Consoomers / Consoomer Culture - Because if it has a recogniseable brand on it, I’d buy it!

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I'm not shocked at this point, but apparently even computer mice are consoom material to some people.

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Went to Target earlier, and:
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Who buys these kinds of things? It's just the shapes on the face buttons.

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Their lighting effect isn't even evenly lit around the thing. The build quality is terrible, too, it was all creaky and felt less rigid than most plastic packaging. And it's thirty bucks, Jeez.
 
Oh boy..
I once saw somebody's can collection was displayed by being hot glue gunned to their wall, doesn't harm the can or the wall and the glue from a hot glue gun just peels right off easily. It looked really cool, didn't use any shelf space, and you could see all of their cans. Also filled up some of that ugly blank wall. That's the thing that bothers me are blank walls. The worst is if you go to somebody's house and they have nothing hanging up on any of the walls at all, no pictures, no posters, no art, nothing. Nice collection by the way
Those damn ugly, blank walls. Better to spice them up by gluing empty drink cans on them.
 
A legion of tards who think it’s gonna be so clever to use it “ironically”.
How would one use it "ironically"?

They are iconic shapes that were part of a lot of people's childhoods. And since they're just basic shapes, it looks a lot less obnoxious and more tasteful that many other "gamer" accessories. I wouldn't buy it, but I think it's fine as a kind of ambient mood lighting thing.
 
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Oh boy..

Those damn ugly, blank walls. Better to spice them up by gluing empty drink cans on them.
The hot glue will leave residue and/or and pull paint off.

And speaking of can collecting, a Pissmaster Secret: I used to do that, but threw them out a while ago. Some of them were unopened and leaked, and several-year-old soda is not fun to clean off of a wooden shelf. And something creepy: I had a bunch of those Halo 3 Mountain Dew cans. Remember those?

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I cracked one open and tried it before I threw them out. This was maybe around mid-late 2019, I think? So they were 12 years old, and, uh, they tasted... fine. Like, not as carbonated as they once were, of course, but the flavor was pretty much what it was when they were new. How many preservatives must they have been loaded with to stay good for that long?
 
I'm not shocked at this point, but apparently even computer mice are consoom material to some people.

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It is the same kind of autism that prevails amongst mechanical keyboard enthusiasts hoarders.

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I can understand wanting to own a nice keyboard and/or mouse, and maybe a couple spares, but when you own over a dozen of those peripherals, maybe it's time to stop and think what you are doing, realistically speaking you won't need a dozen of mechanical keyboards, you just won't live long enough to use them all.
 
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And what do you gain from a mechanical keyboard anyways? They really aren't any better except for anoying the piss out of everyone else around/playing with you with the constant clicking that can be heard eve through voice coms.
 
It is the same kind of autism that prevails amongst mechanical keyboard enthusiasts hoarders.

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I can understand wanting to own a nice keyboard and/our mouse, and maybe a couple spares, but when you own over a dozen of those peripherals, maybe it's time to stop and think what you are doing, realistically speaking you won't need a dozen of mechanical keyboards, you just won't live long enough to use them all.
Keyboard collectors are some of the most frustrating consoomers to watch. At least for me. Like, the whole point of a keyboard is to be functional, yet these chucklefucks just want to buy more and more of them and then let them settle dust? And for what? They all perform identically and its not like these collectors really do much stuff that would wear out a keyboard quick.
 
And what do you gain from a mechanical keyboard anyways? They really aren't any better except for anoying the piss out of everyone else around/playing with you with the constant clicking that can be heard eve through voice coms.
Monkey brain like clicky clicky.
 
And what do you gain from a mechanical keyboard anyways? They really aren't any better except for anoying the piss out of everyone else around/playing with you with the constant clicking that can be heard eve through voice coms.
Apparently our brains like sensory feedback, so if we press down hard on something we want some effect. It's not normal for us to 'hit' something and for there to be no effect.
 
Apparently our brains like sensory feedback, so if we press down hard on something we want some effect. It's not normal for us to 'hit' something and for there to be no effect.
There is an effect though, the key moves down. This is legitimately autistic, in a medical sense, not a derogatory one.
 
And what do you gain from a mechanical keyboard anyways? They really aren't any better except for anoying the piss out of everyone else around/playing with you with the constant clicking that can be heard eve through voice coms.

Not all mechanical keyboards are noisy, the main advantage is that they're more durable than your average laptop or membrane keyboard, so if you're into stuff like coding, writing or work from home, it could be useful to have a keyboard that can take a lot of punishment, but that's the neat thing... most people who own two dozen mechanical keyboards just don't.

I truly doubt anyone who owns a dozen keyboards that look like this...

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Knows how to code, works from home or does any activity that requieres a lot typing, period.

Imagine expending hundreds of dollars on a mechanical keyboard lacking all keys necessary to do anything useful with it, other than using it as a prop for social media.

Now imagine owning dozens of the same useless keyboard

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Not all mechanical keyboards are noisy, the main advantage is that they're more durable than your average laptop or membrane keyboard, so if you're into stuff like coding, writing or work from home, it could be useful to have a keyboard that can take a lot of punishment
Okay that actually makes a lot more sense to me, thanks.
 
Sorry for the necro, but I feel slightly inclined to add to this post because I played ROBLOX for quite some time way back in the day, and recently did a bit of investigation into their business model. (if this was brought up already then ignore this gay post, i havent made it through the entire thread yet)

Firstly, what you've attached here is correct. To buy that much ROBUX straight from ROBLOX themselves would cost around a grand, which is absurd. However, that's not the only way to get ROBUX through the platform, there are actually multiple methods and in a way I respect how it can teach working for a reward to the kids playing the game. First of course, is owning a game. There is a subscription on ROBLOX called Premium, it's the same three price points as above, just per month. The only difference being the amount of ROBUX given to you at the beginning of a month. If I buy the 20 dollar Premium tier, I get 20 dollars of ROBUX per month as my subscription renews, and et cetera. This also means you can make a one time purchase, than cancel the recurring payments to get a little bonus. Why buy 1700 ROBUX for 20 bucks when you can get 2200 for 20 by just cancelling the subscription's automatic renewal immediately after?

Anyways, back on topic. If someone with a Premium ROBLOX account plays your game, you earn a small sum of ROBUX off of that. It increases depending on several factors, such as time spent by the Premium user and the amount of them in the game at once, but generally I've found (although it seems to heavily vary between games and users) that you can earn around a dollar worth of ROBUX from 10 minutes of 1 Premium user playing your game. Sounds like nothing, but when your game is popular and you have multiples of them all spending hours at a time on the game, this can quickly add up. That's also on top of Game Passes and Items, essentially just game-specific (not site-wide of course as ROBLOX is a platform and not a singular game) microtransactions, and to be fair THIS is where the predatory practices come into play. Outright lootboxes/gambling and stamina systems seem to be totally banned as not one of the top-earning/most popular games on ROBLOX have any semblance of those systems, but regardless they can still get pretty overpriced and worthless for the most part. Usually, developer payouts and Game Passes are how users end up in the millions and billions of ROBUX range on the site and end up being able to afford all the rarest and most expensive items.

Then there are commissions. Obviously this works in many different forms but basically, imagine a ROBLOX game developer who doesn't want to model their own lobby, or gun assets or what have you. They can commission an independent builder/scripter/whatever to make it for them, and pay via ROBUX (Usually 1000/2000 or 10 dollars/20 dollars at the cheapest) by purchasing an appropriately priced t-shirt from that user. If you're good enough with LUA (ROBLOX's scripting engine) or Roblox Studio (its proprietary game/model development software) than you can make some serious ROBUX off of just that.

There are also clothing sales. Any user with a Premium subscription can design and sell custom T-Shirts, Shirts, and Pants for other users to buy for ROBUX directly (ROBLOX takes a cut per sale though) and wear on their avatar. This is probably the hardest because clothes are cheap and can take a lot of effort, only for your design to get stolen and sold for cheaper by one of the thousands of clothing resell bot groups. Certain users, such as popular ROBLOX YouTubers and game developers, for instance, can also apply for ROBLOX's UGC (User Generated Content) program to sell their own modelled and textured hats and other accessories for a higher price, however. (Usually only the official ROBLOX staff can create and sell these types of items.)

Last but not least, you'll notice the item in the screenshots is labelled as a Limited item. This ties into ROBLOX's trading community. Any user with an active Premium subscription can trade Limited items (items sold for a limited duration of time) or Limited Unit items (items only sold in a certain amount) with other users who have them. You can also resell these items directly for your own cost (though ROBLOX takes a cut here too). If you want a comparison, I'd say it's closest to TF2's trading system. It's so old at this point that numerous offshoot communities have sprung up around trading Limited items, and really anyone can, with a bit of practice and knowledge, pick up a cheaper common Limited for around 5-10 dollars worth of ROBUX and trade up into having hundreds of thousands of ROBUX worth of items.

Of course, the main thing you may be wondering is "what retard does all of this just for an ingame currency" and that's a valid question. However, it all clicks into place when you consider ROBLOX's Developer Exchange program. You can trade ROBUX you earn from any source directly to ROBLOX for a paycheck proportional to how much ROBUX you trade. Rates fluctuate, though with the current rates the teenage developer of "Jailbreak", one of ROBLOX's most popular games at the time, was able to earn over $3,000,000 USD off of the revenue from the game alone. I also know there are very dedicated ROBLOX traders who will start with 20 bucks at most, trade up until they have hundreds of thousands of ROBUX in rare items, then sell them all off directly on the Avatar Shop and cash out for a couple hundred to, in some cases, even a couple thousand dollars in real USD, than use a bit of that to start the process all over again. (Also no, DevEx rates do not allow you to buy ROBUX and then immediately trade it in for a profit. The rates don't allow for that to be a viable process, you could do it theoretically but you'd lose a fuckton of money.)

All this is to say, while ROBLOX definitely doesn't stop you or the little kids with their parents credit cards from whaling out bigtime on their platform, it also has legitimate opportunities to earn some money for yourself and allows for kids (mostly teenagers of course) to earn quite a lot of their ingame currency for free while also learning coding, modeling, graphic design, etc. College aged amateur developers have literally made hundreds of thousands off of the game, and even if you don't get to that level you can still trade to get those expensive rare items you really want at a low cost, and that can NOT be ignored if you're going to compare the game to consoomer culture and other current mobile games with microtransactions and whaling capability.

Sperging over.
 
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@StickFruit Kiwi farms not letting me reply for some reason, but the point I was trying to make with my post is that a virtual in game item with an intentional product scarcity behind it made by the same company that produces the game not intended for an adult psuedo-entrepreneur audience should not have an item this expensive especially when the grand majority of players aren't able to or don't have the capabilities to monetize their games because of how roblox's game browsing system is designed to only shill for the higher tier games. The fact that people can make robux by other means is irrelevant to me, a virtual item should not cost 1,000 dollars that's beyond fucking ridiculous. There's also no reason a face with that high of a demand should even be a limited item to begin with and the reason Party Hats in Runescape being so expensive in game is tolerated is because in game money can be earned through activities, not through psuedo-business endeavors like you just described.
 
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