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(212/250)

Always thought that tree rinds would make good kindling until recently while trying to start a and it failing after multiple attempts. Under closer inspection I realized that they were producing a lot of smoke but not feeding the fire.

Further I suspect, even if the rinds are under cover, though stored outside, that they can sponge up some of the humidity and thus leading to the higher smoke amount, especially if it rain in the recent time.

(211/250)

Now the company isn't dumb and puts its purchase price $K$ that low. They justify the price based off of the mean/medium duration an user spends on the app, the amount of ads they have watched and how much it generated.

So if one knows one is an outlier in app usage, then it is better to purchase earlier than latter. Super users come by rarely and benefit the most from not being milked for ad impressions.

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(210/250)

If that hasn't been a good enough justification to purchase the ad-free of the app, another devious option is the thought that one is reducing the total milking the app can do onto oneself.

Let's say the one time purchase is $K$ while neglecting the time needed to purchase. Now let's say one uses the app daily for an hour and watches 10 x 2min ads with each paying 10% of currency.

From the hour of usage 20 min were used to watch ads, which generated 1 currency.

Generally speaking $K\in\[5,15\]$ which means approximately after one to two weeks one would have gotten the money's worth of the purchase plus enjoyed ca 2 - 4 hours of app usage time.

Now if one has been using it daily over multiple weeks, one is unlikely to stop abruptly and thereby with the one time purchase won't produce anymore income for the company.

On the flip side, no purchase means the company gets to continue to milk the user for ad impressions.

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(209/250)

When comparing a or drink to an app fee, one questions the value of the beverage, which in the best case can give multiple hours of enjoyment for the next upcoming time frame. In comparison, an app can give this enjoyment across a larger time frame and can more easily be shared among users and locations.

It'd be ludicrous to play a , watch its ad while sipping one's preferred beverage.

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(208/250)

When looking at apps that use external ads, I am a fan of offering a one time purchase to remove these ads.

To justify such a purchase, one should question how much the fee is, how many hours will one play and/or has played, how much is one's hourly wage, and compare the fee to other day-to-day purchases that one doesn't second guess like a or drink at the bar.

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Daughter just introduced me to this, which frankly is amazing

Don't Copy That Floppy

(207/250)

Most have some way that they earn money. The typical model one sees is offer the app for free and then pack it with ads aka external ads. Another model is to offer a pack of goodies which are either given instantly or rewarded across a ranking system among an event or season aka internal ads.

A less frequent model is to buy the game directly, which is more popular on other devices.

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(206/250)

When looking at a lot of games, one way to keep the users actively engaged is to create seasons or events. These can both benefit the creator of opening another route of monetary incentive while potentially promising the user of more or better equipment.

Since these events are timed, one way to milk even more engagement is to offer rewards dependent off a ranking system.

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(205/250)

There is one game that one surface is an , but in a more active way. Meaning one has missions where the units cannot be engaged with while en route. These missions last from anywhere of 30 s to 1 h. Thus the app is adjusted to these properties and set as 15 min active followed by 1 h break.

This game is basically a time management game and it is .

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(204/250)

Currently there are two kinds of games that I fancy and games.

The way that they differ in regards to the app is that the idle games get small play time of 10 min followed by 4 h break, where as the tower defence games get longer play time of 30 min followed by even longer break of 8 h.

This is tailored such that one can quickly progress in the idle games and gets more enjoyment when one actually has the resources. Where as by tower defence games, one is actively playing thus more leeway is given in the moment, but frequency is not required throughout the day, since there is little benefit in the idle time.

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(203/250)

Have played with two time formats so far and need to probably adjust it a third time.

My findings so far:

- 20 min per gaming session is way too long
- 5 min per gaming session is way too short and almost always extended by another 10 min
- the break between each gaming session is currently at 2 h, which is too long for some games

Thus will need to adjust the app on the various games instead of grouping them altogether.

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(202/250)

In the past the app has helped to stop social media binging, though with gaming the same cannot be said.

The main difference is the task that has been cut short might be (subjectively) mission critical in a game. Thus one gets the feeling of incompleteness and almost automatically extends one's permitted timer.

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(201/250)

If one is prone to addictive behaviors plus one is a procrastinator, then starting a new is a bad option.

The unfortunate behavior that I started is mobile gaming.

(200/200)

Glad that this checkpoint has been made. It is kind unfortunate that I am not able to share it, since QOTO is down while writing this.

The struggle of writing the past 20 entries were tedious and many times I just wanted to give into my self-sabotage.

One small issue that I stumbled upon frequently is writer's block, especially considering the deadline is before slumber. Thus will permit a three day leeway, meaning that up to three days I can be behind on the task. This permissiveness might bite me in the butt later.

Another way to alleviate is to write in a less educational/informative nature. This permits to write about fictional topics like games. Here "educational/informative" is being used as questionable importance to society and/or science.

And finally, creating a backlog of articles, so when in the funk, can fallback on them.

For the next stretch will revert to 50, so till 250, which should give better opportunity to reflect and less discouragement about the distance.

(199/200)

The hand release pushups are easier to count over normal pushups, because the bottom position is better defined than the parallel position of the upper arms.

The only question is if on the bottom position if it suffices for the palms to leave the ground or do the fingers also have to. This puts a bit more strain on the fingers if the latter.

Not to talk about the inconveniences of being tall. The journey travelling between the top and bottom position just increased. The only thing that could reduce the distance is having a larger wasteline. Though this might not be convenient in the long run, since one will be moving more weight.

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(198/200)

This test has a better alignment with the activities one will be doing.

Although they are all tests of endurance over various body regions, they give a pretty good baseline .

@rucking

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Looks like is now stable after three weeks of upgrades. The have been somewhat out of whack for the month of February, thus to put all back in sync, will be posting twice a day for the next weeks.

(197/200)

There are two issues with the typical performance test:

For the push ups it is hard to count the reps at the bottom portion where the upper arm should break parallel.

The sit ups test doesn’t carry over to core strength and barely ever used in compound movements.

Thus, made their own fitness test called “Baseline Functional Fitness Test” (“BFF Test”).

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(196/200)

Hypothesis: mobile activities are more addictive than when done on the PC.

Wondering which culprit is the dominant factor, considering convenience and focal point.

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