As some of you know, I only make stupidly long posts and also like to
brag about being a software engineer with fairly decent experience in QA, automated testing and testing in general (6+ years a C# dev).
This is my personal list of things that either make no sense, are unpleasant, incoherent, or could be improved.
Please feel free to add to the list, I will come back and edit every day.
Numbers are also here to help you quote & provide your own criticism.
Note that is is done with the following optimization mindset, in order of importance :
- Remove redundancy / incoherence
- Reduce time spent in menus/inventory (out of raid)
- Reduce number of clicks / interactions
As you can see I worked under the assumption that the average player wants to spend more time in raid rather than in inventory ; obviously this falls apart if that is not the case. To do that I try to improve time spent on searching / arranging things without creating unecessary automation or remove important/immersive aspects of the game, even in inventory. I also try to improve time spent clicking through various windows as currently a lot of them are done to be fast & easy to for the devs, not for the players. I want to emphasize that I'm okay with that. I know the importance of having sub-optimal navigation to help you find out what your better navigation is. I also know a complete rework is not always possible, that is why I made my list without changing too much of the menus as well as keeping the vibe/current feel of those menus.
Keywords like should
are used as intended ; since this is not a professional report I'm emphasizing here, the meaning of the word is important. Should
means it is adding an improvement over an existing issue, could
means it's a possible improvement but requires further investigation. Would
means investigation was done and is just one possible outcome usually relevant within the context.
Please note that most of us now are very
used to the current UI/UX, which will generate two reactions:
- "It's fine as it is because I can do it quite fast."
- "I don't want it to change again, I'm used to it now."
I cannot emphasize how unefficient it is to let those emotions get the best of you. UI/UX is the study of common sense & ease of use in an interface. You should
never have to get used to anything, it should
be fluid and intuitive. If you think you're fast now, that means it's possible to be slow. This is extremely bad
for a UI/UX standpoint. Everybody should
be able to navigate/understand the menus just as fast the 1st time than the 100th time (ideally). Keep this in mind when you read everything down here, because some stuff you probably won't like at first glance, but you will
get used to it very fast, and you will
gain a lot of time in the future, as well as new players.
1. Autostacking of items
Money & Ammo. When a stackable item or stack of items enter an inventory, it should
autostack itself to an available non-full stack, then fill other available stacks until there aren't any. At that point, the item should
just go at the top of the inventory as it is doing now. Autostacking should
*not* browse for sublayers of inventory.
Items drag & dropped on an inventory slot should
not be auto-stacked either (drag & drop overrides autostacking).
autostack when control clicking, or using "Receive all" from another inventory, or when dropping into a sublayer without
selecting a specific slot.
only stack FiR items together and non FiR items together.
Drag & Dropping would not stack in the same inventory layer. Drag & dropping would override auto stacking.
Dragging over the money case would auto stack in the inventory of the case.
Using Ammo as example here. If you drag & drop directly on a slot (even in an inventory sublayer), you would override autostacking.
2. Highlighting of full stacks
Stacks at full capacity could
be highlighted for easier inventory management.
Many aspects could be used to highlight (either the name of the item, or the value, or the background of the cell)
Apology for the poor photoshop skills
This could be a highlighting method
This could be a highlighting method
3. Consistent item order in hideout craft list
Currently when in the workbench (and I think others? now I doubt), the list of craftable items appears to be random. The order should
always be the same for consistency. Does not provide meaningful gameplay experience to have to "look for the recipe" every time.
4. Collecting crafts
Hideout stations could
display the finished craft on top for easy collection of craft, or there could
be a "Get Items" or "Receive All" elsewhere to avoid unecessary scrolling. This is uncessary if ongoing crafts are moved on top of the list, or if the list is autoscrolled to the ongoing craft.
"Collect All" on station level is not the best idea. If you go in a station, it's probably better that you know what you're collecting. I suggest moving the relevant craft on top or auto scrolling and not adding "receive all" on station level, although it would
be a good help.
This should be investigated.
Receive All or Get Items could be moved or added at the top or bottom of the window.
5. "Receive All" could exist at hideout level
The same way we "receive all" from a trader, it would
be nice to "Receive all" from the hideout. Either in the form of a trader (in which we can receive all / pick manually from) or by instantly putting it in inventory. If there is enough space it just works. If there isn't, it displays an error like it already does.
This is not mutually exclusive with the previous suggestion.
6. Display crafts readyness/collection 6.1
The current behaviour is partially coherent. You get notified when an item is sold, and you get notified when a craft is finished.
You have a display notification "Attachment" style when a trader has something for you, and you should
get a display notification "attachment" style when the hideout has something for you.
Ideally, there should also be such notifications for currently unused station
Receive all on the right, Nutrition unit has finished crafting and Lavatory is currently NOT crafting
be a way of knowing if something is waiting in trader inventory on a global level (quest rewards, money, insurance, unsold market items returns), like the nofication. The "new item" notification could
be always visible as long as items are in the trader inventories, compared to now where it disappears as soon as you either click it or visit the messenger. In this hypothesis, there could
be a change of color in the notification to show that there are still item waiting including
some that haven't been seen yet (to still fulfill the current role of the notification)
Note : CTA = Call to Action, it's the button your user will press 99.3% of the time. Example, in the launcher, it's the "Start Game". Clearly visible, easily accessible, highlighted, much bigger, and at a very common CTA spot. That one is great.
Some others are not. 7.1
. "Receive All" should not
be displayed when there is nothing to receive. 7.2
"Get" in single transaction messages from Ragman could
be removed. There is no reason to take single items from the window when you can receive it all at once.
7.3 A "group collect" Receive all action could
be added when you click on the attachment notification, or as an extra action next to the notification (just like shown on the Hideout in figure 6.0) that would specifically collect all. it would
loop through all conversations and collect all and dump at the top of stash, either until its finished or there is not enough room, in which case it displays an error. It could
also work like the scav case and not pick up anything until you have room, and in that case you would
go in the window manually and/or make room (like we do now). 7.3
The "Receive all" is at the bottom when most CTAs in the game is at the top (dealer tabs, market tabs, character sheet tabs, settings...). Save in the settings is at the bottom too. It is incoherent. It would
make more sense to have all CTAs at the bottom and options/tabs/menus at the top. 7.4
The "DEAL" button in trader view is much smaller and less visible than the "Fill Item" checkbox. The CTA should
be getting more attention than a setting. New players pretty much *never* see it first and look around the "Fill Item" with eyes & mouse.
DEAL should be at the bottom in the current \"Fill Item\" box. Fill Items should be removed entirely. 7.5
be automatically accepted (no need for CTA). I don't see a reason why someone would not accept a quest. The only reason we're Accepting them now is to let the user know he has a new quest. There are other means of notifying players of new stuff : usually notifications. If not, that button should at least be more visible/highlighted. Every new player ( 100%! )
I coach does not see it at first and never
looks at the right spot the first time. 7.6
"Insure All" is the most commonly used button in the insurance screen and could
be emphasized more.
8. Remove "Fill Items"
The Fill Items to automatically fill the trader's requirements should be removed and set as the default behaviour. There is no need to fill items manually nor tell the game to do so.
9. Expire / Delete pending requests
Friend requests should
be cancellable and could
expire. Requests should not be stuck until another
user acts on them. Right clicking the request could
display a "Cancel" or "Delete" request button.
Ideally, the cell should
include a CTA on the right, as the only action I would ever do in a cell in this context is cancel. Opening a submenu with only 1 item means you should not be opening a submenu, but displaying a button where the user right clicked instead.
I can only re-send a friend request to someone that already denied me. This is incoherent.
10. Market Rows
From my somewhat small sample (about 60 players), nobody uses the expand button on the top right of a cell (see below). I think everybody uses the right click on item instead.
An expanded cell with context menu opened, and a collapsed cell
The extra information available on the right is the exact same as a right click, but is hidden behind a left click.
This is incoherent.
The only difference is the profile picture that I only get from expanding, but currently we all have the same one. This would need to be investigated.
This could be an improvement, displaying the CTA's immediately (although BUY is definitely way too small). Notice profile picture on the left 10.1
The expandable cell feature should
be removed altogether, as the other options are available on right click. 10.2
The whole row should
provide the same context menu (right click). 10.3
The "Send friend request" could
be included in the row's context menu, or could
be removed entirely, as right now most requests are missclicks. Adding the Send Friend Request at the bottom of the context menu on the row would
reduce the amount of missclicks. 10.4
Left clicking should not
open the context menu. This is mostly the reason behind missclick friend requests, people double clicking slightly off the item icon sending a friend request by mistake. Now I have 4 just because I was trying to make a screenshot. F's in the chat. This would
be resolved with 10.2 and 10.3. 10.5
Barter items have a "Barter" icon that is redundant, the first and second column are completely irrelevant to the player.
11. Filtering search 11.1
"Filter by Item" should not
filter the browse list. If you're writing a valid keyword in the search field it should
display the correct suggestions. Filtering content is good, filtering suggestions is incoherent. 11.2
be cleared as soon as you type text in the search field. This would
Example 11 11.3
"My Offers" could
not be affected by filters, or could
reset filters. It is more trouble to remove the filter manually every time rather than browsing through the offer list. Currently we never have more than ~10 offers at the same time for most players, which is okay to display without filter. 11.4
Filters should not
overlap with other UI elements, they could
be resized to fit or the expandable filter list could
include more elements so the visible ones fit.
Example 11.4 11.5
The Remember Selected Filter / Reset Filter is unclear. Looks great, feels weird, and should be investigated to be more useful.
12. Context Menu in player lobby
The current lobby with context menu open
All players in this list are looking for a group, there is no need to write a status "Looking for group", it's redundant. The exception is friends, which 99.633...% of the time is the group i'm about to play with. Those are displayed on top.
The only action we do on the list on this screen is the "Invite to group" context menu action. It's a CTA and should not
be hidden in a context menu, especially if the context menu only has one option
. Since recently it has two, but we'll come to that in a minute. 12.1
The invite CTA should
be on the player cell itself. 12.2
The report action should not
be the default one from the context menu 12.3
Since there could be
only one item in the context menu according to 12.1, the report action could
be on the cell as well.
A low quality suggestion for 12.x
13. Trader Buy/Sell
Trader screen needs to be reworked. I won't provide a solution that doesn't completely change how everything looks/works as I stated at the start of the post. That being said this should
Example 13.1 13.1
Buying UI should
When buying, the price of the item is already displayed on the item itself in the trader view.
The price is also displayed a second time in the tooltip of the item if you mouse-over.
The price is also displayed a third time
in the barter area on the right of the image (middle of the screen in game). This is redundant. I understand the item on the right is the physical item "Roubles" in a stack that is paid, like a barter, but it does not need to be displayed a third time. 13.2
Quantity limit (red box in the image) could be
shown in the tooltip ; most of the time people will hit "DEAL" until they get an error insted of actually reading the red box. 13.3
The red box looks like an error even when at 0/x, this is not intuitive. Limited items can be listed in different ways that are not so invasive. We could
add "out of X" at the right side of the quantity box. 13.4
Barter item prices (if we assume 13.1) would
need to also displayed differently. This needs to be investigated 13.5
Selling UI should
Currently selling an item still displays the full available items to BUY
, this is incoherent. Especially from the "Sell" tab. The whole left side of the screen is wasted, and cannot be used. 13.6
Items on the left are not greyed out (even though I can't buy them), but items on the right are greyed out (because I can't sell them). This is incoherent. 13.7
Trader sell space should
be infinite 13.8
be done in a single tab if the whole screen is reworked. There are different levels to this. An easy one I could think :
"Trade" Tab instead of "Buy". Displays the same as the current "BUY" tab. If you ctrl+click an item from your stash, it instantly sells without confirmation. The second tab would be a "Buyback" where you can see what you sold in the current trade session. If you leave the screen your buyback is reset and items cannot be recovered. Another way would be to keep buybacks for the last X items. You would need to pay what you received to get back. The item would not lose it's FiR status. This preleminary and simplistic rework has issues, notably that you have to know to right click to sell. One way to fix that would
be to make right click sell to trader instead of control click, but that would definitely make missclicks the first few days (and buyback would
be investigated. 13.9
Currency exchange rates should
be easily available in relevant areas (Peacekeeper, Therapist and flea market) for all currencies (Rouble, Euro, Dollar, Bitcoin)
be boxables and moved around. At least to be dropped in boxes, ideally to be moved around freely.
There is a limit of 20 images. 🤷♂ Example 14
15. Quest inventory
If you loot too many quest items in a raid, you can end up not being able to loot it.
I assume this is by design and it is why you have limited quest item space.
The quest inventory could
be infinite if it's not by design to be limited.
The quest inventory should
be manageable. In my case i had a 1 slot item blocking me from taking the suitcase, I should
have been allowed to move that 1 slot item to the top or to the right of my inventory, clearing a whole line and letting me take the case.
Quest items could
be stored in backpack (and resized) ; since you lose them on death it's not relevant to the players looting you or you dying and that issue would be gone. Storing it in your stash would
also prevent you from losing it by going in raid with it by mistake. Taking it in raid or giving it to trader would
be a volontary action. It also makes much more sense that way as other quest items (that are also usable items) work that way.
Alright this ended up taking more time than my lunchbreak, and there is *much* more to write but for the time being I'll leave it at that and come tomorrow to add your suggestions or mine. See you in 24 hours.
I've got some serial stories I'd like to tell about living with (and in) technology and the industry. submitted by
Do autonomous trucks dream of CW McCall?
“For a bright shining moment, we added a lot of shareholder value”. Falstaff had a comic with that caption in his double sized cubicle, the kind reserved for senior engineers. For a while he thought it showed that he didn’t fully buy into the corporate line, but that he’d still do as he was told as long as he had a shot at the big payout. RSUs, the big acquisition. The end of year bonus. That was the deal in the before time, when things mostly worked out for most people it seemed.
Falstaff knew he wasn’t the smartest, but he didn’t complain, didn’t pick fights and lived pretty well. His bad habits didn’t impact his work life and he still might hit it big enough to quit and try something else. To have options.
Then everything happened at once. The fires. The diseases. The chaos. Nobody knew who was in charge for a year or so. Things came back. A few years passed and the wealthy parts of the coastal cities looked shiny again. Most people called it normal. To the casual eye, it was. You could still get sushi delivered to the office late at night, ski in the Rockies if you could take the time off. Things were pretty good if you stayed where you belonged and kept your metrics up. Things fell off as you went East or to the not-so-quaint rural areas that couldn’t swing a music festival or good photo opportunities for social media. Go far enough and you found the places where the Feds just walked away. Not our problem any more.
That’s how Falstaff saw the world and his place in it. He had’nt had much sleep. Drugs, risky behavior and the self-loathing kept him occupied, making his morning commute that much less pleasant. He stopped staring at the RVs and tents parked on the land next to the on-ramp as he got on the 101. He jabbed the infotainment system to find some noise to sooth or at least distract him.
“Today, the Department of Energy announced that repairs have been completed ahead of schedule for the Diablo Canyon Power Plant. Radiation levels are now below acceptable levels for the first time in three years”
“We’ve got an autonomous truck accident with a car by Exit 6 on the 280 Eastbound, so expect delays while CHP and a support team from Freightliner gets that cleaned up”
It didn’t work. He still felt adrift and unhappy in the morning commute, so he silenced the radio and drove to the office.
The office was uneventful. Park, security checkpoint, a long walk to his building, a coffee on the way to his cubicle. He pulled the privacy screen closed behind him and sat down. A quick scan of his eyes and there was his project- a payment processing application that would cut out another payment application for a small percentage of a massive stream of money.
He looked over last night’s chatter, split the tasks into ‘do the work’ and ‘show that I’m adding value’ categories.
The fear and sadness caught up with him. He wasn’t ever going to get out. If he ran as fast as he could, he’d stay exactly where he was until his rent outpaced his income. His stock options would vest just fast enough to keep him going, but he’d never get out.
The morning dragged. Tweak this, report this to someone else. The bureaucratic minutiae and make-work washed over him until lunch. He looked forward to lunch with Tran, hoping that might get him out of his funk. Tran wasn’t so much a friend as one of the few people who admitted how screwed up everything was, so there wasn’t any danger of speaking the obvious and getting a negative reputation.
Tran was out today, so Falstaff ate leftovers and instant noodles in his cubicle.
His phone buzzed. There was a message on MomTalk, a chat for wealthy mothers to discuss brunch, day drinking and their children.
An engineer friend of Falstaff’s set it up as a joke to lampoon the women she couldn’t stand and her friends played along, adopting over the top personae and complaining about nonexistent spouses and domestic staff. After things came back, it was a way to talk freely, if in code.
Heather: Hey. I’m in deep trouble. The Nanny’s unhappy and I need someone to pick up the kids.
Falstaff sighed. Tran must need something.
Sheila: Missed you for lunch. Not feeling well?
Heather: Serious. My kid is stuck under my desk and I need him to come home. UNDERSTAND? NOW!
He got up, took his brown cardboard biodegradable instant noodle container and walked a few rows over to Tran’s cubicle. Where Falstaff’s cube was disorganized and well worn, Tran’s was sparse with better furniture. Falstaff felt under the desk and noticed a decal with one end loose. A quick pull and the label peeled off into his hand, along with a small flash memory card, the size of a fingernail.
He stood up and quickly looked up and down the aisle between the cubicles. Nobody noticed. Nobody really paid much attention to him on a good day unless they needed something from him anyway.
Back in his own cubicle, he went back to the chat:
Sheila: How urgent is this? Chip can have dinner with us or we can drop him off on the way to fencing class.
Heather:NO TIME. FAMILY’S HERE AND THINGS ARE TENSE.
Heather:RUN. GET OUT NOW.
Falstaff was concerned. Tran didn’t make jokes. Laughing at Falstaff’s attempts at humor was enough. He had figured that Tran’s talk of ‘having gangsters in his family’ was an attempt to seem dangerous despite being a cubicle denizen, the way middle aged men bought loud motorcycles that they never rode.
He folded the decal over the card, pressed the sides together and dropped it in the instant noodle cup, then pushed it down with the corn-plastic chopsticks.
The background chatter got quiet and multiple employees raised their heads prairie-dog like. Several members of the company security detail were looking through Tran’s cubicle. Geoff, the brush-cut ex-cop security guard for this building was standing in the aisle attempting to look like he mattered to the operation as the more polished and definitely better paid detail carefully boxed the contents of Tran’s cubicle.
Falstaff picked up his phone and noodle container and started walking towards an exit away from the commotion. Geoff noticed and walked briskly after him. As Falstaff walked out of the building, Geoff called out his real name, then jogged behind him, puffing his half a size too small corporate logo’d golf shirt.
Ironed golf shirt.
Falstaff heard Geoff behind him, but decided to ignore him. Geoff was a blue-badged contractor, safely ignored. Normally.
Geoff ran in front of him and blocked his path to the parking garage.
“You wouldn’t happen to know where Tran is, would you? I’ve seen you with him ”
Falstaff tapped on his white badge. “You’re not my real dad. You can’t tell me what to do”
Falstaff squeezed past him into the parking garage’s doorway.
Geoff glared at him while Falstaff got in his car and put the noodle carton in the fancy retracting cupholder. He started his car and drove off as calmly as he could manage. Despite his attempt at seeming indifferent, his mind was racing. He attempted to make good time without getting attention. Luckily, silver Porsches were a cliché and therefore almost invisible in the Valley.
Twenty minutes later, he was in his mid-grade two bedroom apartment overlooking the parking lot. His cat, Hank, greeted him with a raised head and half open eyes.
Falstaff gave the cat some perfunctory petting, while trying to sequence the next few tasks.
He went to the refrigerator in the kitchen, carrying the ramen cup in one hand. He selected a can of energy drink and thought for a second.
His smartwatch and phone went in the freezer. Fishing the wrapped memory card out of the cup, he picked up the can and walked to his couch, where a bestickered high end laptop rested. Debating between speed and security, he turned off networking on his laptop, then inserted the card into the laptop gingerly, mounting it read-only in case Tran left something aggressive on the card.
Huh. A couple really large encrypted files. And seven smaller files with long filenames of seemingly random numbers and letters. He ejected the card and gingerly placed it on the arm of the couch.
The file names were bitcoin addressses. A lookup showed a total value of almost $600 million in value there.
The files themselves were encrypted. Falstaff stared at the wall for a minute or two, then realized that Tran had decided to quit and take an unauthorized retirement bonus from their shared employer. Enough money to kill for.
Who knew about this, and more importantly, who knew Falstaff had the key? Tran did. Perhaps his gangster friends knew.
He pulled his phone out of the freezer. A few project related emails and three MomTalk direct messages.
Heather:I have investors. They’re quite insistent. They’re on their way to you.
It was time to go. Now.
Falstaff put the laptop down and ran to his bedroom. He pawed through a closet and pulled out the giant duffel he used to carry two week’s laundry from his grad student apartment to the cheaper off-campus laundromat. He quickly shoved a variety of clothes, some scuffed hiking boots and some corporate branded technical outdoors gear into it.
Behind a shelf, he found a long, antiquated Russian bolt-action rifle and a few paper-wrapped boxes of bullets. It wasn’t the firearm someone on the run would want, but it’s what he had. It went into the duffle bag, which he dragged into the living room. Hank jumped down and inspected the bag.
“Hank, I’ll hook you up in a second”
A quick scour of the kitchen and Falstaff had two thick trashbags and a box of water jugs with his current employer’s old logo on them, which he emptied into the sink and turned on the faucet.
As the sink filled, he filled the trashbags with whatever looked useful- tools, hobby electronics, his laptop and cat food. He pulled out a fat stack of cash from the bottom of his drug stash box. He contemplated forced sobriety, then carefully closed the box and put it in the bag, along with the cash.
Don’t change everything at once, he thought. Now isn’t the time to risk sobriety.
Falstaff rummaged around in the hall closet and dug out a bright pink cat carrier and stuffed Hank into it, then turned to the overflowing sink in his kitchen. He opened and filled the bottles in what he hoped was an efficient use of time, then pushed them back into the box.
His phone buzzed again. He contemplated throwing it back in the freezer, then thought better of it, shoving it and the watch back in his pocket.
Hank started meowing.
“We’re not going to the vet today, dude. Shut it for now”
Falstaff looked out his window. Typical traffic. Typical parking lot. A few charging stations, a fence and tents on the other side. He opened the window and threw the bags into the bushes below. He picked up Hank’s carrier, his laptop and looked at the box of water bottles.
Wait. Stop. Think. Breathe.
Tran’s card. A minute of searching found where he left it on the couch. He stuck that in his pocket, then ran out of his apartment. He considered the elevator, then decided on the stairs as they were closer to the bags and his car.
A few minutes of pushing and shoving had the trash bags in the front trunk , the oversized duffle in the passenger seat and Hank’s carrier seat belted in the tiny back seat. He spun the tires and entered the flow of traffic, such as it was.
He looked at his phone. More people seemed to want a response. Ignoring them, he found the closest florist’s shop and fifteen minutes later, pulled into the strip mall that contained it.
A few minutes later, he was in possession of three “Birthday Balloon Extravaganzas”, finishing off the shop’s tank of helium and a bit of Falstaff’s cash. He tied the strings around his smartwatch and let it rise and drift past the confines of the parking lot. The hastily constructed wad of tape and ribbon connecting his phone to the other two Extravaganzas generated a more labored flight, but eventually it drifted away. He looked into the shop’s camera and flipped it the bird as he left and jumped back in his car.
Soon he was back on the road, relaxing with his elbow out the window. Despite the stop and go traffic, he felt safe enough to relax and make longer range plans. Even Hank had settled down for the moment. The hot air felt less oppressive somehow. He contemplated the right set of music for an escape from civilization, trying on a few genres to decide. The screen also showed that the freeway was less than a quarter mile on the right and traffic would be light.
Then he looked again at the screen and thought about antennas. His radio talked to the cell tower, which talked to the Internet. Every application knew where he was.
Which meant Tran’s investors or their ex-employer could know as well.
One hand on the wheel, he looked around for something to pull the radio out of the dashboard. Hank meowed.
“You have an idea? No? Please be quiet”
Rummaging around in the glove box, he noticed an old folding knife. Falstaff slowly pried the radio from the dashboard while occasionally looking up at the tailgate of a modern SUV ahead of him. Realizing there was a rear-facing camera on the SUV staring at him, he slid down below the dash as best he could.
A few more stop and go cycles and the radio was free of the dash. He unplugged cables by feel, but one took his attention away from the road while he pried at it with his knife
He was distracted by a horn blast by his ear. Another SUV was forcing itself into his lane while the driver gesticulated at him.
Falstaff reciprocated by waving angrily at him, knife still in hand. The driver of the SUV held the horn down, angering Falstaff enough to open the window and throw the now free radio at the noise.
Feeling the embarrassment, he jerked the wheel to the right and accelerated into the bicycle lane with a chirp of tires and howl from the engine behind him.
A minute later, he was on the highway, quickly leaving Silicon Valley. He hoped to make the Nevada line before anyone figured out what he was doing.
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