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so then the cube is $3? thats what you're saying?

Pfft. Totally missing his point... It's that the cost of shipping for a certain item to a certain place isn't a big loss compared to the amount of money they are earning. The more you buy the less loss they have. This is why shipping to far away is charged until, for example thecubicle the loss is so small compared to the earnings they can let the customer have free shipping; a small loss to encourage a customer to buy more. If the customer doesn't buy a lot, they have to pay for shipping anyway, if the customer does, he has alreay bought a lot any way.
 
Every one should have a awesome cube he believes, just like the every ancient chinese people have a Sword !
 
Back to the free shipping...

Who cares if it's called free shipping or if it says it's an added cost to the consumer? "Free shipping" could mean that that part is a hidden cost in the price of the cube, yes. But who really cares? In the end, the $cube+$shipping total is what matters and I would go for whichever is the least cost to me.

Example:
[Cube $8 + Shipping $2] is better than [Cube $12 + Free Shipping]

In the case of Cubicle, they have prices like [Cube $9 + Free Shipping]. Cubicle wins. End of discussion. :)
 
I was recently listening to the podcast called Radiolab, which I'm sure many of you are familiar with. If not, go check it out, it is great to listen to while cubing. anyway, during the episode on games they do a bit where they talk about chess. They discuss the "book" of chess, which is a systematic organization of almost every game of chess ever played which can be reviewed to see what moves were made in different situations. During this bit I couldn't help but wonder if something similar could be constructed for cube solves. Would this even be possible, how would it be organized, and would it even help? Any thoughts?
 
I was recently listening to the podcast called Radiolab, which I'm sure many of you are familiar with. If not, go check it out, it is great to listen to while cubing. anyway, during the episode on games they do a bit where they talk about chess. They discuss the "book" of chess, which is a systematic organization of almost every game of chess ever played which can be reviewed to see what moves were made in different situations. During this bit I couldn't help but wonder if something similar could be constructed for cube solves. Would this even be possible, how would it be organized, and would it even help? Any thoughts?

I heard of it if I remember it's a NPR podcast that podcast has some good stuff on it once they had mentioned Cubestormer 2 on there robot segment
 
Deviating away from shipping again...

In the Wiki, it says that F2L takes an average of 28 moves. Does that include the cross?
Also, what would be a good movecount for an X-cross?

I'm trying to work on cross, because my average cross + 1st slot turns per second can be as low as 1.1 tps. (HTM)
 
F2L is the substep where you start with a solved cross and end with the first two layers solved. therefore that's the average of moves it takes to solve the first two layers excluding cross.
 
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F2L is the substep where you start with a solved cross and end with the first two layers solved. therefore that's the average of moves it takes to solve the first two layers excluding cross.

Maybe in the wiki that's what F2L means (cross exclusion). But I think in conversation, it can refer to either. At least, I've seen it used both ways so now there's ambiguity and sometimes one has to specify whether that includes cross or not. Like, the F2L competition gives you a scramble that does not have a cross already done for you.
 
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what method is this for big cubes

1. solve equator centers
2. solve equator edges
3. solve corners
3. finish placing in the edges

I came up with this idea it's like the reverse Sandwich method and has this method idea new or old if old then whats the name of it and who came up with it?

Equator = E layer. Any cube 5x5 and up and you just left almost all of the centres unsolved. On any cube you still have the U and D centres unsolved
 
Solve the E layers then solve U and D centers then solve corners then do K4 for the remaining edges

I believe the movecount for such a method would be unviably high, though I'd love it if you could prove me wrong. I haven't heard of the method but it strongly resembles the belt method which is a method for 3x3.
 
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