’m posting this early so I won’t have to later.
TL;DR - This post is for the sole purpose of choosing a winner. If you commented in this [Drawing Thread], you are entered in the drawing and don't need to do anything else. By 16:00 UTC, the winner will be selected. The Bitcoin (BTC) blockchain will be used to pick this winner. This can be verified at any device running Python 3.5, and you do not need to own Bitcoin in order to participate. Additionally, all information to replicate the Drawing at home is available on Dropbox and GitHub, scroll down for more information. Importantly, this post WILL NOT BE EDITED in order to keep the integrity of the Drawing. To verify this, there will not be an asterisk during the time passed since its creation. The winner will be announced in a stickied comment. DISCLAIMER:Some of the information may be unrevised, but procedures are the same as prior draws. Thank you. Off Topic: The [Discussion] Thread at /millionairemakersmeta is open. All comments are welcome there for any inquiries. [Discussion for Spring and Summer 2020]:https://reddit.com/millionairemakersmeta/comments/g3a53t/_/ Explanation! The Bitcoin (BTC) blockchain will be used to choose a winner. Once the time listed has passed, there will be an active check to determine the blockchain's winning hash. Like before, this subreddit will wait for the 3rd Block after the time (being 16:00 UTC) to select the winner. If a block is discovered by 15:59 UTC, it will not be counted towards the counter of three blocks. If it's discovered by 16:00:00 UTC, then it will decrease the counter. This can be checked by seeing the timestamp given to it by blockchain explorers. You are able to see how this subreddit will verify the winner by checking the GitHub repository, which also includes a back-up plan in case of an emergency. Standard Protocol: This post will not be edited! This is to prevent tampering of the hash or files by any of the moderators. To prove this, look for the lack of an asterisk near the time since creation. To verify if a hash for a file is that of Draw #56, upload the file of choice to a SHA-256 generator, and match it with its respective hash output. The result you receive should be the same as what is listed here. If you are interested in doing this for yourself, download Python 3.5 or better and follow the path to the folder labeled: MM56 Status Reports: I will be commenting on the progress of the drawing via the comments, so other users can keep track of the progress. These comments will be pinned at the top of the post and be distinguished. Most likely, after 1:00 PM ET, the pinned comment will be announcing the winner. If you can run Python yourself and follow the instructions, you will be able to find the winner. Make sure the hash released from the blockchain and the total number of participants match with what is described below. In addition, thank you for your patience. Information Used For Draw #56:
GitHub Repository: https://github.com/lilfruini/CommentGathering-MillionaireMakers/tree/masteMM56 SHA-256 of Comment IDs: e57ae28b92664cd67bc89c1a707184b460d353347ef7f4b96bc544a3eae3f561 SHA-256 of Authors: dad8b4ce5524db48bd19a719577f6db218329c05c1d08b733d7ee45d39b30523 SHA-256 of DQed Age: 98217fc99f543ed3ac8395c1fba6d054c63af5aadc18b8f894cb8a72f99bf2a7 SHA-256 of Multiple Posters: ff2255ce3934be2c098207232ab91eb460fed516898eef6123b0e17adf537ac0 SHA-256 of Truncated IDs: 7623ea9d10884d7bc50f6d0bc0734b0234d80faefc61439219f6af8fe96f7db2 Block Selection: The Third Bitcoin Block After 19 July 2020 - 16:00:00 UTC Total Participants: 7,738
https://github.com/gridcoin-community/Gridcoin-Research/releases/tag/184.108.40.206 Finally! After over ten months of development and testing, "Fern" has arrived! This is a whopper. 240 pull requests merged. Essentially a complete rewrite that was started with the scraper (the "neural net" rewrite) in "Denise" has now been completed. Practically the ENTIRE Gridcoin specific codebase resting on top of the vanilla Bitcoin/Peercoin/Blackcoin vanilla PoS code has been rewritten. This removes the team requirement at last (see below), although there are many other important improvements besides that. Fern was a monumental undertaking. We had to encode all of the old rules active for the v10 block protocol in new code and ensure that the new code was 100% compatible. This had to be done in such a way as to clear out all of the old spaghetti and ring-fence it with tightly controlled class implementations. We then wrote an entirely new, simplified ruleset for research rewards and reengineered contracts (which includes beacon management, polls, and voting) using properly classed code. The fundamentals of Gridcoin with this release are now on a very sound and maintainable footing, and the developers believe the codebase as updated here will serve as the fundamental basis for Gridcoin's future roadmap. We have been testing this for MONTHS on testnet in various stages. The v10 (legacy) compatibility code has been running on testnet continuously as it was developed to ensure compatibility with existing nodes. During the last few months, we have done two private testnet forks and then the full public testnet testing for v11 code (the new protocol which is what Fern implements). The developers have also been running non-staking "sentinel" nodes on mainnet with this code to verify that the consensus rules are problem-free for the legacy compatibility code on the broader mainnet. We believe this amount of testing is going to result in a smooth rollout. Given the amount of changes in Fern, I am presenting TWO changelogs below. One is high level, which summarizes the most significant changes in the protocol. The second changelog is the detailed one in the usual format, and gives you an inkling of the size of this release.
Note that the protocol changes will not become active until we cross the hard-fork transition height to v11, which has been set at 2053000. Given current average block spacing, this should happen around October 4, about one month from now. Note that to get all of the beacons in the network on the new protocol, we are requiring ALL beacons to be validated. A two week (14 day) grace period is provided by the code, starting at the time of the transition height, for people currently holding a beacon to validate the beacon and prevent it from expiring. That means that EVERY CRUNCHER must advertise and validate their beacon AFTER the v11 transition (around Oct 4th) and BEFORE October 18th (or more precisely, 14 days from the actual date of the v11 transition). If you do not advertise and validate your beacon by this time, your beacon will expire and you will stop earning research rewards until you advertise and validate a new beacon. This process has been made much easier by a brand new beacon "wizard" that helps manage beacon advertisements and renewals. Once a beacon has been validated and is a v11 protocol beacon, the normal 180 day expiration rules apply. Note, however, that the 180 day expiration on research rewards has been removed with the Fern update. This means that while your beacon might expire after 180 days, your earned research rewards will be retained and can be claimed by advertising a beacon with the same CPID and going through the validation process again. In other words, you do not lose any earned research rewards if you do not stake a block within 180 days and keep your beacon up-to-date. The transition height is also when the team requirement will be relaxed for the network.
Besides the beacon wizard, there are a number of improvements to the GUI, including new UI transaction types (and icons) for staking the superblock, sidestake sends, beacon advertisement, voting, poll creation, and transactions with a message. The main screen has been revamped with a better summary section, and better status icons. Several changes under the hood have improved GUI performance. And finally, the diagnostics have been revamped.
The wallet sync speed has been DRASTICALLY improved. A decent machine with a good network connection should be able to sync the entire mainnet blockchain in less than 4 hours. A fast machine with a really fast network connection and a good SSD can do it in about 2.5 hours. One of our goals was to reduce or eliminate the reliance on snapshots for mainnet, and I think we have accomplished that goal with the new sync speed. We have also streamlined the in-memory structures for the blockchain which shaves some memory use. There are so many goodies here it is hard to summarize them all. I would like to thank all of the contributors to this release, but especially thank @cyrossignol, whose incredible contributions formed the backbone of this release. I would also like to pay special thanks to @barton2526, @caraka, and @Quezacoatl1, who tirelessly helped during the testing and polishing phase on testnet with testing and repeated builds for all architectures. The developers are proud to present this release to the community and we believe this represents the starting point for a true renaissance for Gridcoin!
Most significantly, nodes calculate research rewards directly from the magnitudes in EACH superblock between stakes instead of using a two- or three- point average based on a CPID's current magnitude and the magnitude for the CPID when it last staked. For those long-timers in the community, this has been referred to as "Superblock Windows," and was first done in proof-of-concept form by @denravonska.
Network magnitude unit pinned to a static value of 0.25
Max research reward allowed per block raised to 16384 GRC (from 12750 GRC)
New CPIDs begin accruing research rewards from the first superblock that contains the CPID instead of from the time of the beacon advertisement
500 GRC research reward limit for a CPID's first stake
6-month expiration for unclaimed rewards
10-block spacing requirement between research reward claims
Rolling 5-day payment-per-day limit
Legacy tolerances for floating-point error and time drift
The need to include a valid copy of a CPID's magnitude in a claim
10-block emission adjustment interval for the magnitude unit
One-time beacon activation requires that participants temporarily change their usernames to a verification code at one whitelisted BOINC project
Verification codes of pending beacons expire after 3 days
Self-service beacon removal
Burn fee for beacon advertisement increased from 0.00001 GRC to 0.5 GRC
Rain addresses derived from beacon keys instead of a default wallet address
Beacon expiration determined as of the current block instead of the previous block
The ability for developers to remove beacons
The ability to sign research reward claims with non-current but unexpired beacons
As a reminder:
Beacons expire after 6 months pass (180 days)
Beacons can be renewed after 5 months pass (150 days)
Renewed beacons must be signed with the same key as the original beacon
Magnitudes less than 1 include two fractional places
Magnitudes greater than or equal to 1 but less than 10 include one fractional place
A valid superblock must match a scraper convergence
Superblock popularity election mechanics
Yes/no/abstain and single-choice response types (no user-facing support yet)
To create a poll, a maximum of 250 UTXOs for a single address must add up to 100000 GRC. These are selected from the largest downwards.
Burn fee for creating polls scaled by the number of UTXOs claimed
50 GRC for a poll contract
0.001 GRC per claimed UTXO
Burn fee for casting votes scaled by the number of UTXOs claimed
0.01 GRC for a vote contract
0.01 GRC to claim magnitude
0.01 GRC per claimed address
0.001 GRC per claimed UTXO
Maximum length of a poll title: 80 characters
Maximum length of a poll question: 100 characters
Maximum length of a poll discussion website URL: 100 characters
Maximum number of poll choices: 20
Maximum length of a poll choice label: 100 characters
Magnitude, CPID count, and participant count poll weight types
The ability for developers to remove polls and votes
[220.127.116.11] 2020-09-03, mandatory, "Fern"
Backport newer uint256 types from Bitcoin #1570 (@cyrossignol)
Implement project level rain for rainbymagnitude #1580 (@jamescowens)
Upgrade utilities (Update checker and snapshot downloadeapplication) #1576 (@iFoggz)
Provide fees collected in the block by the miner #1601 (@iFoggz)
Add support for generating legacy superblocks from scraper stats #1603 (@cyrossignol)
Port of the Bitcoin Logger to Gridcoin #1600 (@jamescowens)
Implement zapwallettxes #1605 (@jamescowens)
Implements a global event filter to suppress help question mark #1609 (@jamescowens)
Add next target difficulty to RPC output #1615 (@cyrossignol)
Add caching for block hashes to CBlock #1624 (@cyrossignol)
Make toolbars and tray icon red for testnet #1637 (@jamescowens)
Add an rpc call convergencereport #1643 (@jamescowens)
Implement newline filter on config file read in #1645 (@jamescowens)
Implement beacon status icon/button #1646 (@jamescowens)
Add gridcointestnet.png #1649 (@caraka)
Add precision to support magnitudes less than 1 #1651 (@cyrossignol)
Replace research accrual calculations with superblock snapshots #1657 (@cyrossignol)
Publish example gridcoinresearch.conf as a md document to the doc directory #1662 (@jamescowens)
Add options checkbox to disable transaction notifications #1666 (@jamescowens)
Add support for self-service beacon deletion #1695 (@cyrossignol)
Add support for type-specific contract fee amounts #1698 (@cyrossignol)
Add verifiedbeaconreport and pendingbeaconreport #1696 (@jamescowens)
Add preliminary testing option for block v11 height on testnet #1706 (@cyrossignol)
Add verified beacons manifest part to superblock validator #1711 (@cyrossignol)
Implement beacon, vote, and superblock display categories/icons in UI transaction model #1717 (@jamescowens)
Disclaimer: This is sort of my own arbitrary editing, so there could be some misunderstandings. I root for the spread of good spirits and transparency of IF. 📷 Hans Moog [IF]어제 오후 2:45 So why don't we just copy Avalanche? Well that's pretty simple ... 📷 Hans Moog [IF]어제 오후 2:47 1. It doesn't scale very well with the amount of nodes in the network that have no say in the consensus process but are merely consensus consuming nodes(i.e. sensors, edge devices and so on). If you assume that the network will never have more than a few thousand nodes then thats fine butif you want to build a DLT that can cope with millions of devices then it wont work because of the message complexity. 2. If somebody starts spamming conflicts, then the whole network will stop to confirm any transactions and will grind to a halt until the conflict spamming stops.Avalanche thinks that this is not a huge problem because an attacker would have to spend fees for spamming conflicts which means that he couldn't do this forever and would at some point run out of funds. IOTA tries to build a feeless protocol and a consensus that stops to function if somebody spams conflicts is really not an option for us. 3. If a medium sized validator goes offline due to whatever reason, then the whole network will again stop to confirm any transactionsbecause whenever a query for a nodes opinion can not be answered they reset the counter for consecutive successful voting rounds which will prevent confirmations. Since nodes need to open some ports to be available for queries it is super easy to DDOS validators and again bring the network confirmations to 0. 📷 Hans Moog [IF]어제 오후 3:05 4. Avalanche still processes transactions in "chunks/blocks"by only applying them after they have gone through some consensus process (gathered enough successfull voting rounds),which means that the nodes will waste a significant amount of time where they "wait" for the next chunk to be finished before the transactions are applied to the ledger state. IOTA tries to streamline this process by decoupling consensus and the booking of transactions by using the "parallel reality based ledger state" which means that nodes in IOTA will never waste any time "waiting" for decisions to be made. This will give us much higher throughput numbers. 📷 Hans Moog [IF]어제 오후 3:11 5. Avalanche has some really severe game theoretic problems where nodes are incentivized to attach their transactions to the already decided parts of the DAG because then things like conflict spam won't affect these transactions as badly as the transactions issued by honest nodes.If however every node would follow this "better and selfish" tip selection mechanism then the network will stop to work at all. Overall the "being able to stop consensus" might not be too bad since you can't really do anything really bad (i.e. double spend) which is why we might not see these kind of attacks in the immediate future but just wait until a few DeFi apps are running on their platform where smart contracts are actually relying on more or less real time execution of the contracts. Then there might be some actual financial gains to be made if the contract halts and we might see alot of these things appear (including selfish tip selection). Avalanche is barely a top 100 project and nobody attacks these kind of low value networks unless there is something to be gained from such an attack. Saying that the fact that its live on mainnet and hasn't been attacked in 3 weeks is a proof for its security is completely wrong. Especially considering that 95% of all stake are controlled by avalanche itself If you control > 50% of the voting power then you essentially control the whole network and attacks can mostly be ignored I guess there is a reason for avalanche only selling 10% of the token supply to the public because then some of the named problems are less likely to appear 📷 Navin Ramachandran [IF]어제 오후 3:21 I have to say that wtf's suggestion is pretty condescending to all our researchers. It seems heavy on the troll aspect to suggest that we should ditch all our work because iota is only good at industrial adoption. Does wtf actually expect a response to this? Or is this grand standing? 📷 Hans Moog [IF]어제 오후 3:22 The whole argument of "why don't you just use X instead of trying to build a better version" is also a completely idiotic argument. Why did ETH write their own protocol if Bitcoin was already around? Well because they saw problems in Bitcoins approach and tried to improve it. 📷 Hans Moog [IF]어제 오후 3:27 u/NavinRamachandran [IF] Its like most of his arguments ... remember when he said we should implement colored coins in 2nd layer smart contracts instead of the base layer because they would be more expressive (i.e. turing complete) completely discarding that 2nd layer smart contracts only really work if you have a consensus on data and therefore state for which you need the "traceability" of funds to create these kind of mini blockchains in the tangle? Colored coins "enable" smart contracts and it wouldnt work the other way round - unless you have a platform that works exactly like ETH where all the nodes validate a single shared execution platform of the smart contracts which is not really scalable and is exactly what we are trying to solve with our approach. 📷 Navin Ramachandran [IF]어제 오후 3:28 Always easier to criticise than build something yourself. But yet he keeps posting these inflammatory posts. At this point is there any doubt if he is making these comments constructively? 📷 Hans Moog [IF]어제 오후 3:43 If he at least would try to understand IOTAs vision ... then maybe he wouldn't have to ask things like "Why don't you just copy a tech that only works with fees" 📷 Hans Moog [IF]어제 오후 4:35 u/Shaar
I thought this would only be used to 'override' finality, eg if there were network splits. But not in normal consensus
That is not correct. Every single transaction gets booked on arrival using the parallel reality based ledger state. If there are conflicts then we create a "branch" (container in the ledger state) that represents the perception that this particular double spend would be accepted by consensus. After consensus is reached, the container is simply marked as "accepted" and all transactions that are associated with this branch are immediately confirmed as well. This allows us to make the node use all of its computing ressources 24/7 without having to wait for any kind of decision to be made and allows us to scale the throughput to its physical limits. That's the whole idea of the "parallel reality based ledger state" instead of designing a data structure that models the ledger state "after consensus" like everybody else is doing it is tailored to model the ledger state "before consensus" and then you just flip a flag to persist your decision. The "resync mechanism" also uses the branches to measure the amount of approval a certain perception of the ledger state receives. So if my own opinion is not in line with what the rest of the network has accepted (i.e. because I was eclipsed or because there was a network split), then I can use the weight of these branches to detect this "being out of sync" and can do another larger query to re-evaluate my decision.(수정됨)
Also what happens in IOTA if DRNG notes would fall out, does the network continue if no new RNGs appear for a while? Or will new nodes be added sufficiently fast to the DRNG committee that no one notices?
Its a comittee and not just a single DRNG provider. If a few nodes fail then it will still produce random numbers. And even if the whole comittee fails there are fallback RNG's that would be used instead 📷 Hans Moog [IF]어제 오후 4:58 And multiverse doesn't use FPC but only the weight of these branches in the same way as blockchain uses the longest chain wins consensus to choose between conflicts. So nodes simply attach their transactions to the transactions that they have seen first and if there are conflicts then you simply monitor which version received more approval and adjust your opinion accordingly. 📷 Hans Moog [IF]어제 오후 5:07 We started integrating some of the non-controversial concepts (like the approval reset switch) into FPC and are currently refactoring goshimmer to support this We are also planning to make the big mana holders publish their opinion in the tangle as a public statement, which allows us to measure the rate of approval in a similar way as multiverse would do it So its starting to converge a bit but we are still using FPC as a metastability breaking mechanism Once the changes are implemented it should be pretty easy to simulate and test both approaches in parallel 📷 Serguei Popov [IF]어제 오후 5:53
So the ask is that we ditch all our work and fork Avalanche because it has not been attacked in the month or so it has been up?
u/NavinRamachandran [IF] yeah, that's hilarious. Avalanche consensus (at least their WP version) is clearly scientifically unsound. 📷 Hans Moog [IF]어제 오후 9:43 u/wtfmaybe you should research avalanche before proposing such a stupid idea and you will see that what I wrote is actually true 📷 Hans Moog [IF]어제 오후 9:44 paying fees is what "protects" them atm and simply the fact that nobody uses the network for anything of value yet we cant rely on fees making attack vectors "inattractive" 📷 Serguei Popov [IF]어제 오후 10:17
well (1.) very obviously the metastability problems are not a problem in practice,
putting "very obviously" before questionable statements very obviously shows that you are seeking a constructive dialogue📷(to make metastability work, the adversary needs to more-or-less know the current opinion vectors of most of the honest participants; I don't see why a sufficiently well-connected adversary cannot query enough honest nodes frequently enough to achieve that)
(2.) .... you'd need an unpredictable number every few tens/hundreds milliseconds, but your DRNG can only produce one every O(seconds).
the above assumption (about "every few tens/hundreds milliseconds") is wrong
We've had this discussion before, where you argued that the assumptions in the FPC-BI paper (incl. "all nodes must be known") are not to be taken 100% strictly, and that the results are to be seen more of an indication of overall performance.
Aham, I see. So, unfortunately, all that time that I invested into explaining that stuff during our last conversation was for nothing. Again, very briefly. The contents of the FPC-BI paper is not "an indication of overall performance". It rather shows (to someone who actually read and understood the paper) why the approach is sound and robust, as it makes one understand what is the mechanism that causes the consensus phenomenon occur.
Yet you don't allow for that same argument to be valid for the "metastability" problem in avalanche,
Incorrect. It's not "that same argument". FPC-BI is a decent academic paper that has precisely formulated results and proofs. The Ava WP (the probabilistic part of it), on the other hand, doesnotcontain proofs of what they call results. More importantly, they don't even show a clear path to those proofs. That's why their system is scientifically unsound.
even when there's a live network that shows that it doesn't matter.
No, it doesn't show that it doesn't matter. It only shows that it works when not properly attacked. Their WP doesn't contain any insight on why those attacks would be difficult/impossible. 📷 Hans Moog [IF]어제 오후 10:56 That proposal was so stupid - Avalanche does several things completely different and we are putting quite a bit og effort into our solution to pretty much fix all of Avalanches shortcomings If we just wanted to have a working product and dont care about security or performance then we could have just forked a blockchaib I am pretty confident that once we are done - its going to be extremely close to the besttheoretical thresholds that DLTs will ever be able to achieve for an unsharded baselayer ------------------------------------------------------------------------------------------------------------- 📷 Bas어제 오전 2:43 Yesterday I was asked how a reasonably big company no one has heard of could best move forward implementing Access for thousands of locations worldwide. (Sorry for the vagueness, it’s all confidential.) They read the article and want to implement it because it seems to fit a problem they’re currently trying to solve. Such moves will vastly increase the utility of protocols like IOTA, and is what the speculation is built on. I do not think you can overestimate what impact Access is going to have. It’s cutting out the middleman for simple things; no server or service needed. That’s huge. So yes, I think this space will continue to growu/Coinnave -------------------------------------------------------------------------------------------------------------- 📷 Angelo Capossele [IF]2020.10.02. In short: we are planning a new v0.3.0 release that should happen very soon. This version will bring fundamental changes to the structure of the entire codebase (but without additional features) so that progressing with the development will be easier and more consistent. We have also obtained outstanding results with the dRNG committee managed by the GoShimmer X-Team, so that will also be integral part of v0.3.0. After that, we will merge the Value Tangle with the Message Tangle, so to have only one Tangle and make the TSA and the orphanage easier to manage. And we are also progressing really well with Mana, that will be the focus after the merge. More or less this is what is going to happen this month. We will release further details with the upcoming Research Status Update📷
Lition - $8 Million Dollar Market Cap With Real Use Right Now and a New Product They Are Developing Which Has Huge Potential.
I’m not usually one to shill my own coins but I’ve stolen a few good picks from this sub so I thought I’d share a new one I recently stumbled upon. Before I go into more details, I’d like to preface this by saying that I never invest in anything which I don’t think has the fundamentals to last at least 5-10 years and I don’t think this is a project which you will see a few hundred percent gains in a month or two. The hype isn’t there with this project and it’s more of a mid-long term play. If you want overnight gains, gamble on some of the smaller caps posted in this sub which are more like ponzi schemes riding on DeFi hype which you sell to a greater fool.
Lition is a layer 2 blockchain infrastructure on top of Ethereum that enables commercial usage of dApps. The Lition protocol complements the Ethereum mainchain by adding features such as privacy, scalability and deletability for GDPR compliance. Everybody can choose to build on Lition without the need for permission.
In addition to the above, they also have a P2P energy trading platform currently operating and is supplying green power to customers in over 1000 towns and cities across Germany. Through their power platform, Lition customers are able to save about 20% on their monthly energy bill, while producers generate up to 30% higher profits since they are cutting out the middle men. However, the real moonshot here is not their already successful smart energy platform (which utilises the same token) it is the enterprise layer 2 solution described in the quote above. Their layer 2 enterprise infrastructure which is still in development will offer infinite scalability through sidechains and nodes staking LIT tokens on these sidechains. Block times will be fast at around 3 seconds and fees will be tiny fractions of a cent. However, the real selling point for enterprises will be that the data on these sidechains can be deleted and can be public or private, with private chains being validated via Zero-Knowledge proofs to verify that the private data is correct. This is huge and makes Lition a solution for a wide range of enterprise use cases due to these optional features. But it doesn’t stop there. Lition is also GDPR compliant - a big deal for Europe based enterprises and for the record, very very few blockchain solutions are GDPR compliant (I believe VeChain is one of the few other projects which are).
Important Bullet Points
They have a very close partnership with SAP who if you don’t know are the world’s leading business software company. SAP’s Chief Innovation Officer is even an advisor for the project. As stated in the whitepaper: ”SAP can easily implement this blockchain into their existing products and services for their customer base of >400,000, making them immediately ready for blockchain use cases. It is therefore well positioned to become the standard mainnet for business applications.”
They have a partnership with Microsoft and they are integrated with Microsoft Azure Cloud.
In terms of their energy platform, Lition has a growth target of 235,000 customers by the end of 2022. 3 months ago they stated that they were ahead of their goal. Right now there is a ”solid 4-figured number of new customers every month with each new customer bringing in ~€1,000 Euros in annual recurring revenue”.
Oh, and did I mention they support staking? Staking returns are currently over 15% for node operators.
Their token has two primary uses. First, it is a utility token and they plan on making the LIT token the preferred payment method for all of the services on the Lition protocol. Secondly, it is used as collateral for staking which I can see locking up a large proportion of the supply in the future. Unfortunately the circulating supply is currently 50% of the max supply but that said, coins like LINK have just 35% of the total tokens currently circulating, so relative to other projects, this isn’t too bad and many of the tokens are still to be earned by staking.
With their existing energy platform seeing real adoption and steady growth in Germany, in my opinion, this alone would be enough to justify their current market cap. However, I can see their second layer solution for enterprise being a really big deal in the future as protocol coins tend to accrue more value than utility tokens. As a versatile L2 solution for Ethereum, LIT gets the best of both worlds - adoption and network effects from Ethereum by helping it to scale as well as accruing value from the wide range of enterprise use cases which can be built on top of Lition. At just $8 million dollars in market cap, it seems to me that their work-in-progress L2 enterprise solution has not been priced in. However, due to a lack of hype and marketing right now, I don’t see LIT exploding in the short term. Rather, I can see it slowly outperforming ETH and climbing up the CMC rankings throughout this bullrun, much like Chainlink did in the bear market. Their building and partnerships over marketing strategy also reminds me when I held Chainlink back in 2018 when Sergey was busy building out the project rather than blowing their ICO money on marketing a bunch of vaporware like so many other projects. Personally, I can see LIT becoming a top 100 project (not top 10) as it isn’t the first of an important new type of project like Chainlink was/is but it is an L2 protocol with unique advantages and selling points over other existing L2 projects which scatter the top 20-200 range. This would put the market cap at just under $120 million dollars which is a 15x from here. This is of course a valuation which assumes that the total crypto market cap remains where it is right now at just under $400 billion dollars. However, if BTC makes it to 100K and Ethereum gets to $5K then that is another 10x from here which compounds on any LIT/BTC or LIT/ETH ratio gains. In this scenario, a top 100 project would be worth around $1BILLION DOLLARS by market cap which is over 100x from here and probably even more if ETH hits 10K and Bitcoin dominance falls back down to the 30% range or below towards the end of the bullrun. Disclaimer, the above figures are a theoretical best case scenario and are far from financial advice. They are my moonshot estimates which assumes all goes well for the project and the wider crypto space. Website: https://www.lition.io/ CoinGecko: https://www.coingecko.com/en/coins/lition Medium: https://medium.com/lition-blog
TL;DR: LIT has current real world use which is consistently growing with their P2P energy trading platform and has huge potential with their new L2 protocol for enterprise due to its unique features. They have a close partnership with SAP and are also partnered with Microsoft. Currently around #400 on CMC, my target is for LIT to be top 100 by the end of the bullrun. Edit: Sorry 4chan, I didn't mean to shill one of your FUDed coins. Lit is a shitcoin scam, ignore this post.
I understand the advantages of sound money and digital scarcity is personal the element of btc that attracts me most. I’ve heard some really compelling arguments from Austrian based economists for bitcoins finite number but I’ve not heard anyone explain why the cap is set at 21 million. Rather than 19 or 35. Why is 21 million a good number to cap supply at? What relation does that supply have with the addressable market of people and the demand they will create. I feel bitcoin maximalists make a strong argument about software eating the world and due to gresham's law and game theory why bitcoin adoption will increase over time. If this happens and bitcoin become the reserve currency of the world and all the supply is mined what kind of economy would it create? I understand bitcoin can be divided in to sats but what happens for example 200 years after the last block is mined. Lets say the population has grown substantially without enough bitcoin to go around why would anyone ever sell a sat. Will economic growth stagnate? Will we also need a fiat currency for payments and will bitcoin always be a store of value separate to the day to day transactional ‘real’ economy.
Still, it will take another 120 years to find every last Bitcoin due to regular halvings. The total number of mined Bitcoin (BTC) in circulation has reached over 18.5 million—out of a maximum of 21 million—over the past weekend, according to block explorer Blockchain.com . September The number of bitcoin ATMs had doubled over the last 18 months and reached 771 ATMs worldwide. November The Swiss railway operator SBB (CFF) upgraded all their automated ticket machines so that bitcoin could be bought from them using the scanner on the ticket machine to scan the bitcoin address on a phone app. Last Updated Jun 24, 2020 @ 13:29. The most anticipated event in the cryptocurrency community has finally occurred as the Bitcoin network just produced block number 630,000. The Bitcoin halving will reduce the daily supply, the inflation rate, and the block rewards for miners. It has also raised serious discussions around the price of BTC. It's unclear exactly how many bitcoins have been stolen. 850,000 BTC were stolen in the Mt. Gox hack, which was the largest Bitcoin hack ever.Another 120,000 BTC were stolen from Bitfinex in 2016.Together, that adds up to about 970,000 BTC. The last Bitcoin Halving took place on July 9th, 2016 which caused the block reward to fall from 25 new Bitcoin created to 12.5 new Bitcoin created. As to be expected, there were large fluctuations in the Bitcoin in the months surrounding this event.
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