Cryptonator is an online cryptocurrency exchange rate conversion tool, which allows you to instantly convert almost every cryptocurrency into another cryptocurrency or into US Dollar and Euro. It supports not only Bitcoin, Litecoin or Dogecoin, but also around 300 other cryptocurrencies including latest ones.
i explained bitcoin to her infront of the tellers, they were in awe of what i was explaining. one of them asked what would make anyone want to own a bitcoin, i told them the fact that people didnt have to deal with banks, and the almost instant transfer of another currency world wide. The woman then left the bank and proceeded to tell me she was going to go home and buy bitcoins instead. :D this made my day awesome submitted by
Tax liability is a major source of concern for anyone invested in Bitcoin and other digital assets. In sum, some have described it as nothing short of a nightmare.
But while some countries are putting pressure on investors and levying taxes on income and capital gains from Bitcoin transactions, many are taking a different approach—often with the aim of promoting better adoption and innovation within the crypto industry. They’ve implemented friendlier legislation, and allow investors to buy, sell, or hold digital assets with no tax liability.
Here’s our list of the nine most crypto-friendly tax jurisdictions.
- Belarus 🇧🇾
Belarus is taking an experimental approach to cryptocurrencies. In March 2018, a new law legalized cryptocurrency activities in the East European state, exempting individuals and businesses involved in them from taxes until 2023 (when it will come up for review.)
Under the law, mining and investing in cryptocurrencies are deemed personal investments, and so exempt from income tax and capital gains.
The liberal laws aim to boost the development of a digital economy, and technological innovation. The country was recently ranked third in Eastern Europe and 19th globally in levels of P2P crypto trading.
- Germany 🇩🇪
Germany offers a unique take on taxing digital currencies such as Bitcoin. Unlike most other states, Europe’s biggest economy regards Bitcoin as private money, as opposed to a currency, commodity, or stock.
For German residents, any cryptocurrency held for over a year is tax-exempt, regardless of the amount. If the assets are held for less than a year, capital gains tax doesn’t accrue on a sale, as long as the amount does not exceed 600 euros ($692).
However, for businesses it’s a different matter; a startup incorporated in Germany still needs to pay corporate income taxes on cryptocurrency gains, just as it would with any other asset.
- Hong Kong 🇭🇰
Hong Kong’s tax legislation on cryptocurrencies is a broad brush affair, even after new guidance was issued earlier this year.
Essentially, whether cryptocurrencies are taxed or not depends on their use, according to Henri Arslanian, a global crypto leader at PwC.
“If digital assets are bought for long-term investment purposes, any profits from disposal would not be chargeable to profits tax,” he wrote in March when the directive was introduced. But he added that this doesn’t apply to corporations—their Hong-Kong sourced profits from cryptocurrency business activities are taxable.
- Malaysia 🇲🇾
In Malaysia, cryptocurrency transactions are currently tax-free, and cryptocurrencies don’t qualify for capital gains tax, because digital currencies are not considered assets or legal tender by the authorities.
But the law is currently fluid; it only applies to individual taxpayers, and businesses involved in cryptocurrency are subject to Malaysian income tax.
And things may soon change. Mohamad Fauzi Saat, director of Malaysia’s tax department said in 2018 that Malaysia was committed to working towards issuing comprehensive guidelines on the tax treatment of cryptocurrency by the end of 2020.
- Malta 🇲🇹
The government of the so-called “Blockchain Island” recognizes Bitcoin “as a unit of account, medium of exchange, or a store of value.”
Malta doesn’t apply capital gains tax to long-held digital currencies like Bitcoin, but crypto trades are considered similar to day trading in stocks or shares, and attract business income tax at the rate of 35%. However, this can be mitigated to between five percent and zero, through “structuring options” available under the Maltese system.
Malta’s fiscal guidelines, published in 2018, also discriminate between Bitcoin and so-called “financial tokens,” equivalent to dividends, interest or premiums. The latter are treated as income and taxed at the applicable rate.
- Portugal 🇵🇹
Portugal has one of the most crypto-friendly tax regimes in the world.
Proceeds from the sale of cryptocurrencies by individuals have been tax-exempt since 2018, and cryptocurrency trading is not considered investment income (which is normally subject to a 28% tax rate.)
However, businesses that accept digital currencies as payment for goods and services are liable to income tax.
- Singapore 🇸🇬
Capital gains tax does not exist in Singapore, so neither individuals nor corporations holding cryptocurrency are liable.
But companies based in Singapore are liable to income tax, if their core business is cryptocurrency trading, or if they accept cryptocurrency as payment.
The authorities consider payment tokens such as Bitcoin to be “intangible property” rather than legal tender, and payment in the cryptocurrency constitutes a “barter trade” where the goods and services are taxed, but not the payment token itself.
- Slovenia 🇸🇮
Slovenia is another country that treats individuals and businesses separately under its cryptocurrency tax system.
No capital gains tax is levied on individuals when they sell Bitcoin, and gains are not considered income. However, companies that receive payment in cryptocurrencies, or through mining, are required to pay tax at the corporate rate.
Notably, the Mediterranean country doesn’t permit business operations in cryptocurrency alone (such as only accepting Bitcoin as payment.)
- Switzerland 🇨🇭
It’s no surprise that Switzerland, home to the innovation hub known as “Crypto Valley”, has one of the most forward-thinking tax policies too.
Cryptocurrency profits made by a qualified individual through investing and trading are treated as tax-exempt capital gains.
For the complete link to the written article - click here
Edit: hey thanks for the award, that was so awesome. Have a nice day everyone.
The Guardian, 21 March, 2016 http://www.theguardian.com/money/commentisfree/2016/ma21/fear-cashless-world-contactless?CMP=fb_gu submitted by
The health food chain "Tossed" has just opened the UK's first cashless cafe. It's another step towards the death of cash
This is nothing new. Money is tech. The casting of coins made shells, whales' teeth and other such primitive forms of money redundant. The printing press did the same for precious metals: we started using paper notes instead. Electronic banking put paid to the cheque. Contactless payment is now doing the same to cash, which is becoming less and less convenient. In the marketplace convenience usually wins. That's fine as long as people are making this choice freely. What concerns me is the unofficial war on cash that is going on, from the suspicion with which you are treated if you ever use large sums of cash to the campaign in Europe to decommission the 500-Euro note. I'm not sure the consequences have been properly considered.
We already live in a world that is, as far as the distribution of wealth is concerned, about as unequal as it gets. It may even be as unequal as it's ever been. My worry is that a cashless society may exacerbate inequality even further. It will hand yet more power to the financial sector in that banks and related fintech companies will oversee all transactions. The crash of 2008 showed that, when push comes to shove, banks have already been exempted from the very effective regulation that is bankruptcy -- one by which the rest of us must all operate. Do we want this sector to have yet more power and influence? In a world without cash, every payment you make will be traceable. Do you want governments (which are not always benevolent), banks or payment processors to have potential access to that information? The power this would hand them is enormous and the potential scope for Orwellian levels of surveillance is terrifying.
Cash, on the other hand, empowers its users. It enables them to buy and sell, and store their wealth, without being dependent on anyone else. They can stay outside the financial system, if so desired. There are many reasons, both moral and practical, to want this. In 2008 many rushed to take their money out of the banks. If the financial system really was as close to breaking point as we are told it was, then such actions are quite justified. When Cyprus's banks teetered on the cliff of financial disaster in 2011, we saw bail-ins. Ordinary people's money in deposit accounts was sequestered to bail out the system. If your life savings were threatened with confiscation to bail out a corporation you considered profligate, I imagine you too would rush to withdraw them.
We have seen similar panics in Greece and, to a lesser extent, across southern Europe. Mervyn King, the former governor of the Bank of England, recently declared that banking was not fixed and that we would see financial panic again. In Japan, the central bank has imposed negative rates and you are charged by banks to store money. This is to try and goad people into spending, rather than saving. So much cash has been withdrawn from banks that there are now reports that the country has sold out of safes.
These are all quite legitimate reasons to want to exit the system. I'm not saying we should all take our money out of the bank, but that we should all have the option to. Cash gives you that option. Why remove it? It's our money. Not the banks'. The telephone teaches us a useful lesson. At its peak in 2008, there were 1.3bn landlines for a global population close to 7 billion. Today more than 6 billion people have a mobile phone -- more than have access to a toilet, according to a UN study. Many assume that the mobile succeeded where the landline failed, because the superior technology made widespread coverage more possible. There is something to that. But the main reason, simply, is that, to get a landline, you need a bank account and credit. About half of the world's population is 'unbanked', without access to the basic financial services you need. Telecom companies saw no potential custom, the infrastructure was never built and many were left with fewer possibilities to communicate. But a mobile phone and its airtime you can buy with cash. You don't need to be banked. Almost anyone can get a mobile -- and they have. The financial system was actually a barrier to progress for the world's poor, while cash was a facilitator for them.
Six billion people around the world will have a smartphone by 2020. They will have pretty much everything they need to participate in e-commerce -- internet access, basically -- except the financial inclusion. Which is why there will be a huge role to play in the future for new forms of digital cash -- from Kenya's M-Pesa to bitcoin -- money you can use even if you are not financially included.
Cash has its uses for small transactions -- a chocolate bar, a newspaper, a pint of milk -- which, in the UK, are still uneconomic to process by other means. It will always be the fastest and most direct form of payment there is. I like to tip waiters, for example, in cash, knowing they will receive that money, without it being siphoned off by some unscrupulous employer. I also like to shop in markets, where I can buy directly from the producer knowing they will receive the money, without middle men shaving off their percentages. It also has its uses for private transactions, for which there are many possible reasons, and by no means all of them illegal. Small businesses starting out need the cash economy. Poor people need the cash economy. The war on cash is a war on them.
If you listen to the scaremongering, you'd start to think that all cash users are either criminals, tax evaders or terrorists. Sure, some use cash to evade tax, but it's paltry compared to the tax avoidance schemes Google and Facebook have employed. Google doesn't use cash to avoid tax. It's all done via legislative means. Cash means total financial inclusion, a luxury the better-off take for granted. Without financial inclusion -- and there will always be some who, for whatever reason, won't have it -- you are trapped in poverty. So beware the war on cash.
As some of you know, I only make stupidly long posts and also like to
brag about being a software engineer with fairly decent experience in QA, automated testing and testing in general (6+ years a C# dev).
This is my personal list of things that either make no sense, are unpleasant, incoherent, or could be improved.
Please feel free to add to the list, I will come back and edit every day.
Numbers are also here to help you quote & provide your own criticism.
Note that is is done with the following optimization mindset, in order of importance :
- Remove redundancy / incoherence
- Reduce time spent in menus/inventory (out of raid)
- Reduce number of clicks / interactions
As you can see I worked under the assumption that the average player wants to spend more time in raid rather than in inventory ; obviously this falls apart if that is not the case. To do that I try to improve time spent on searching / arranging things without creating unecessary automation or remove important/immersive aspects of the game, even in inventory. I also try to improve time spent clicking through various windows as currently a lot of them are done to be fast & easy to for the devs, not for the players. I want to emphasize that I'm okay with that. I know the importance of having sub-optimal navigation to help you find out what your better navigation is. I also know a complete rework is not always possible, that is why I made my list without changing too much of the menus as well as keeping the vibe/current feel of those menus.
Keywords like should
are used as intended ; since this is not a professional report I'm emphasizing here, the meaning of the word is important. Should
means it is adding an improvement over an existing issue, could
means it's a possible improvement but requires further investigation. Would
means investigation was done and is just one possible outcome usually relevant within the context.
Please note that most of us now are very
used to the current UI/UX, which will generate two reactions:
- "It's fine as it is because I can do it quite fast."
- "I don't want it to change again, I'm used to it now."
I cannot emphasize how unefficient it is to let those emotions get the best of you. UI/UX is the study of common sense & ease of use in an interface. You should
never have to get used to anything, it should
be fluid and intuitive. If you think you're fast now, that means it's possible to be slow. This is extremely bad
for a UI/UX standpoint. Everybody should
be able to navigate/understand the menus just as fast the 1st time than the 100th time (ideally). Keep this in mind when you read everything down here, because some stuff you probably won't like at first glance, but you will
get used to it very fast, and you will
gain a lot of time in the future, as well as new players.
1. Autostacking of items
Money & Ammo. When a stackable item or stack of items enter an inventory, it should
autostack itself to an available non-full stack, then fill other available stacks until there aren't any. At that point, the item should
just go at the top of the inventory as it is doing now. Autostacking should
*not* browse for sublayers of inventory.
Items drag & dropped on an inventory slot should
not be auto-stacked either (drag & drop overrides autostacking).
autostack when control clicking, or using "Receive all" from another inventory, or when dropping into a sublayer without
selecting a specific slot.
only stack FiR items together and non FiR items together.
Drag & Dropping would not stack in the same inventory layer. Drag & dropping would override auto stacking.
Dragging over the money case would auto stack in the inventory of the case.
Using Ammo as example here. If you drag & drop directly on a slot (even in an inventory sublayer), you would override autostacking.
2. Highlighting of full stacks
Stacks at full capacity could
be highlighted for easier inventory management.
Many aspects could be used to highlight (either the name of the item, or the value, or the background of the cell)
Apology for the poor photoshop skills
This could be a highlighting method
This could be a highlighting method
3. Consistent item order in hideout craft list
Currently when in the workbench (and I think others? now I doubt), the list of craftable items appears to be random. The order should
always be the same for consistency. Does not provide meaningful gameplay experience to have to "look for the recipe" every time.
4. Collecting crafts
Hideout stations could
display the finished craft on top for easy collection of craft, or there could
be a "Get Items" or "Receive All" elsewhere to avoid unecessary scrolling. This is uncessary if ongoing crafts are moved on top of the list, or if the list is autoscrolled to the ongoing craft.
"Collect All" on station level is not the best idea. If you go in a station, it's probably better that you know what you're collecting. I suggest moving the relevant craft on top or auto scrolling and not adding "receive all" on station level, although it would
be a good help.
This should be investigated.
Receive All or Get Items could be moved or added at the top or bottom of the window.
5. "Receive All" could exist at hideout level
The same way we "receive all" from a trader, it would
be nice to "Receive all" from the hideout. Either in the form of a trader (in which we can receive all / pick manually from) or by instantly putting it in inventory. If there is enough space it just works. If there isn't, it displays an error like it already does.
This is not mutually exclusive with the previous suggestion.
6. Display crafts readyness/collection 6.1
The current behaviour is partially coherent. You get notified when an item is sold, and you get notified when a craft is finished.
You have a display notification "Attachment" style when a trader has something for you, and you should
get a display notification "attachment" style when the hideout has something for you.
Ideally, there should also be such notifications for currently unused station
Receive all on the right, Nutrition unit has finished crafting and Lavatory is currently NOT crafting
be a way of knowing if something is waiting in trader inventory on a global level (quest rewards, money, insurance, unsold market items returns), like the nofication. The "new item" notification could
be always visible as long as items are in the trader inventories, compared to now where it disappears as soon as you either click it or visit the messenger. In this hypothesis, there could
be a change of color in the notification to show that there are still item waiting including
some that haven't been seen yet (to still fulfill the current role of the notification)
Note : CTA = Call to Action, it's the button your user will press 99.3% of the time. Example, in the launcher, it's the "Start Game". Clearly visible, easily accessible, highlighted, much bigger, and at a very common CTA spot. That one is great.
Some others are not. 7.1
. "Receive All" should not
be displayed when there is nothing to receive. 7.2
"Get" in single transaction messages from Ragman could
be removed. There is no reason to take single items from the window when you can receive it all at once.
7.3 A "group collect" Receive all action could
be added when you click on the attachment notification, or as an extra action next to the notification (just like shown on the Hideout in figure 6.0) that would specifically collect all. it would
loop through all conversations and collect all and dump at the top of stash, either until its finished or there is not enough room, in which case it displays an error. It could
also work like the scav case and not pick up anything until you have room, and in that case you would
go in the window manually and/or make room (like we do now). 7.3
The "Receive all" is at the bottom when most CTAs in the game is at the top (dealer tabs, market tabs, character sheet tabs, settings...). Save in the settings is at the bottom too. It is incoherent. It would
make more sense to have all CTAs at the bottom and options/tabs/menus at the top. 7.4
The "DEAL" button in trader view is much smaller and less visible than the "Fill Item" checkbox. The CTA should
be getting more attention than a setting. New players pretty much *never* see it first and look around the "Fill Item" with eyes & mouse.
DEAL should be at the bottom in the current \"Fill Item\" box. Fill Items should be removed entirely. 7.5
be automatically accepted (no need for CTA). I don't see a reason why someone would not accept a quest. The only reason we're Accepting them now is to let the user know he has a new quest. There are other means of notifying players of new stuff : usually notifications. If not, that button should at least be more visible/highlighted. Every new player ( 100%! )
I coach does not see it at first and never
looks at the right spot the first time. 7.6
"Insure All" is the most commonly used button in the insurance screen and could
be emphasized more.
8. Remove "Fill Items"
The Fill Items to automatically fill the trader's requirements should be removed and set as the default behaviour. There is no need to fill items manually nor tell the game to do so.
9. Expire / Delete pending requests
Friend requests should
be cancellable and could
expire. Requests should not be stuck until another
user acts on them. Right clicking the request could
display a "Cancel" or "Delete" request button.
Ideally, the cell should
include a CTA on the right, as the only action I would ever do in a cell in this context is cancel. Opening a submenu with only 1 item means you should not be opening a submenu, but displaying a button where the user right clicked instead.
I can only re-send a friend request to someone that already denied me. This is incoherent.
10. Market Rows
From my somewhat small sample (about 60 players), nobody uses the expand button on the top right of a cell (see below). I think everybody uses the right click on item instead.
An expanded cell with context menu opened, and a collapsed cell
The extra information available on the right is the exact same as a right click, but is hidden behind a left click.
This is incoherent.
The only difference is the profile picture that I only get from expanding, but currently we all have the same one. This would need to be investigated.
This could be an improvement, displaying the CTA's immediately (although BUY is definitely way too small). Notice profile picture on the left 10.1
The expandable cell feature should
be removed altogether, as the other options are available on right click. 10.2
The whole row should
provide the same context menu (right click). 10.3
The "Send friend request" could
be included in the row's context menu, or could
be removed entirely, as right now most requests are missclicks. Adding the Send Friend Request at the bottom of the context menu on the row would
reduce the amount of missclicks. 10.4
Left clicking should not
open the context menu. This is mostly the reason behind missclick friend requests, people double clicking slightly off the item icon sending a friend request by mistake. Now I have 4 just because I was trying to make a screenshot. F's in the chat. This would
be resolved with 10.2 and 10.3. 10.5
Barter items have a "Barter" icon that is redundant, the first and second column are completely irrelevant to the player.
11. Filtering search 11.1
"Filter by Item" should not
filter the browse list. If you're writing a valid keyword in the search field it should
display the correct suggestions. Filtering content is good, filtering suggestions is incoherent. 11.2
be cleared as soon as you type text in the search field. This would
Example 11 11.3
"My Offers" could
not be affected by filters, or could
reset filters. It is more trouble to remove the filter manually every time rather than browsing through the offer list. Currently we never have more than ~10 offers at the same time for most players, which is okay to display without filter. 11.4
Filters should not
overlap with other UI elements, they could
be resized to fit or the expandable filter list could
include more elements so the visible ones fit.
Example 11.4 11.5
The Remember Selected Filter / Reset Filter is unclear. Looks great, feels weird, and should be investigated to be more useful.
12. Context Menu in player lobby
The current lobby with context menu open
All players in this list are looking for a group, there is no need to write a status "Looking for group", it's redundant. The exception is friends, which 99.633...% of the time is the group i'm about to play with. Those are displayed on top.
The only action we do on the list on this screen is the "Invite to group" context menu action. It's a CTA and should not
be hidden in a context menu, especially if the context menu only has one option
. Since recently it has two, but we'll come to that in a minute. 12.1
The invite CTA should
be on the player cell itself. 12.2
The report action should not
be the default one from the context menu 12.3
Since there could be
only one item in the context menu according to 12.1, the report action could
be on the cell as well.
A low quality suggestion for 12.x
13. Trader Buy/Sell
Trader screen needs to be reworked. I won't provide a solution that doesn't completely change how everything looks/works as I stated at the start of the post. That being said this should
Example 13.1 13.1
Buying UI should
When buying, the price of the item is already displayed on the item itself in the trader view.
The price is also displayed a second time in the tooltip of the item if you mouse-over.
The price is also displayed a third time
in the barter area on the right of the image (middle of the screen in game). This is redundant. I understand the item on the right is the physical item "Roubles" in a stack that is paid, like a barter, but it does not need to be displayed a third time. 13.2
Quantity limit (red box in the image) could be
shown in the tooltip ; most of the time people will hit "DEAL" until they get an error insted of actually reading the red box. 13.3
The red box looks like an error even when at 0/x, this is not intuitive. Limited items can be listed in different ways that are not so invasive. We could
add "out of X" at the right side of the quantity box. 13.4
Barter item prices (if we assume 13.1) would
need to also displayed differently. This needs to be investigated 13.5
Selling UI should
Currently selling an item still displays the full available items to BUY
, this is incoherent. Especially from the "Sell" tab. The whole left side of the screen is wasted, and cannot be used. 13.6
Items on the left are not greyed out (even though I can't buy them), but items on the right are greyed out (because I can't sell them). This is incoherent. 13.7
Trader sell space should
be infinite 13.8
be done in a single tab if the whole screen is reworked. There are different levels to this. An easy one I could think :
"Trade" Tab instead of "Buy". Displays the same as the current "BUY" tab. If you ctrl+click an item from your stash, it instantly sells without confirmation. The second tab would be a "Buyback" where you can see what you sold in the current trade session. If you leave the screen your buyback is reset and items cannot be recovered. Another way would be to keep buybacks for the last X items. You would need to pay what you received to get back. The item would not lose it's FiR status. This preleminary and simplistic rework has issues, notably that you have to know to right click to sell. One way to fix that would
be to make right click sell to trader instead of control click, but that would definitely make missclicks the first few days (and buyback would
be investigated. 13.9
Currency exchange rates should
be easily available in relevant areas (Peacekeeper, Therapist and flea market) for all currencies (Rouble, Euro, Dollar, Bitcoin)
be boxables and moved around. At least to be dropped in boxes, ideally to be moved around freely.
There is a limit of 20 images. 🤷♂ Example 14
15. Quest inventory
If you loot too many quest items in a raid, you can end up not being able to loot it.
I assume this is by design and it is why you have limited quest item space.
The quest inventory could
be infinite if it's not by design to be limited.
The quest inventory should
be manageable. In my case i had a 1 slot item blocking me from taking the suitcase, I should
have been allowed to move that 1 slot item to the top or to the right of my inventory, clearing a whole line and letting me take the case.
Quest items could
be stored in backpack (and resized) ; since you lose them on death it's not relevant to the players looting you or you dying and that issue would be gone. Storing it in your stash would
also prevent you from losing it by going in raid with it by mistake. Taking it in raid or giving it to trader would
be a volontary action. It also makes much more sense that way as other quest items (that are also usable items) work that way.
Alright this ended up taking more time than my lunchbreak, and there is *much* more to write but for the time being I'll leave it at that and come tomorrow to add your suggestions or mine. See you in 24 hours.
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