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Hi everyone, this is my first ever post here. I run a little website called The Thought Experiment where I talk about various issues, some of them Singapore related. And one of my main interests is Singaporean politics. With the GE2020 election results, I thought I should pen down my take on what us as the electorate were trying to say. If you like what I wrote, I also wrote another article on the state of play for GE2020 during the campaigning period, as well as 2 other articles related to GE2015 back when it was taking place. If you don't like what I wrote, that's ok! I think the beauty of freedom of expression is that everyone is entitled to their opinion. I'm always happy to get feedback, because I do think that more public discourse about our local politics helps us to be more politically aware as a whole. Just thought I'll share my article here to see what you guys make of it :D Article Starts Here: During the campaigning period, both sides sought to portray an extreme scenario of what would happen if voters did not vote for them. The Peoples’ Action Party (PAP) warned that Singaporeans that their political opponents “might eventually replace the government after July 10”. Meanwhile, the Worker’s Party (WP) stated that “there was a real risk of a wipeout of elected opposition MPs at the July 10 polls”. Today is July 11th. As we all know, neither of these scenarios came to pass. The PAP comfortably retained its super-majority in Parliament, winning 83 out of 93 elected MP seats. But just as in GE2011, another Group Representation Constituency (GRC) has fallen to the WP. In addition, the PAP saw its vote share drop drastically, down almost 9% to 61.2% from 69.9% in GE2015. Singapore’s electorate is unique in that a significant proportion is comprised of swing voters: Voters who don’t hold any blind allegiance to any political party, but vote based on a variety of factors both micro and macro. The above extreme scenarios were clearly targeted at these swing voters. Well, the swing voters have made their choice, their roar sending 4 more elected opposition MPs into Parliament. This article aims to unpack that roar and what it means for the state of Singaporean politics going forward. 1. The PAP is still the preferred party to form Singapore’s Government Yes, this may come across as blindingly obvious, but it still needs to be said. The swing voter is by its very definition, liable to changes of opinion. And a large factor that determines how a swing voter votes is their perception of how their fellow swing voters are voting. If swing voters perceive that most swing voters are leaning towards voting for the opposition, they might feel compelled to vote for the incumbent. And if the reverse is true, swing voters might feel the need to shore up opposition support. Why is this so? This is because the swing voter is trying to push the vote result into a sweet spot – one that lies between the two extreme scenarios espoused by either side. They don’t want the PAP to sweep all 93 seats in a ‘white tsunami’. Neither do they want the opposition to claim so much territory that the PAP is too weak to form the Government on its own. But because each swing voter only has a binary choice: either they vote for one side or the other (I’m ignoring the third option where they simply spoil their vote), they can’t very well say “I want to vote 0.6 for the PAP and 0.4 for the Opposition with my vote”. And so we can expect the swing voter bloc to continue being a source of uncertainty for both sides in future elections, as long as swing voters are still convinced that the PAP should be the Government. 2. Voters no longer believe that the PAP needs a ‘strong mandate’ to govern. They also don’t buy into the NCMP scheme. Throughout the campaign period, the PAP repeatedly exhorted voters to vote for them alone. Granted, they couldn’t very well give any ground to the opposition without a fight. And therefore there was an attempt to equate voting for the PAP as voting for Singapore’s best interests. However, the main message that voters got was this: PAP will only be able to steer Singapore out of the Covid-19 pandemic if it has a strong mandate from the people. What is a strong mandate, you may ask? While no PAP candidate publicly confirmed it, their incessant harping on the Non-Constituency Member of Parliament (NCMP) scheme as the PAP’s win-win solution for having the PAP in power and a largely de-fanged opposition presence in parliament shows that the PAP truly wanted a parliament where it held every single seat. Clearly, the electorate has different ideas, handing Sengkang GRC to the WP and slashing the PAP’s margins in previous strongholds such as West Coast, Choa Chu Kang and Tanjong Pagar by double digit percentages. There is no doubt from the results that swing voters are convinced that a PAP supermajority is not good for Singapore. They are no longer convinced that to vote for the opposition is a vote against Singapore. They have realized, as members of a maturing democracy surely must, that one can vote for the opposition, yet still be pro-Singapore. 3. Social Media and the Internet are rewriting the electorate’s perception. In the past, there was no way to have an easily accessible record of historical events. With the only information source available being biased mainstream media, Singaporeans could only rely on that to fill in the gaps in their memories. Therefore, Operation Coldstore became a myth of the past, and Chee Soon Juan became a crackpot in the eyes of the people, someone who should never be allowed into Parliament. Fast forward to today. Chee won 45.2% of the votes in Bukit Batok’s Single Member Constituency (SMC). His party-mate, Dr. Paul Tambyah did even better, winning 46.26% of the votes in Bukit Panjang SMC. For someone previously seen as unfit for public office, this is an extremely good result. Chee has been running for elections in Singapore for a long time, and only now is there a significant change in the way he is perceived (and supported) by the electorate. Why? Because of social media and the internet, two things which the PAP does not have absolute control over. With the ability to conduct interviews with social media personalities as well as upload party videos on Youtube, he has been able to display a side of himself to people that the PAP did not want them to see: someone who is merely human just like them, but who is standing up for what he believes in. 4. Reserved Election Shenanigans and Tan Cheng Block: The electorate has not forgotten. Tan Cheng Bock almost became our President in 2011. There are many who say that if Tan Kin Lian and Tan Jee Say had not run, Tony Tan would not have been elected. In March 2016, Tan Cheng Bock publicly declared his interest to run for the next Presidential Election that would be held in 2017. The close result of 2011 and Tan Cheng Bock’s imminent candidacy made the upcoming Presidential Election one that was eagerly anticipated. That is, until the PAP shut down his bid for the presidency just a few months later in September 2016, using its supermajority in Parliament to pass a “reserved election” in which only members of a particular race could take part. Under the new rules that they had drawn up for themselves, it was decreed that only Malays could take part. And not just any Malay. The candidate had to either be a senior executive managing a firm that had S$500 million in shareholders’ equity, or be the Speaker of Parliament or a similarly high post in the public sector (the exact criteria are a bit more in-depth than this, but this is the gist of it. You can find the full criteria here). And who was the Speaker of Parliament at the time? Mdm Halimah, who was conveniently of the right race (Although there was some hooha about her actually being Indian). With the extremely strict private sector criteria and the PAP being able to effectively control who the public sector candidate was, it came as no surprise that Mdm Halimah was declared the only eligible candidate on Nomination Day. A day later, she was Singapore’s President. And all without a single vote cast by any Singaporean. Of course, the PAP denied that this was a move specifically aimed at blocking Tan Cheng Bock’s bid for the presidency. Chan Chun Sing, Singapore’s current Minister of Trade and Industry, stated in 2017 that the Government was prepared to pay the political price over making these changes to the Constitution. We can clearly see from the GE2020 results that a price was indeed paid. A loss of almost 9% of vote share is very significant, although a combination of the first-past-the-post rule and the GRC system ensured that the PAP still won 89.2% of the seats in Parliament despite only garnering 61.2% of the votes. On the whole, it’s naught but a scratch to the PAP’s overwhelming dominance in Parliament. The PAP still retains its supermajority and can make changes to the Constitution anytime that it likes. But the swing voters have sent a clear signal that they have not been persuaded by the PAP’s rationale. 5. Swing Voters do not want Racial Politics. In 2019, Heng Swee Keat, Singapore’s Deputy Prime Minister and the man who is next in line to be Prime Minister (PM) commented that Singapore was not ready to have a non-Chinese PM. He further added that race is an issue that always arises at election-time in Singapore. Let us now consider the GE2015 results. Tharman Shanmugaratnam, Singapore’s Senior Minister and someone whom many have expressed keenness to be Singapore’s next PM, obtained 79.28% of the vote share in Jurong GRC. This was above even the current Prime Minister Lee Hsien Loong, who scored 78.63% in Ang Mo Kio GRC. Tharman’s score was the highest in the entire election. And now let us consider the GE2020 results. Tharman scored 74.62% in Jurong, again the highest scorer of the entire election, while Hsien Loong scored 71.91%. So Tharman beat the current PM again, and by an even bigger margin than the last time. Furthermore, Swee Keat, who made the infamous comments above, scored just 53.41% in East Coast. Yes, I know I’m ignoring a lot of other factors that influenced these results. But don’t these results show conclusively that Heng’s comments were wrong? We have an Indian leading both the current and future PM in both elections, but yet PAP still feels the need to say that Singapore “hasn’t arrived” at a stage where we can vote without race in mind. In fact, this was the same rationale that supposedly led to the reserved presidency as mentioned in my earlier point. The swing voters have spoken, and it is exceedingly clear to me that the electorate does not care what our highest office-holders are in terms of race, whether it be the PM or the President. Our Singapore pledge firmly states “regardless of race”, and I think the results have shown that we as a people have taken it to heart. But has the PAP? 6. Voters will not be so easily manipulated. On one hand, Singaporeans were exhorted to stay home during the Covid-19 pandemic. Contact tracing became mandatory, and groups of more than 5 are prohibited. But on the other hand, we are also told that it’s absolutely necessary to hold an election during this same period, for Singaporeans to wait in long lines and in close proximity to each other as we congregate to cast our vote, all because the PAP needs a strong mandate. On one hand, Heng Swee Keat lambasted the Worker’s Party, claiming that it was “playing games with voters” over their refusal to confirm if they would accept NCMP seats. But on the other hand, Heng Swee Keat was moved to the East Coast GRC at the eleventh hour in a surprise move to secure the constituency. (As mentioned above, he was aptly rewarded for this with a razor-thin margin of just 53.41% of the votes.) On one hand, Masagos Zulkifli, PAP Vice-Chairman stated that “candidates should not be defined by a single moment in time or in their career, but judged instead by their growth throughout their life”. He said this in defense of Ivan Lim, who appears to be the very first candidate in Singaporean politics to have been pushed into retracting his candidacy by the power of non-mainstream media. But on the other hand, the PAP called on the WP to make clear its stand on Raeesah Khan, a WP candidate who ran (and won) in Sengkang GRC for this election, stating that the Police investigation into Raeesah’s comments made on social media was “a serious matter which goes to the fundamental principles on which our country has been built”. On one hand, Chan Chun Sing stated in 2015, referring to SingFirst’s policies about giving allowances to the young and the elderly, “Some of them promised you $300 per month. I say, please don’t insult my residents. You think…. they are here to be bribed?” On the other hand, the PAP Government has just given out several handouts under its many budgets to help Singaporeans cope with the Covid-19 situation. [To be clear, I totally approve of these handouts. What I don’t approve is that the PAP felt the need to lambast similar policies as bribery in the past. Comparing a policy with a crime is a political low blow in my book.] I could go on, but I think I’ve made my point. And so did the electorate in this election, putting their vote where it counted to show their disdain for the heavy-handedness and double standards that the PAP has displayed for this election. Conclusion I don’t say the above to put down the PAP. The PAP would have you believe that to not support them is equivalent to not wanting what’s best for Singapore. This is a false dichotomy that must be stamped out, and I am glad to see our swing voters taking a real stand with this election. No, I say the above as a harsh but ultimately supportive letter to the PAP. As everyone can see from the results, we all still firmly believe that the PAP should be the Government. We still have faith that PAP has the leadership to take us forward and out of the Covid-19 crisis. But we also want to send the PAP a strong signal with this vote, to bring them down from their ivory towers and down to the ground. Enough with the double standards. Enough with the heavy-handedness. Singaporeans have clearly stated their desire for a more mature democracy, and that means more alternative voices in Parliament. The PAP needs to stop acting as the father who knows it all, and to start acting as the bigger brother who can work hand in hand with his alternative younger brother towards what’s best for the entire family: Singapore. There is a real chance that the PAP will not listen, though. As Lee Hsien Loong admitted in a rally in 2006, “if there are 10, 20… opposition members in Parliament… I have to spent my time thinking what is the right way to fix them”. Now, the PAP has POFMA at its disposal. It still has the supermajority in Parliament, making them able to change any law in Singapore, even the Constitution at will. We have already seen them put these tools to use for its own benefit. Let us see if the PAP will continue as it has always done, or will it take this opportunity to change itself for the better. Whatever the case, we will be watching, and we will be waiting to make our roar heard once again five years down the road. Majulah Singapura! Article Ends Here. Here's the link to the actual article: https://thethoughtexperiment.org/2020/07/11/ge2020-the-roar-of-the-swing-vote And here's the link to the other political articles I've written about Singapore: https://thethoughtexperiment.org/2020/07/07/ge2020-the-state-of-play/ https://thethoughtexperiment.org/2015/09/10/ge2015-voting-wisely/ https://thethoughtexperiment.org/2015/09/05/expectations-of-the-opposition/
Cryptocurrencies, today’s biggest investment fad is dominating the headlines. Take Bitcoin, the most famous (and perhaps the most notorious) cryptocurrency has exploded in popularity over the last calendar year, despite the fact that it has been around for nearly a decade. Unless you have been living under a rock, you have heard of bitcoin, however, most do not know about the details behind the enigmatic cryptocurrency. Bitcoin is a type of digital currency that was created by Satoshi Nakamoto back in 2008. However, the name Nakamoto is really an alias for an unidentified person, or group of people, who developed Bitcoin. Although there are numerous cryptocurrencies accessible now, Bitcoin has become the most popular one for investors. Bitcoin was developed is such a way to evade tight government control on currencies while making online transactions simpler. The primary technology behind Bitcoin is a blockchain, a digital ledger in which public transactions made in cryptocurrencies are documented in a universal network of computers.
An ICO not an IPO
An ICO (Initial Coin Offering) is an unregulated fundraising mechanism that is used for a new cryptocurrency undertaking. Here’s how it works: Say a company is trying to streamline a car service payment system so that it can be digital and encrypted. Sounds like a good idea. Let’s name it CarCoin. The company will then produce a document basically specifying exactly how the process will work (generally called a white paper). Additionally, they will create an eye-catching website and describe why CarCoin is a great idea that could be very beneficial. Then, the company will ask for people to send them money (typically Bitcoin or Ether, but they’ll also take fiat). In return, the company will send them back some CarCoin. The “investors” hope that CarCoin will be used a lot and be high in circulation, which could potentially raise the value of the currency. This is sort of like an initial public offering (IPO), where investors buy shares of a company. However, unlike an IPO investing in an ICO doesn’t award you an ownership stake in the company or startup you’re giving money to. You are hoping that in this instance, CarCoin currently a worthless currency, will ultimately increase in value down the line and make you money.
Oh, what a scam!
Unfortunately, whenever there is money to be made the swindlers are never far behind. This is especially true at the ICO stage. Anyone can launch an ICO as there is very little regulation in most countries such as the United States. This means that as long as you got the tech aspect set up you can get yourself funded. This obviously can result in one of two things: potential profit for an investor or massive scams. The cryptocurrency market is perfect for scammers because it’s relatively new, backed by tons of hype, and comprises of complex technology. It’s easier to sucker someone into investing in your ICO in 2018 than your bogus real estate business—and unfortunately, plenty of people have.
Fake bitcoin brokers
Unfortunately, whenever a new investment opportunity pops up there are plenty of fake brokers to go along with it and cryptocurrency is no different. Take Bitcoinopts for example. This “broker” does not allow you to buy and sell bitcoins or let you “watch your profit grow as we trade daily”. Rather they profit off of your deposit and never allow you to withdraw. This is only the tip of the iceberg. Many of these cryptocurrency brokers are the same fraudulent binary options brokers operating under a different brand. It has become so rampant that Facebook has instituted a blanket ban for all ads pertaining to Bitcoin, ICO’s and other cryptocurrencies
Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!
Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts. Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!) Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know. This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear. Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.
[Updated for .12]
Money making strategies completed.
Minor grammar adjustments, adding additional medical items.
Added additional resources, updated old ones.
Hideout section complete
Table of Contents
Tarkov Overview - What is Escape from Tarkov?
Tarkov Resources - Useful links
Tarkov's Health System
Tarkov's Hideout System
Tarkov's Quest System and Progression
Tarkov's Hotkeys to Know
New Player's loadouts - LL1 Traders
What to Loot - How to get the most money per slot
Stash Management - How to combat Gear Fear
Tarkov Economy - How do I make money?
Tarkov Overview - What is Escape from Tarkov?
Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid. Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.
Tarkov Resources - Useful links
I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.
Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using. Check it out here. This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.
Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12
Offline Raids - Player Practice
Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool. In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.) You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.
Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
Gate 3 Extract A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced. Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being. Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income. Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3. If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.
Extract map A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers. This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest. Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations. Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms. Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is. Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well. The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front. North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station. Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area. The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile. The ‘official’ spawn rate for Reshala is 35%.
Woods Map with Exfil A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find. Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike. Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav. As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges. He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar. Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.
Shoreline Map, with Loot, Exfil, etc A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it. A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout. Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with. A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.
Detailed map Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed. This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress. Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.
Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.) Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.
LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.
Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid. They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.
Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor. In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended. A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die. Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights. This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area. Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them. As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do. Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking. Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike. Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience. Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill. Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room. The full extent of the changes coming is not known. Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.
Tarkov's Health System
Tarkov Wiki Article Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more. Not all of the Health System is implemented yet. Expect changes! Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit. Notes:Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout. Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal. Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink. Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!) Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise. Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool. Painkillers: Significantly reduces the frequency and volume of the coughs. Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier. Painkillers: Reduces sway, removes debuff Pain. Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier. Painkillers: Allows you to walk at full speed and to run. WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration. Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.
Medical Items on Wiki AI-2 medkit The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid. Bandages The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb. Splint The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa. Alu Splint More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire. CMS (Compact Medical Surgery) Kit New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2. Surv12 field surgical kit Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though. Car Medical Kit The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked. Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked. Salewa Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage. IFAK Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation. Grizzly The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.
Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them. Analgin Painkillers The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits. Morphine Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3. Augmentin Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it. Ibuprofen Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade. Vaseline Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase. Golden Star Balm Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.
Download any of these for free at https://oppfiles.com/585933 DM me if you have any requests for anything not on the list. If you want solution manuals/testbanks, you can also request them Almost all the books are in their latest editions and some of them are available in multiple editions too. Please subscribe the sub to find all the latest textbook releases. Enjoy! [Book] Art is an endangered species: a History of western art, Paleolithic Romanesque(self) 1 [BOOK] Above the Fray: The Red Cross and the Making of the Humanitarian NGO Sector by Shai Dromi(self) 2 [Book] Prehospital Emergency Care 11th Edition(self) 1 [Book] JAMA Guide to Statistics and Methods 1st Edition by Edward Livingston, Roger Lewis(self) 3 [Book] Annual Editions: Anthropology 42/e, Elvio ANGELONI(self) 4 [Book] Donnelly, Seth 2019 The Lie of Global Prosperity: How Neoliberals Distort Data to Mask Poverty & Exploitation. 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Law(self) 4 [BOOK] Mapping Populism. Approaches and Methods - Amit Ron, Majia Nadesan(self) 4 [Article] At the Type Archive(self) 4 [BOOK] Challenging Austerity Radical Left and Social Movements in the South of Europe - Beltrán Roca, Emma Martín-Díaz, Ibán Díaz-Parra(self) 4 [BOOK] The Right in Latin America. Elite Power, Hegemony and the Struggle for the State - Barry Cannon(self) 1 [BOOK] Latin America’s Left Turns: Politics, Policies, and Trajectories of Change - Maxwell A. Cameron and Eric Hershberg, editors(self) 1 [Book] Science Lessons: What the Business of Biotech Taught Me about Management by Philip Bashe(self) 1 [Book] Studies in Islamic and later Indian art from the Arthur M. Sackler Museum, Harvard University Art Museums(self) 1 [Article] The Beneficial Effect of Physical Exercise on Inflammatory Makers in Older Individuals Endocr Metab Immune Disord Drug Targets. 2020 Jun 6. Pablo Gómez-Rubio, Isabel Trapero(self) 4 [BOOK] Routledge Handbook of Global Populism - Carlos de la Torre(self) 1 [BOOK] Politics after Violence. Legacies of the Shining Path Conflict in Peru - Hillel Soifer & Alberto Vergara(self) 4 [Book] Emmanuel Levinas: Basic Philosophical Writings, edited by Adriaan T. 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Perspective on the State of Destiny and What it can do to Improve, written with care by a longtime hardcore fan of the games
This post ended up being pretty long-winded but I feel I made my thoughts as clear as I could for what it is. I see a lot of disconnect between what popular content creators, whose careers it is to make content for destiny, and what average players have to say regarding a few things. I feel like I can at least attempt to make a somewhat decent middle of the aisle argument, since I have been somewhat active in the streaming community on twitch with a small audience, but its not my career, and most everyone I know that plays Destiny has done it merely on the side of other games, or as their main game, with gaming being simply a hobby for them. I have tried to compile takes I've seen from streamers and youtubers, as well as from average players, as well as my own thoughts. Take this post as that: my own thoughts. I am by no means saying these are 100% the only problems or solutions to this game's issues, but this is what I've seen firsthand with it and what I think could be done to fix it. Im gonna reference another similar game, Warframe, a bit due to my experience with it as well and compare it to Destiny. I'm gonna start off by saying, I am not trying to bash bungie with this post, nor am I trying to defend their every action with it, and even though this post is gonna probably die in new, here's some food for thought. Destiny 1 Launched in a fairly rough state in terms of content quantity, but theres a good reason that many of the core playerbase, myself included, chose to stick around. Why was Destiny 1, which was at the time devoid of much in the way of content, stick around and build a fanbase, while games such as Anthem, which had similar issues, were unable to? (I'm aware that Anthem had other issues as well, but even then I would expect it to build a following of people who just love the game for one reason or another, like Destiny did). I think the answer to this question lies in the fact that Destiny 1 had some potentially very engaging content that the playerbase latched on to, and as far as I am aware, no other shooter games at the time outside of the Borderlands franchise and potentially Warframe provided similar experiences, but Destiny, which plays very different from both of those games, naturally attracted people who became fans of it. When I mention potentially engaging experiences, I am talking things such as the Vault of Glass Raid, as well as the nightfall strikes which rotated weekly with some potentially very crazy modifiers on it. In addition, there were reasons to chase these activities, even in D1 Year 1. Nightfalls were generally seen as the best way to get most of the game's exotics, as well as being strikes but cranked up to 11. Raids were the ultimate thing to chase however, with many of the Raid weapons competing for the title of "Best in Slot" (Such as Fatebringer, Black Hammer, and Hunger of Crota, if we are leaving exotics out of the question. Sorry Gjallarhorn and Ice Breaker) for their respective slots during the time of their release. Much of this can be seen in how many of the legendary raid weapons are remembered fondly by the Veteran players still playing Destiny 2. In my opinion, this factor, combined with both the fact that the game's max level could not be reached without raid armor, and the fairly chill community of PvE players at launch, made it fairly easy for me to find a team for these aspirational activities that I could never have run. I even ended up joining a raid team back on Xbox One with the LFG group that helped me finish VoG for the first time, and I made friends that I still play games with 6 years later. Basically, Destiny 1 Year 1 was, for me at least, some of the most fun times to have been playing Destiny. (Small note, I think its not a good thing for the Raid armor to be the only way to reach the max light level but its part of what fueled engagement in Year 1 raiding compared to So what makes me see Destiny 1 Year 1 as a much more competent time in the game's lifespan than Destiny 2 Year 3, which has far and away more content, but little player interest in that content? I would start with the Core Activities. Bungie considers the Core Activities to be the Crucible, Strikes, and Gambit. Oddly enough, I would argue that Destiny 2 has more engaging strikes than Destiny 1, with more complex bossfight mechanics and arenas designed to create a more engaging experience for the player, while most Destiny 1 strike bosses were essentially "Big Captain/ServitoHydra/Colossus/Ogre with tons of health." So why do so many people I know argue that Destiny 1 had better strikes? I believe the reason lies in the fact that strikes actually gave good rewards in Destiny 1, even in Year 1. Heroic Strikes in Year 1 were the game's primary source of Strange Coins, which were the only currency which Xur accepted. Therefore, when you logged in and played 3 Heroic strikes to get your 27 weekly coins per character, you would, upon Xur's visit that weekend, feel the reward of your work in those strikes. Even if Xur came and didn't have something you wanted, you could save your Coins and visit Xur again the next week and purchase both a Weapon and an Armor piece, since you didn't spend last week's coins. It also incentivized playing on multiple characters, as the coin drops were not account based, but character based. In my opinion, part of when Exotics stopped feeling "Exotic" was when Destiny 2 launched and streamlined Xur's currency into legendary shards, which most players have a large enough number of that they can spend them like they're monopoly money. (As a small side note on strikes, with the addition of the Taken King expansion at the start of Year 2, a lot of strike specific loot was added to the game which further incentivized running playlist strikes compared to their seemingly small incentive to play in Destiny 2). I feel it is helpful to take a step back and look at a big picture of the game and how it is played. In Destiny as a whole, there is not an overwhelming amount of loot, just a few pages of each type of gun. Compare this to a game like Borderlands, where there are tons of different guns and there are a much larger variety of weapons when you take into account the unique foundries. When comparing it to Warframe, which has a much bigger focus on Abilities and Stats, you will find that the Armor in this game provides a different angle for how the game is played and therefore more of a diversity in how the game can be played. In Warframe, I can choose to be a tanky juggernaut, or a support, or a stealthy assassin. The classes in Destiny, by comparison, do not provide as big of a difference in gameplay (this isn't a bad thing, but it IS a part of how the game is played and how it feels to play the game.) Combine this with the fact that the Guardian arsenal is much more limited in scope than games like Warframe, where the different types of weapons and even the individual weapons in one type vary extremely wildly from one another. Now that we've established the fact that Destiny provides its players with less tools than similar games in the genre, (again, not a bad thing, but a fact of the game that must be addressed in its design process) we can look at what makes the current state of the game and its content feel less engaging. Guardians, with their limited arsenal, must have engaging playgrounds in which to push these limited arsenals to the test. Destiny 1 had only one raid at launch, but many of the encounters in the raid could be tackled in a few different ways, allowing for players to have tested their potential with different loadouts. A potential counterargument to this is the idea that the optimum loadout was not set in stone like it has been in the past few seasons, but even in D1Y1, there was the "god tier" loadout of fatebringer, black hammer, and gjallarhorn that destroyed encounters, but people still raided every week because there was good loot to chase that could be used in the strikes that they had to run in order to buy their weekly exotic from Xur. Currently, the only raid that is viewed as worth completing is Garden of Salvation, and the guns from that raid have no chance at being "Best in Slot", due to the fact that many other guns, namely the pinnacle weapons, have taken over those titles. This creates little incentive for the average player to run Garden of Salvation again aside from getting Pinnacle Gear to use as Infusion Fodder, but this can be acquired much easier from other sources. From the looks of it, Bungie SEEMS to think that sunsetting gear will fix this problem, but if the loot simply isn't good, people won't chase it due to the fact that the raid itself isn't incredibly popular, unlike the Destiny 1 raids, which provided compelling environments for the player to use their weapons in. Basically, games like Warframe can afford to have repetitive content with little compelling loot in the content, due to the massive variety of tools the player is given to complete that content, since the content itself simply exists to push the limits of the player's equipment. However, games like Destiny cannot afford to have repetitive content or uncompelling loot, since the player's tools are limited much more, and are merely tools for completing the content, with the content itself being the main attraction. A good explanation of this difference can be found in the fact that in games such as Warframe, as the player grinds with their equipment in order to hone its stats and make it able to slot more mods, therefore making individual pieces of equipment, be them weapons or armor, stronger through the grind. Destiny does not have this (another obligatory "Not a bad thing, just the nature of Destiny as a game") as I can grind a million strikes with the same loadout equipped, but aside from the overall power level of my character, those weapons have not improved at all in terms of strength. Basically, Destiny's power level system does not actually make the players STRONGER, but instead tweaks the damage that you will deal in content close to your power level. This is fine if it is handled correctly, but recently, it has felt as though Bungie has looked at boss design the wrong way, and therefore it feels as though the fights are less challenging, aside from whatever mechanics the encounter may employ. In the Vault of Glass, not only are the trash mobs and exploding harpies threatening, but so is Atheon as well. Atheon provides a threatening presence in the arena that players cannot easily go near for danger of getting killed. Even during damage phase, Atheon continues firing splash damage blasts at the players, and while this can be counteracted by using the Aegis relic's bubble shield mode, that strategy causes players to lose potential DPS with the trade off being increased safety, since the Shieldbearer could easily use the super of the shield on repeat to add damage to Atheon. Contrast this to Garden of Salvation, which provides a similar fight as well as a boss that fires at the team. However, during what should be the most tense part of the fight, Damage Phase, the boss sits still and floats into the air for no obvious reason. This makes the fight simply a sequence of Complete Mechanic, followed by a DPS check, and then repeat if you didn't kill the boss. Crown of Sorrow is another example, as Gahlran simply sits still during DPS, but ends up being worse than the Sanctified Mind in that he also is never the primary threat on the field. The primary threat is always a yellow bar enemy or his deception, but this doesn't make the players feel like they're fighting a massive boss that's been possessed by Hive magic, but rather makes them feel like they're clearing trash mobs, waiting for a bather(which is a mechanic from a different raid might I add) to spawn, then punching it to clear it, all while playing a minigame of the Witch's Blessing and crystals, only to then get to shoot a big boss that they aren't really fighting against, but rather waiting to shoot. Granted Gahlran shoots fireballs but those fireballs do very little damage and are extremely slow. Compare this to Atheon or Oryx, who are actively fighting the player during all parts of the raid. Even in the Oryx encounter, he will keep shooting despite the players having their immortality buff. This at least makes the player feel as if Oryx is fighting back at the player fireteam instead of simply channeling an attack before getting stunned. Essentially, the raid bosses need to fight back against the player somehow so that they are forced to stay on their toes even in damage phase. If strike bosses can shoot at me while I'm trying to damage them, then I would expect raid bosses to attempt to do so as well. Calus is the last example of this kind of design I can think of in a main raid (The raid lair bosses do shoot rockets at the players so they get credit but I don't count those as full raids with a comprehensive loot pool, rather as additions to the Leviathan's loot set, they do not count in terms of "main" raids. Sorry Argos and Val Ca'Uor). Calus will occasionally detonate an explosive on the plates required for damage. This at least allows the players to make a decision between staying on the plate longer for maximum DPS, and bailing to the next plate earlier for maximum safety, similar to the decision in the Atheon fight between shielding with the Aegis or attacking with it. This kind of boss design is important to making raids feel like the apex of our work in PvE, rather than the odd state they seem to find themselves in now. Furthermore, Bungie seems to be trying to shift the PvE sandbox around with certain changes that they have made in order to force diversity into the raid encounters. This becomes problematic as it simply makes the DPS check stage of bossfights harder instead of encouraging the players to find their optimal method of strategy. If the boss is going to sit still 20 feet in the air while exposing his crit spot, and also being in the middle of a damaging pool of Vex fluid makes Izanagi's Burden, a high damage, long range precision weapon, should be a natural choice for players, similar to how Touch of Malice was the optimal choice for fighting Oryx due to the immortality buff during damage phase. This is the reason that the data for Garden of Salvation showed an overwhelming use of Izanagi's Burden in the boss encounters. It made sense to use such a precise, but powerful, weapon. Nerfing snipers due to their overwhelming use in Garden caused such outrage not due to snipers being overpowered, but due to the fact that they were the most viable option in this encounter. If snipers were truly overtuned then they would have been the weapon of choice for encounters such as Shuro Chi, another stationary boss, but they weren't, since this fight can be tackled more easily with a shotgun. Shotguns are simply more viable for fighting Shuro Chi, and so they are used for this. I will point now to Aksis, the final boss of Wrath of the Machine's raid. I remember when swords were first added to Destiny in The Taken King, and they were considered something of a neat novelty, but not all that viable. The reason for this was due to the fact that the raid encounters of the time usually demanded something along the lines of a rocket launcher or machine gun in the heavy slot, which provided similar potential stopping power to a sword while also being able to hit bosses in a pinch for big damage compared to other primaries, partly due to the fact that the special slot was usually taken up by a sniper rifle. This changed when Rise of Iron and Wrath of the Machine dropped. Now, swords, specifically the Dark Drinker, were the optimum choice for parts of this raid. Why? The encounter fit the sword well. A tool in our arsenal, which had previously not had a use, was now the top tier. This won't happen if bungie continues their trend of boss designs, since making long range, precision based encounters will only push us towards snipers. Gutting them back to their pre-Shadowkeep values only hurts the number of people that will be willing to attempt these encounters since now they take much longer and require much more of the same loadout instead of pushing players to try new weapons, even if they're still sniper rifles. After these nerfs, Whisper of the Worm is now far and away the best sniper for fighting the Sanctified and Consecrated minds, but Izanagi's Burden has been left to rot after having very limited time to shine. Before, we had a true decision to make in terms of which toys we wanted to play with, but now, Whisper is the best and everything else feels much worse. On another note, I didn't want to talk about Sunsetting, seeing as its a very controversial topic, but I guess I will since it seems like its relevant to my thoughts on the content and engaging. I do not want to defend sunsetting, as I am very much a believer of the "play your own way" style (if you want to call the versions of the game "sandboxes" then give us the freedom of a sandbox and don't make us play the way you want us to Bungie). However, I agree with certain aspects of sunsetting while disagreeing with others. Currently, certain guns like the Recluse are just simply put the optimal options for much of this game's content. This is nothing new, however, as I previously mentioned the Fatebringer, Black Hammer, and Gjallarhorn, all of which dominated Year 1 Destiny 1. However, these weapons were all sunset when the Taken King came out. But don't people love the Taken King? Yes, they do, myself included, but there is a VERY good reason that we do. The content was engaging. Essentially having to start from the beginning didn't feel bad since I was excited to do the content. Replacing my Fatebringer with a Doom of Chelchis scout rifle from King's Fall felt good, since I loved that scout. I loved Fatebringer too, but it was fine to put it down and chase new guns, as long as chasing those guns was fun. Kind of a "its the journey not the destination that matters" feeling. The problem with sunsetting as Bungie has proposed us is this: they haven't shown us (recently) that they can make compelling content to get those weapons from. I have no problem retiring my Recluse, or my Luna's Howl, as long as whatever I have to do to get my next great gun is engaging content. This, like Bungie has stated, also avoids power creep, while also giving the players an opportunity to continue playing the game they love in new ways. The biggest problem with that, however, comes from two factors. The seasonal model of content, and the lack of new things being added into the game at a rate that players can explore what new items they like. Seasonal style content has given us thus far: one ok season(undying) one pretty good season(dawn) and one pretty bad season(worthy). Part of the problem is that each season adds a few guns, and to get them, players must grind a horde mode or some similar event to get the new gear. This is boring and repetitive for a game like Destiny, which has such a limited amount of gear to play with, and the enjoyment is in the gameplay. For a game like Warframe, horde modes are fine since players are trying to push the limits of their gear, whereas in Destiny, I want the gameplay to push the limits of my ability to play the game, given that much of the gear is at least decent at conquering what the game throws my way. The second problem combines the issues with the seasonal model and the issues of gear not being added at a good enough rate. Every season, guns are added, and at the end of that season, will be removed from being obtainable. This pushes players with a fear of missing out to play, but it will NOT make them enjoy the content provided. Players will enjoy good content because it is good and engaging, not because they got to play the same horde mode again to get a new round of good weapons. Sunsetting becomes an issue in this context. Bungie, with their transition to a la carte seasons, have stated "don't pay for any content you don't want, you can play whatever interests you" but if they decide to sunset mass amounts of good gear people like to use, then they create a problem should players set the game down for a season or two, then come back later and find they have nothing to work with, and a very limited number of available options to obtain at the time of their return. In truth, weapon sunsetting would be fine if Bungie gave us a large enough loot pool every season that we could enjoy, but if you only like a small variety of weapons, and then sunsetting takes away the old guns you liked, yet the new seasons don't provide good replacements of the same type, you're out of luck. If the loot pool was much deeper, this issue wouldn't be as big due to the fact that each season players are given the opportunity to try several different things, but currently this simply is not the case. A deeper loot pool, combined with good content each season, would make a much better experience. I understand that Bungie has stated that D2Y2 took a lot out of their team, and I wholeheartedly believe that they are trying to give us at least some content we like. The hard truth is, they no longer have the resources that Activision provided to them in order to make content and keep it coming out. In the off chance Bungie ever sees this post, my number one piece of advice to the team is to just slow down. When it comes to games, quality over quantity is important. I don't care if there's a new season every 90 days if the seasons themselves provide little engagement. The point of an interactive experience is that the player should be able to be engaged in the experience, not feel like they are simply doing chores (like 9 million seraph towers). The game's technical state has also declined quite a bit. This game worked on my old PC before I built a new one, and I was impressed since that thing never ran well on most games. However, I have noticed, in addition to the server and bug related issues, the game just doesn't run as well anymore(at least on PC). I truly love Destiny, it's honestly my favorite game that I have played in recent years, and the Destiny community has provided me with many of my closest friends from gaming, and if you guys at Bungie are struggling to make content at the pace you think you should, just slow it down. You guys can make some truly amazing things from your game. I know you can, I've seen and played it for myself. I am willing to wait longer for more engaging content drops. For more of the old days looking for secrets in the Vault of Glass, for more attempts at decoding binary since I was the only programmer amongst my old Raid team on Xbox One. Even Destiny 2 has shown it can shine. Forsaken was fantastic, but the game has flaws that need some addressing, and I feel that this post is already long enough, so I'd like to just say to Bungie if they somehow see any of these points: learn from your old content what people like and do not like about Destiny. Stop attempting to make Destiny something that it is not with all of the MMORPG style mechanics. Just make Destiny like it has been before. I know it'll never be perfect, but it will always be improving, and that's what's important in evolving a game. TLDR: Current content is too bland and repetitive and Bungie keeps trying to make the game into something it isn't, but it isn't working and the game should go back to doing what it does well EDIT: added TLDR
Where’s the best place to live in light of collapse?
Ok we are 323 comments in on the collapse post and 98% didn’t bother to make even a slightly thoughtful answer. So... i guess i will be the change i want to see in the world First off, If you are the fatalistic nihlistic type you can just go where you think it will be nice to die, maybe that is with friends and family, maybe it is on a beach in mexico, or feeding your body to the last polar bear. For everyone else that still has the instinct and drive for self-preservation….
What are the best places to be leading up to or during collapse?
First let's question the question.
What difference does it make to know "What are the best places to be leading up to or during collapse"? The answer is dependent upon your own personal situation. Your personal situation has limiting factors.
Imagine you are a goat herder in Somalia during a multi year drought and there is no grass for feeding your animals. You have to sell them for dirt cheap because everyone else is also trying to sell off everything they can to get money thus depressing the goat prices further. Now the price of food is skyrocketing because there is no grass and the farmers crops failed, everyone is trying to buy up a hoard of food because everyone knows it is going to be a hard year. You manage to get the equivalent of $120USD in cash after selling practically everything you own but held onto one breeding pair of your healthiest goats you plan to use to regain a livelihood after the drought is over.
Imagine you are a billionaire with a fueled up superyacht, a helicopter, and a private plane. You have practically unlimited money, friends who are rich and connected in other countries, and a whole slew of passports, visas, and secondary citizenships, all else failing you can buy citizenships in most countries for less than $2million investment and pay a teams of specialists to expedite the process.
Your personal Limiting Factors constrain you usually somewhere between those extremes, everyone has different options. If we assume you are asking the question "What are the best places to be leading up to or during collapse" because you want to have the best standard of living available for as long as possible or simply survive the incoming population bottleneck, then the practical question becomes ...
"What are the best places to be, leading up to or during collapse, that i can get to, and establish myself in such a way that I can maintain the best standard of living possible for as long as I can or simply increase my probability of surviving the incoming population bottleneck."
It is important to ask this question to constrain the search space to the possible. It makes fuck-all difference if a somali goat herder knows about the ToP SeCret ElitE mULtibiLLioNaIre New ZEaLand sOUth IsLaNd ReDoUbt BuNkeR CoMmUnITy It is not going to help him and should not be in the search space as a survival strategy. TL:DR Constrain your search space to what is realistically achievable for you.
Start with your baseline probability of survival and increase it.
Don't let a search for "best place" stop you from achieving "good enough place" or "better than where i was previously place".
You are just trying to be an early adopter of increasing your survival probability stats before the non collapse-pilled masses.
Think of surviving bottlenecks like surviving a charging bear attack, you don't need to be able to outrun the bear, you only need to be able to outrun the slowest people in the group up to the point the bear's appetite is satiated.
What are the best places to be, leading up to or during collapse, that i can get to, and establish myself in such a way that I can maintain the best standard of living possible for as long as I can or simply increase my probability of surviving the incoming population bottleneck."
Ok now lets question the new question some more...
In order to answer this we need to untangle some of the subjective and objective elements. The objective elements of human survival are well known.
Optimizing location is a series of subjective trade-offs. There is no perfect place, they all have advantages and disadvantages. So you must decide your personal preference of which goods and bads you most desire and what your scenario expectations are of the future. Your personal preferences and collapse expectations mean the “best area” is specific to you. What you can achieve and what do you desire, find the overlap between the two, then do research to find the place that gives you the most goods with the least bads and increases your probability of survival and standard of living. One of the best strategies is to adapt yourself to your local circumstances to take advantage of the advantages, and plan ahead to mitigate the disadvantages, it is really all most people can do for themselves. Do you like not living in unbearable heat, maybe moving to greenland is NOT a better option than just buying 400watts of solar panels and attaching it to a small efficient AC that keeps one room of your house cool even during summer electricity blackouts. Most problems have multiple solutions, it is worth it to take time and think about things from an economic perspective and different time horizon perspectives. Increasing your optionality is better than narrowing it when it comes to survival, rather than the binary thinking, of “go way out into the northern mountains, farm and live in a bunker” versus “be a full time yuppie and ignore collapse issues”. Getting 2 acres you can put a cheap used rv camper on and go do permaculture on during weekends, near enough your place of employment/where you live, is probably a better plan. Indeed the small dacha’s and country gardens helped many people survive the collapse of the USSR. They would spend weekends and haul potatoes/veggies back to the city with them on the bus. Hedge your bets to cover the most scenarios including the most likely scenarios like losing your job or getting in a car accident. Survival and thriving always has and always will involve dynamic adaptation. Here is a very short list of some of potential trade-offs that you may need to think about and some brief descriptions of how they can affect things. This is NOT meant to be a systematic or exhaustive analysis, this is just me stream-of-conscious flowing on strong coffee to help others start thinking about it for themselves. There are unlimited variables
Hot versus cold
A lot of people in the forum think they it is somehow optimal for them to move to canada or greenland. Someone in eastern kansas moving to canada is not necessary, remember even in RCP8.5 business as usual scenario kansas by the end of the century still won’t be as hot as texas is currently. If there are already people living in hotter dryer areas now, then it doesn’t make a lot of sense to pack up your shit and move to the arctic, just enjoy the longer summers. At least base it on something scientific like the expectation of when that area will cross the 35C wetbulb survivability threshold, so if you live in Bandar Mahshahr then yes move somewhere else now is time.
Do you have children?
Moving somewhere may not be needed if you can live out your expected natural lifespan before things get too bad, especially with the climate. If you have children you may want to move to account for the expectations during their future lifetimes.
Wet versus dry
Wet places usually have more disease and insect loads for people and crops. In dry places it is harder to raise food, net primary productivity is usually lower, except where irrigation is available but there are usually less pests including plant fungal diseases like powdery mildew. There are Europeans living in certain parts of africa whom can only inhabit those areas currently because of antimalarial drugs, pesticides and mosquito nets. The native populations are full of people heterozygous for sickle cell which gives them resistance/immunity to the malaria, just a long view consideration.
Seasonality of rainfall
if you get all your rainfall in the summer you usually live in a region where the muggy wetbulb temps are higher and will be getting higher. You are more likely to get floods during the growing season. If you get rainfall mainly in the winter like mediteranean climates you will usually have dry summers with low humidity so deadly wetbulb temps should not be a problem but maintaining summer vegetables requires irrigation. If using rainfed agriculture you will have different crop choices, which areas grow the types of food you like?
Sunny versus overcast
Sunny areas are great for some dark skinned people and needed for vitamin D production in post collapse scenarios unless you have a good dietary source, black people in dim areas get Vitamin D deficiency diseases like rickets and have higher mortality in a hard enough crash. Gecko skinned gingers thrive better in overcast areas. Lots of people currently exist in environments they are biologically maladapted to, they are only able to live there because of modern fortified foods/supplements and medical care. Bright sunlight destroys folate (needed for reproduction) in pale people and causes skin cancer. Some people get S.A.D. and commit suicide in the gloomy winters of the pacific northwest USA. Just because a place is good in lots of other ways, you should not consider it if it will leave suicidal.
Growing season, long versus short
Long growing season usually means more heat for longer, more times to grow crops but usually less optimal conditions. Short seasons means you have to compress a lot more work in a shorter amount of time. It also means trees grow slower and growing your own fuel supply takes more land footprint while you simultaneously need more heating fuel. Places like iowa have moderate/short growing season but the high lattitude makes for long daylength which increases productivity during the moderate/short growing season. Rainfall is concentrated during the summer and soils highly fertile but it is practically one giant biocide saturated monoculture of death. It doesn’t matter if the you live in a fecund area if your future children die of bluebaby syndrome from the nitrate pollution in the well-water or end up mentally retarded from the chlorpyrifos spray drift bioaccumulating and destroying neural development in utero.
Let's be real here, most of you need to have employment to live, even as things crumble in a slow crash the vast majority will be dependent on employment and purchasing in the marketplace that which they need for subsistence. Cities are almost always better for employment. Keep in mind recently and historically, even prior to the industrial revolution, people were more often moving to cities to escape collapse scenarios in real life. You can look at africa and the middle east today. The reason is the city with its dense network effects can command food from a diversity of sources and the economics incentivize shipping surplus to cities. In times where the economics don't incentivize it governments usually seize it and send it to the cities. There is lots of historical precedent showing this, despite the general ruralist zeitgiest among collapsniks thinking that they need a homestead in the country. Employment or entitlements has been and will be the primary way people meet subsistence needs even in most collapse scenarios. Even in 3rd world areas that are experiencing famines, war, full infrastructure breakdown and conditions that are equivalent to 1st worlder visions of total collapse, people still wake up, go to work pulling weeds for the local land baron, get paid and then go buy a bowl of millet from the store.
High versus low wages.
some areas have low wages but this can come with benefits like low cost of living and people being pre-adapted to living through cooperative social behaviors and "ghetto rigging" improvisation. Last time i was in some shithole parts of arkansas i noticed just about every rural person had a decent sized garden, more than any other state i've been to. They feel compelled to share unlike some high-income places where people are clawing for money to pay rents or status seeking in a dog eat dog competitive environment. I have lived in quite a few homeless encampments and one thing that surprises people is how everyone gives away all surplus among each other, this is a paleolithic variance smoothing strategy, it is supernaturally effective and feels natural once you do it. I see it re-evolve over and over in poor people.
Education levels and sociability of the population
Is the area culturally acceptable to you? Are you acceptable to the people of the area?
There are places that may have all sorts of good qualities but they are filled with ignorant racist meth head bible belt sociopaths who will torment you out of sheer boredom. Some places get full of these people and they reinforce the ignorance and shittiness into a dominant culture that you will be fighting against if you move there. When moving to a place where you are an outsider and the community is hostile to allowing assimilation that can reduce your survival odds. See various historical genocides.
Distance from food sources
Being close to a food source like right on a farm you grow on is great but if you have crop failure you may have no draw to bring in the food. Distance should be measured multiple ways including the strength and reliability of the transportation networks and the energetic distance for transport in energy descent scenarios. Think of the number of connections in the network you can draw from. In a city there are many stores each store sourcing from thousands of farmers, if a few farmers or stores fail there are still plenty of options. Some small rural towns depopulate once the single local walmart closes. Do you trust the local weather and your own potential self sufficiency more than markets/entitlements and transport resilience? Across what scenarios and time spans?
Legal rights and entitlements availability
Solid legal rights and strong property law is great if you are part of the ownership class but when you are dispossessed, lack of legal enforcement can give you a higher standard of living because you can build shelter and do side hustles things without having "the man" come slap you down. In a place like western Europe you may have recourse to welfare entitlements and unemployment insurance payments to buy food in financial crashes and slow crash scenarios, in some countries things like this are not available, this is more important than most people think. Indeed most recent famines occur where food is present but people just have no way to buy it because they are brokeAF, you don't see rich people in those areas starving.
Water flows towards money. Just because there is a stream nearby doesn't mean you will be able to take water from it, you may need water rights while government is still able to enforce such edicts. Alternatively you may have impeccable senior water rights but the government enforcement is defunded and someone with zero water rights is upstream from you sucking the entire creek dry during a crash. Rainfall vs irrigation. rainfall allows a form of independence but having reliable irrigation can smooth out catastrophic variance in rain shortfalls. Don’t forget irrigation management was a major factor in the formation of early oppressive states.
Even prior to the industrial revolution, in cities that had Sea Ports, the population in those cities had higher survival rates than those living in the countryside during famines. Transportation is critical. More transportation modes plane, train, automobile, bikepaths, all different roads, rails, canals, rivers etc. These transports allow goods to flow, which generally helps satisfy regional shortages. Some people judge the main threat to be people taking what they have, usually it is governments doing the taking in the historical record but many are concerned with mythical hordes. If you subscribe to this paranoia about people robbing your homestead you may enjoy being as minimally connected as possible to the transport system. You must determine based on your own preferences and expectations. Good transport is a double edged sword, it means food/resources can also be shipped out of your area towards money/powerful people, remember ownership norms and enforcement rarely disappear during collapse-like periods, indeed the ownership class still sends supplies to the highest bidder which may not be you, see Irish Gorta Mor for example.
In places like london way back when they still burned wood as cooking and heating fuel there were estates just outside the city that were highly organized coppice producers that fueled the city. Wood is heavy and only so much could be carried in a cartload considering they relied on animal traction. There was a distance where bringing the wood to london to sell would not make you any money even despite you getting wood for free because the cost of the journey feeding yourself and animal took the entire value of the wood. These effects are worth thinking about across different transport scenarios. Assets become stranded and likewise things can become uneconomical to ship to you when you need things produced in the city. The wood producing estates outside london were well off financially and smaller estate size could provide higher income than the much more distant estates that were an order of magnitude larger. Transport matters, markets and trade continue to exist in practically every collapse and even in supermax prisons, expect to use markets as a survival strategy, it is more likely than you living some isolated mountain man scenario.
(the older a soil is geologically X how much rainfall it gets) is what generally determines how fertile it is. The best soils are those that are relatively new and have been subjected to just enough rainfall to match the evapotranspiration rate, this minimizes nutrients leaching out, these are the mollisols/chernozems of the prairies. Because the water is just-enough in those zones they are also right at the edge where they can have major droughts with even slightly less rainfall. Wetter areas generally have less inherent soil fertility because of more leaching of nutrients but have more room for rainfall variability without plants meeting water deficiency.
your social ties family friends locations
Having a positive social environment with people you love while just getting by, is better than doing well financially and being socially isolated, for most people. Don’t abandon good family and friends if you can avoid it, it is usually not worth it. “Social capital” has always been a key to human flourishing. Many people in the collapse of the USSR survived on “blat”, not by relocating. A real world social network for altruistic reciprocity is a survival tool.
Proximity to imperialist countries with militaries that may want/need your resources for themselves or their people
Places like ukraine, some of the best farmland in the world, a country may seem optimal in many ways but historically this advantage was noted by outsiders and it has been at the crossroads of empires which means they suffered tremendously in war. The devastation of war and imperialism negated much of the natural benefits of the area when it comes to survival rates. This is something to consider. In parts of africa there is more conflict in abundant zones with more food, outside of famine zones because paramilitaries are supported from the land there and controlling the food supply is used as weapon of political power. Concentration of resources can make areas more dangerous, it makes attacking them economical.
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