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jerrre commented on ChatGPT Pulse   openai.com/index/introduc... · Posted by u/meetpateltech
red369 · 6 months ago
These?

https://en.wikipedia.org/wiki/Rai_stones

The first photo in Wikipedia is great. I wonder how often foreigners bought them and then lugged them back home to have in their garden.

jerrre · 6 months ago
gold

Dead Comment

jerrre commented on IMG_0001   walzr.com/IMG_0001/... · Posted by u/walz
dudefeliciano · a year ago
Noooo! I was working on the exact same web app inspired by the same article seen here, you just beat me to the punch (Issue: I ended up overengineering the UI, trying to make a css-only simpsons-style TV around the iframe, the rest is basically the same as this app). Good Job :)
jerrre · a year ago
there's room on the internet for multiple sites, finishing it is nice
jerrre commented on Why are so many people being hit with £5 fines for 'counterfeit' stamps?   thisismoney.co.uk/money/b... · Posted by u/gnabgib
pacaro · 2 years ago
It's unlikely that it will be returned to sender. In the UK it is uncommon to write the senders address on the mail piece, and even if a sender address is procided, how do you know that the sender information is accurate?
jerrre · 2 years ago
next level operation:

put your enemies' address as sender (not legal advice)

jerrre commented on Love Letter to Obsidian   twitter.com/karpathy/stat... · Posted by u/tosh
endisneigh · 2 years ago
I love reading these sort of posts while I check their work history. Talk about not practicing what you preach.
jerrre · 2 years ago
what do you refer to?
jerrre commented on Anki – Powerful, intelligent flash cards   apps.ankiweb.net/... · Posted by u/bcg361
Invictus0 · 2 years ago
GP is a well known entrepreneur: https://en.wikipedia.org/wiki/CD_Baby
jerrre · 2 years ago
Interestingly this taught me I never look at usernames, thanks for pointing out
jerrre commented on Backlog size is inversely proportional to how often we talk to customers   bitbytebit.substack.com/p... · Posted by u/recroad
kulor · 2 years ago
As a technical person who's on the frontlines speaking to customers daily, I find this theory cute but it falls down on a few counts.

1. Recency bias & opportunity cost: When you're intentionally not working on a problem space given higher priorities, you still want to collect incoming feedback. This aids future work and if the feedback already exists, bump it up the priority list. When the team kicks off projects, you'll want to assemble as many data points and a core source will be scanning through your backlog.

2. Reactive development: If I chose to bypass the discipline of logging feedback (which I'd love to do from an energy conservation perspective), I'd find myself working on the most recent and lowest-hanging fruitful tasks, neglecting the broken windows that have long existed.

3. Team knowledgebase: If there's a single point of responsibility to collate feedback and deliver solutions, then I think the OP's point can stand as it's viscerally stored and probably just more efficient to have a fire and motion strategy.

When there's a team involved, there needs to be a shared corpus to asynchronously log and retrieve data points. Duplication is better than no data and can provide insights when written from different perspectives. There's no way about it, this backlog will quickly get big.

This can be taxing and messy but dealing with complex systems and people is messy. For well-oiled teams, it's necessary to have good housekeeping of your backlog. This includes archiving irrelevant tasks, de-duping tasks, regularly prioritising and ensuring you're making the best use of your tool.

What can be helpful for organization is to deem everything initially as "for consideration" and have a small "up next" & "bugs" column that should contain no more than 5 items each.

The tool itself is insignificant compared to good backlog maintenance.

What might be missing is a facade on top of your exhaustive backlog that surfaces comprehensible information that allows you to dive deeper (eg search, and see similar tickets) when necessary.

jerrre · 2 years ago
I think point 2 could be an advantage, not a downside. If no-one you speak to mentions the broken window, maybe it's not a big issue. This assumes you speak to a mix of old and new users
jerrre commented on Flattr is closing down (2023)   flattr.com/... · Posted by u/pabs3
bot347851834 · 2 years ago
I agree with your general point: people generally donate/buy/subscribe much more if there's a benefit tied to it.

On the other hand, I'd like to point out that Twitch is still losing money so I wouldn't really call their business model "very viable". I'd say it's viable for the content creators, because there's very little risk in trying out Twitch streaming, sure the chances of making it big are insanely small but the worst case scenario is losing time and a relatively small amount of money on a PC setup + microphone and camera.

Patreon is a different beast but there's a caveat here as well. I don't have numbers so this is just my PoV but I'd guess that the vast majority of creators that use Patreon aren't hosting, sharing or creating mainly on Patreon. They're called YouTubers, streamers, bloggers for a reason. Sure they may share BtS or some other kind of additional content but it's not their main platform. So while the Patreon business model works it's not really comparable to Twitch or any other platform where you actually start and continue to create content and also get paid by.

jerrre · 2 years ago
It's important to make the distinction between:

- Twitch is losing money because the costs of running the platform are higher then the revenue

- Twitch is losing money because they're aggressively investing in growth

if you want to know about the viability of the concept, I'm not sure which one it is, video streaming and small payment processing could both be quite costly

jerrre commented on Open Source Game Clones   osgameclones.com/... · Posted by u/pabs3
roenxi · 2 years ago
Fascinating, isn't it? There is something about storytelling in games that thrives on having a small group with creative control and seems to require a huge amount of effort.

But it is weird that we don't see better open source games, because good storytellers have no problems giving their work away for free. There is an overabundance of great writing on the internet. But taking a solid plot and turning it into a game engine just doesn't take.

I'll point at Return of the Obra Dinn as a nice example I played through recently. Very simple story (ship suffered a terrible fate), very simple mechanic (figure out who all the passengers were from visual clues). Individually all the ideas are so trivial it barely makes sense to talk about charging for them, and the engine isn't so amazing. But I've simply never seen an OSS game with that level of quality and storytelling. Which is actually highly weird given that I've seen both better quality storytelling and engines of similar or higher complexity made available as open source/free as a labour of love. There is something much more interesting than meets the eye going on in game development to do with the intersection of GUI complexity/difficulty of asset creation/stories.

jerrre · 2 years ago
There aren't many commercial games either like Return of the Obra Dinn
jerrre commented on Welcome to the ad-free internet   economist.com/business/20... · Posted by u/Brajeshwar
rambambram · 2 years ago
Slightly off-topic, but a home gym pays back in no-time (if you only use weights and some simple equipment like a bench and a pullup rack, that is).
jerrre · 2 years ago
This assumes you have the space

u/jerrre

KarmaCake day862April 5, 2017
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jerre@unimule.com

creating alexaudiobutler.com -> automatic mixing for video editors

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