Elite Dangerous Catch-All

Veloxi wrote:

So, weirdly enough, I returned to 1.0 tonight after playing 1.1 a bit last week, and all my controls were just...gone. It was very annoying. Also, the mouse widget disappears most of the time now. I am so confused. Good thing a big patch is coming tomorrow!

Goo wrote:

I have had a few instances where nearly all my keyboard bindings disappear. It's a frustrating bug. Probably had to do them half a dozen times since launch.

I don't remember exactly what steps I followed, but shortly after release I managed to create a custom binding in a new file ('Hrdina.binds') that appears in the bindings drop-down in game.

The bindings files are stored in C:\Users\[username]\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings

Maybe go in there, copy Custom.binds and name it something you like, select that in-game, edit it to your heart's content, then save a copy off somewhere in case it gets whacked.

Hrdina wrote:
Veloxi wrote:

So, weirdly enough, I returned to 1.0 tonight after playing 1.1 a bit last week, and all my controls were just...gone. It was very annoying. Also, the mouse widget disappears most of the time now. I am so confused. Good thing a big patch is coming tomorrow!

Goo wrote:

I have had a few instances where nearly all my keyboard bindings disappear. It's a frustrating bug. Probably had to do them half a dozen times since launch.

I don't remember exactly what steps I followed, but shortly after release I managed to create a custom binding in a new file ('Hrdina.binds') that appears in the bindings drop-down in game.

The bindings files are stored in C:Users[username]AppDataLocalFrontier DevelopmentsElite DangerousOptionsBindings

Maybe go in there, copy Custom.binds and name it something you like, select that in-game, edit it to your heart's content, then save a copy off somewhere in case it gets whacked.

Perfect, thank you.

Veloxi wrote:

How does that work with Elite, Mantis?

How the hell did I do that?

Thanks Hrdina might do that I think. I keep assuming 'they are gonna fix it soon'.

Spiffy 1.1 features trailer:

Updating....

*whistles softly*

Guess I get to jump back in now and check it out.

I played for about 10 minutes this morning..

- The new route planning is great. Just for fun I set Lave destination.. 220+ LY away and instantly plotted a route even though all the lines weren't drawn in yet.
- Chaff launcher is now max 10 rounds
- Shield Cells now cost 1200cr each and my 4A went from 9 cells to 4.
- Universal Cartographics sell all button is good, and if you select individual systems it shows what bodies you've scanned/detailed scanned and the money you're getting from each body so its not just some "random" number like it was before.

Didn't get into combat so didn't have a chance to check out new heat related stuff.

I'm waiting for the patch to download. It's going slowly.

When it's ready, I'm thinking about parking my Cobra, getting a Type 6, and focusing on some serious space trucking for a while. Better route planning should streamline rares trading quite a bit.

Point defense turrets are so good now, they shoot down your missiles too.

zeroKFE wrote:

6. Luxury trading

Luxury trading got nerfed hard a few days ago when they reenabled the economic simulation. I checked 40+ high-tech boom stations this weekend, and most of those that had PEs for sale had them at such a bad price, the profit per hour wasn't worth it. The few that had a decent price, the SL point was in some odd orbit whose distance killed the profit per hour. There were a few outposts in the boom state that I couldn't check because of my ship size. I went back to my regular trading (which was also fluctuating wildly because of the economic sim).

The perfect windfall conditions for luxury trading will probably still happen from time to time, but IMO, it's no longer worth seeking out, and whoever is first will farm it into unprofitability within a few hours. If you happen to flip a station to the boom state with your own trading, check it out and maybe it'll be worth it.

O.O

Very thorough, and good advice. I'm going to be referencing this when I go back to trading.

misplacedbravado wrote:

I'm waiting for the patch to download. It's going slowly.

When it's ready, I'm thinking about parking my Cobra, getting a Type 6, and focusing on some serious space trucking for a while. Better route planning should streamline rares trading quite a bit.

This reminds me of some unsolicited advice I've been meaning to type up regarding the early and mid stages of big ship trading. I sort of touched on some of it a bit yesterday in my post evangelizing the Asp, though, so pardon the repetition.

Useful tips for when you decide it's time to become a serious space trucker

1. When are you ready to get started?

Whether you've been mining, bounty hunting, running rares, doing missions for reputation or whatever, sooner or later you might find yourself wanting to increase your profit potential by moving beyond your nicely appointed Cobra or Viper. My suggestion is to save up something in the range of 2.3 to 2.5 million credits before you do so. If you are certain you want just rush your way to the bigger ships, this could include the proceeds from selling your current ship, but I recommend against it. Particularly for the first few phases of this process, you'll want to have a nice Cobra or Viper to switch back into so that you can enjoy other kinds of gameplay other than trading before you can afford to buy AND properly outfit an Asp for whatever you'd like to do. 2.3 to 2.5 million will buy and equip a decent starter Type 6 while leaving you enough left over to cover insurance and capital to invest in rares.

2. What to buy

This is the outfitting you will want to start with on your Type 6:

http://www.edshipyard.com/#/L=30W,mp...

It will cost you 1.8 million up front, and your insurance costs will be 90k (or 68k if you are a beta backer). It will haul 100t of cargo, and jump 13 ly fully loaded. That jump range sucks, and you will be spending a decent amount of time fuel scooping (or a decent amount of credits refueling), but it will get you rolling, and before you even finish one loop of a rare run you will be able to afford at least an upgrade to the 4B FSD if not the 4A. Once you have the 4A, you will have spent 3.3 million on your ship, and will have a jump range of a bit more than 19 ly fully loaded, which will make your runs much quicker. Just be sure to always keep at least 500k to 600k in the bank for insurance and trading capital.

Incidentally, that is probably the only upgrade you will want to buy beyond the initial suggested outfitting above. All other parts you will probably want to leave as D quality items to optimize for weight since on a pure trade ship that's all that matters. (Well, mostly. I will sometimes improve the power distributor so I can get better boost and shield performance, and you might decide to make a few more adjustments for defensive capabilities if you play in open mode.)

3. Where to buy it

You've probably already realized this playing with small ships, but as you move into larger ships it becomes even more important. Find a station with a large selection of items in outfitting to buy at, particularly if you are keeping your smaller ship. Especially find a station where you can buy the best quality FSD for your biggest ship, so that when you switch ships you can temporarily sell your FSD when you switch ships to have some extra funds to play with, but still be able to reequip it when you switch back without having to search for a station to buy from. This becomes even more important when you step up to the Asp and beyond, where your FSD is worth over 5 million, so when you swap ships you definitely want to be able to have that kind of money shifted around into whatever you are currently flying.

If you are playing in the Lave area, Back Enterprise in CD-34 9020 is probably your best bet. Otherwise, search around for systems with high tech populations and either industrial or high tech economies.

4. Running rares...

Chances are you might have already been running rares a bit in a smaller ship, but you'll want a bit more complex rare route to take advantage of your increased cargo hold size. Here's is a spreadsheet detailing the routes I used during this phase of my space trucking career:

https://docs.google.com/spreadsheets...

This is lightly modified from a run originally developed by CMDR Nutron, and published here:

https://docs.google.com/spreadsheets...

Or you can use this mind-blowingly awesome tool to design your own route:

http://eliteraretrader.co.uk/?route=...

(That link goes to something similar to my modified run.)

5. ...and when to switch to common or luxury trading

So, I personally stuck with rare trading a bit longer than I should have. Once you have a route, it's easy -- no thought, no adjustment, no extra planning, just run the route and hope for good luck with stock levels. Maybe go back to a previously visited station in the Lave region when your luck was bad the first time around. But even in a Type 6, and especially once you upgrade to an Asp, you can make more money with either common or luxury trading -- you just have to put a bit more time into searching for your own routes.

So how much capital do you need to switch? For luxury trading, you'll want enough capital to fill your hold with performance enhancers at around 6.5k/t, so in a Type 6, you don't need much more than you'd need for rare trading. For common trading, you'll want enough to fill up with palladium at around 13k to 13.5k/t. Technically you might find a good route with platinum which is more like 17k/t, but it's fair enough to start by planning around palladium. So, in your Type 6, that means you'll want maybe 1.4 million in spare cash, plus enough to cover insurance of course.

6. Luxury trading

Honestly, luxury trading is a bit of a dirty hack, and I don't recommend relying on it. BUT you should know how it works in case you happen upon a good opportunity. Basically, when the faction in control of a system enters a "boom" state, you will often find nav targets called "Seeking Luxuries." If you drop into one of these nav points you will get mysterious messages, but really what they are there for is to by performance enhancers at something like 7.4k/t. Fly in with a hold full of them, fly near the Type 9 ships, and your cargo hold will be magically emptied and replaced with credits in your account.

So the trick is to find one of these nav points that's incredibly close to a station selling performance enhancers for a good price -- in the 6.2k to 6.4k range -- and then to make endless trips until the luxury traders go away or the price goes up. So if you want to do this, look for systems with a high tech economy (the only place you'll find them for sale at that low a price) in a boom state, and then hope that the luxury traders are close to a good station. You want your full round trip to be 3 to 5 minutes at most; otherwise, a common trading route will probably be more profitable.

One other note: luxury trading counts as smuggling, so profits earned this way will NOT improve your trader rank.

7. Common trading

And here's where the rubber hits the road once you've got enough cargo space AND enough capital.

To begin with, watch this video:

There are a ton of tools out there to help you find routes, both web based and executables, but honestly I've found the process roughly outlined in that video to be essentially as effective, given the fiddlyness and frequent inaccuracy of the various tools. Also, it's kind of nice to be able to do your thing entirely in game.

And if you don't feel like watching the video, here's a brief summary and some additional notes of my own:

- One of the most reliable trading patterns is to find a good pairing of a system with a high tech economy with a refinery and/or extraction economy.

- Buy performance enhancers, progenitor cells, and consumer technology from the high tech system, and sell them rare metals (usually gold, palladium, platinum, or silver).

- Use the in game map filters to find candidate regions easily. Filter for high tech, refinery, extraction, and agricultural systems, and filter for the upper half (or maybe the upper third) of the population range. We add in agricultural systems because they are often the highest population and frequently will have one of the other three economy types as a secondary economy. Even a secondary economy in a super high population system can be extremely effective for this trading pattern.

- Use the system map view (you might have to buy nav data to view it) to check the stations before you fly to a system. You want to check two things. First, make sure the stations aren't crazy far out -- it can be a bit hard to tell sometimes, but you can often check the planet it orbits and look for the semi-major axis. 1 AU = 500 ls. Second, check the listed imports and exports for the station. These aren't always accurate, but especially when looking for a metal source, you probably don't want to bother with a station that doesn't list one of the three best metals as an export.

- Once you have a good candidate, fly in and actually check stock and price levels, and do a test run. If you see other commodities selling particularly low, it never hurts to buy one stock and bring it to your target station to check the actual profit. You can check the profit when you actually go to sell. If the profits are good enough, congratulations -- you've found a route!

- Keep a running list of routes that have good profit margins. If you are making upwards of 900 credits per ton in each direction, that's a keeper. Upwards of 2000 credits per ton roundtrip is also a keeper, even if one side is low.

- Particularly high credit per ton values can make up for a station being farther than 500 ls or more from your jump in point or for needing to jump more than once between the systems, but keep in mind that ultimately what really matters is credits per ton per hour. Cutting a minute from your roundtrip travel time will have just as much if not more effect on your profitability as adding in an extra hundred credits per ton.

- Relatedly, you probably want to go without a fuel scoop. Scooping takes time and cargo space, and generally on a one or two jump route, the cost in fuel will be less than what you'd lose in credits per hour by scooping.

- Make a special note of routes where both ends are stations (as opposed to outposts), even if the profits are a bit lower or there are multiple jumps involved. It won't matter in a Type 6 or an Asp, but once you are in larger ships, you will no longer be able to land at outposts -- but it won't matter since you'll be able to move so much more tonnage.

- Look for a region of operation outside the core areas -- that is, away from Sol, Achenar, Lave, and LHS 3447. Like, at least 150 or 200 ly away. Look at the traffic reports in stations -- much more than 100 ships in the last 24 hours, and chances are any good routes you find won't last long.

- Find multiple routes in a region, so that if one runs dry you can keep the gravy train running without a lot of downtime looking for more.

- If you ever want to fly an Imperial Clipper, do your trading in the Empire. Trading alone builds up reputation. Reputation gives you access to missions to raise ranks. You need a lot of ranks to buy a Clipper. I was able to get four or five ranks without having to run any missions when I finally started pursuing this goal simply because I'd earned so much rep trading in Imperial systems.

8. When to upgrade from your Type 6 to an Asp

You want an Asp. See my post up the page for more details, but it's an upgrade from your Type 6 in every way. Most importantly, it carries 20% more cargo. Also, it's actually pleasant to fly, it has a great viewport, it's got a CRAZY good jump range, and it's actually capable of doing things other than trading, and it might be a ship you just want to keep, period. But even just for trading, you want to upgrade to an Asp. I wouldn't even bother keeping the Type 6 at all.

If you don't mind doing a few more loops on a rare route, you can make the upgrade with around 9.5 million in assets. Otherwise, you'll want maybe 12.5 or so for common trading. Here is a decent starter build for rare trading:

http://www.edshipyard.com/#/L=30g,,2...

For common trading you'll want to drop the fuel scoop for more cargo space. And of course, as with the Type 6 the only real upgrade you'll want for pure trading is a better FSD. That said, the Asp is a capable all-rounder, and you can add on plenty of offensive capability without losing too much jump distance if you want to, which is definitely something to consider if you have routes that don't call for long jumps. It's very satisfying to be able to collect a nice big bounty on the jackwad Python that thought he could take you when your hold was full of palladium.

9. When to upgrade to a Type 7

A Type 7 will almost double the profit potential of your Asp. However, it has some serious drawbacks. Remember how sh*tty to fly your Type 6 was? This will be worse. Also, it has sh*tty jump range, even with a class 5A FSD. Also, it can't dock at outposts (which is why you were keeping special note of routes that were station to station earlier, right?). But, if you've reached the point where you are even asking this question, chances are the profit hunting game has its hooks in you strong enough that you're willing to deal with all that.

So here's your starter build for roughly 19 million:

http://www.edshipyard.com/#/L=30X,,2...

At 216t of cargo, though, you're going to want almost 3 million in trading capital, and another 1 million for insurance (710k if you are a beta backer), so you'll probably want at least 24 million in assets before you make the buy. Also, you'll really, really want to be sure you've got a route or two that are station to station. Otherwise, it's going to suck hunting for routes with that sh*tty 5C FSD jump range. As always, that FSD is pretty much your only upgrade, but you are going to want it MUCH more than you did in the Type 6 or the Asp. The good news, though, is that you will be making so much more money that you'll be able to afford it way faster than you expect.

Also, think carefully about whether or not to keep that Asp. I fell in love with mine, and I kept it -- but, for example, if you are pretty happy with your Cobra as an all-rounder/explorer/mission running ship, you'll certainly be able to increase your profits a lot sooner if you are willing to sell your Asp. Do be aware, though, that now we are in the price range where the 10% depreciation on ship sales starts to matter -- you're losing over 600k credits when you sell your Asp.

10. When to upgrade to a Clipper

The Clipper is to the Type 7 as the Asp is to the Type 6 -- better as a trading vessel in every way, and also capable of functioning as an all-rounder. It also has the single best viewport of any ship, and is sexy as f*ck to look at. Or at least, that's on paper -- I haven't quite earned the rank needed to buy one, so I haven't actually flown it yet (one rank to go!).

Here is your starter Clipper for about 24.5k:

http://www.edshipyard.com/#/L=303,mp...

but with the profit potential of the Type 7, it's probably best to just wait until you can afford the 29k or so needed to set it up with a 5A FSD from the start. That means you'll probably want 34 or 35 million in assets before you make your purchase to cover capital and insurance.

So, the reputation grind needed is definitely a strong argument for sticking with the Type 7 until you can get something bigger. However, the second you start flying your Type 7, you'll find plenty of arguments to counter that. In any case, if you decide you want a clipper, three big tips:

- As I mentioned earlier, do all your trading in Imperial space. Trading alone earns you a nice chunk of rep to start the process off with.

- The "donation" missions (where you get no reward) are MUCH better at raising your reputation, so if you can afford to be generous, it's worth your time.

- For the love of god, don't try to do missions in a Type 7. Aside from it not being able to dock at outposts, two of the rank up missions involve combat, so you'll either want your Asp (if you kept it) or a smaller combat capable ship.

Also, if you did keep your Asp, find a nice balanced outfitting -- you can still make some good money trading while running missions for rep and rank..

11. What's next?

A Python. There is also the Orca and the Federal Dropship, but neither of them are particularly useful until they add features to the game that give purpose for passenger ships.

So, the Python. A basic trader outfitting is going to be something in the range of 68 to 70 million. While it doesn't really haul THAT much more than a Clipper, it's definitely a worthy upgrade for a few reasons. From a trading perspective, aside from increased cargo capacity, it can land on outposts, unlike the Clipper and the Type 7. That's huge. Huge! But also, even with the nerfs in the 1.1 update, it's still a crazy good all-rounder, and much more suited for combat than the Clipper.

And beyond that, of course is the Anaconda and the Type 9, but by the time you can afford those you should be able to figure out when to by them for yourself.

Double post, so you get a screenshot instead!
IMAGE(http://i.imgur.com/8IVL3t8.png)
This is part of the T Tauri system, the namesake for all those young, variable stars that you can't refuel at because they're still in the process of contracting. T Tauri has a protoplanetary disk and clouds of gas that are visible from nearby systems.

The perfect windfall conditions for luxury trading will probably still happen from time to time, but IMO, it's no longer worth seeking out, and whoever is first will farm it into unprofitability within a few hours. If you happen to flip a station to the boom state with your own trading, check it out and maybe it'll be worth it.

Absolutely agreed -- even before the changes, it seemed to me that it was a lot harder to find the perfect conditions than folks were making it out to be. But still, worth knowing about, because if you drop into a PE selling station with a luxury trader close by, it can be good fast money.

Gremlin wrote:

O.O

Very thorough, and good advice. I'm going to be referencing this when I go back to trading.

Happy to help -- I figured some good ought to come of the ridiculous number of hours I've sunk into this (aside from satisfying my own OCD, of course :P).

I wonder if Wayfarer is still following the thread -- it could be useful to add to the OP.

zeroKFE, many thanks for the extensive advice!

Zero, that is a fantastic post that I can't wait to read once I have time. Thank you!

- When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will "forget" the damage before it turns hostile:
1) if the AI ship recharges its shield to 100%.
2) if a (currently 30 sec) timer runs out.

From 1.1 patch.

Read a lot of reports of problems with collision damage going nuts since 1.1 - I have been out of town and haven't played for a few days - anyone seeing this or is it just internet crying over nothing?

Goo wrote:

Read a lot of reports of problems with collision damage going nuts since 1.1 - I have been out of town and haven't played for a few days - anyone seeing this or is it just internet crying over nothing?

It's a real thing, but if you're playing solo or in a private group, you're probably OK.

zeroKFE wrote:
The perfect windfall conditions for luxury trading will probably still happen from time to time, but IMO, it's no longer worth seeking out, and whoever is first will farm it into unprofitability within a few hours. If you happen to flip a station to the boom state with your own trading, check it out and maybe it'll be worth it.

Absolutely agreed -- even before the changes, it seemed to me that it was a lot harder to find the perfect conditions than folks were making it out to be. But still, worth knowing about, because if you drop into a PE selling station with a luxury trader close by, it can be good fast money.

Gremlin wrote:

O.O

Very thorough, and good advice. I'm going to be referencing this when I go back to trading.

Happy to help -- I figured some good ought to come of the ridiculous number of hours I've sunk into this (aside from satisfying my own OCD, of course :P).

I wonder if Wayfarer is still following the thread -- it could be useful to add to the OP.

Added to the trading section, top of the section. Awesome guide sir!

So I am going to admit i'm a damn dirty comment skimmer...

Do we a have a "group" we can join to help keep gwjers with gwjers, or at least non Ftards out?

This should be much easier.... hopefully this is a soon to be added feature... Maybe full blown guildees!?>!>!!?!?

That's Baron zeroKFE, if you would be so kind.

IMAGE(http://i.imgur.com/XSmW9FO.png)

Demeaner wrote:

So I am going to admit i'm a damn dirty comment skimmer...

Do we a have a "group" we can join to help keep gwjers with gwjers, or at least non Ftards out?

This should be much easier.... hopefully this is a soon to be added feature... Maybe full blown guildees!?>!>!!?!?

You can join us in the Veloxi private group, which is made up largely of GWJers and people from SGJ I would guess.

There is also the Mobius private group from the official E:D forum. This is a much larger group that is limited to PvE (player vs environment) most of the time. PvP is acceptable only on very limited terms.

I've been playing since release and have played mostly in the Veloxi group, and occasionally in Mobius. I have never seen another commander in Mobius, and only twice that I can remember have I seen another commander in the Veloxi group. Well, once I saw a commander, and once a commander watched me get blown away by a station. :O

zeroKFE wrote:

That's Baron zeroKFE, if you would be so kind.

Guten tag herr Baron.

I always thought that games like this should not let you get friendly with opposing factions. Maybe you're a double agent? Maybe even a triple agent? The implications are staggering.

Hrdina wrote:

I always thought that games like this should not let you get friendly with opposing factions. Maybe you're a double agent? Maybe even a triple agent? The implications are staggering. :D

If the Federation are going to consider me a deniable asset, I figure I might as well get what I can from both them and their rivals.

I want to get to Federation Ensign/Imperial Baron myself, just because I can, and because I'd done several Federation Navy missions before finding out that the Dropship is supposed to be good at something that hasn't been implemented yet.

Meanwhile, I'm already impressed by how much more often NPC pirates try to interdict me in my shiny new Type 9. Part of me wants to turn a freighter into a Q-ship now, but I suspect that would be unreasonably expensive and not work very well anyway.

Meanwhile, I'm already impressed by how much more often NPC pirates try to interdict me in my shiny new Type 9. Part of me wants to turn a freighter into a Q-ship now, but I suspect that would be unreasonably expensive and not work very well anyway.

An Asp might be a better choice (at least until they make some balance changes to maintenance costs on the larger ships). NPCs still certainly come after you, and many players probably would too, since many people just use them as a stepping stone in the trading progression. Of course, if they bother to check your equipped subsystems a more savvy player would see though the ruse of you carrying a load of valuable cargo, but still, it could be a fun role playing experience.

Oh, one interesting thing I noticed playing last night that I think is new in 1.1:

A few times when leaving a station I saw security services attacking wanted NPC ships (smugglers, mostly), which was a very welcome touch and made things feel much more lively -- not to mention that it put a few extra free credits in my pockets.

Has anyone else had issues with getting dropped out of supercruise while traveling and losing your destination lock for your next jump? Been having that issue, doesn't matter if it's from being interdicted or from getting too close to a sun.

I had a strange issue when I was interdicted last night while scooping fuel. I was messaged by the enemy ship (NPC, presumably, since I was in Veloxi group play) and the Escape Vector circle showed up, but disappeared after about a quarter of a second... yet the rest of the sounds and visuals continued to look like I was in interdiction mode. I flew around like that for about 30 seconds, but nothing happened, so I FSD'd on to my next destination.

Unrelated side note: Does anyone else think the computer is saying "Friendship Drive: Charging"? My kids and I keep hearing it that way.

merphle wrote:

I had a strange issue when I was interdicted last night while scooping fuel. I was messaged by the enemy ship (NPC, presumably, since I was in Veloxi group play) and the Escape Vector circle showed up, but disappeared after about a quarter of a second... yet the rest of the sounds and visuals continued to look like I was in interdiction mode. I flew around like that for about 30 seconds, but nothing happened, so I FSD'd on to my next destination.

Unrelated side note: Does anyone else think the computer is saying "Friendship Drive: Charging"? My kids and I keep hearing it that way. :)

You don't say.

merphle wrote:

I had a strange issue when I was interdicted last night while scooping fuel. I was messaged by the enemy ship (NPC, presumably, since I was in Veloxi group play) and the Escape Vector circle showed up, but disappeared after about a quarter of a second... yet the rest of the sounds and visuals continued to look like I was in interdiction mode. I flew around like that for about 30 seconds, but nothing happened, so I FSD'd on to my next destination.

I had that issue once a few patches ago (maybe 1.0.3 or so). I just keep hearing the noise and frantically looking around for the guy, thinking he was somehow stealth.

Xeknos wrote:
merphle wrote:

Unrelated side note: Does anyone else think the computer is saying "Friendship Drive: Charging"? My kids and I keep hearing it that way. :)

You don't say.

Wow, their model's Friendship Drive looks like it's out of fuel, or at least mass locked.

IMAGE(http://cdn.shopify.com/s/files/1/0738/6759/products/friendship-long-shirt-1_large.jpg?v=1421430846)