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zeras
·5 месяцев назад·discuss
Every system can be gamed, but if it were me and I were looking for a simple filtering solution, I would do something like this ..

Set a policy of X comments required per submission in the last 30 days (not counting last 24 hours) for all submissions, not just "Show HN:" posts.

Meaning, users would need to post X comments before they could post a submission and by not counting the last 24 hours, someone couldn't join, post X comments and immediately post a submission.

It would limit new submission posts to people who are active in the community so they would be more familiar with the policies and etiquette of HN along with gaining an idea of what interests its members.

One thing I noticed recently while going through several of the Show HN submissions was that a lot of the accounts had been created the same day the submission was made.

My guess is HN has become featured on a large number of "Where do I promote/submit my _____?" lists in blogs, social media, etc. to the point that HN is treated like a public bulletin board more than a place to share things with each other in the community.

I love the Show HN section because so many interesting things get posted there but even I have cut back on checking it lately because there are simply too many things posted to check out.

I hope they do something to improve it.
zeras
·6 месяцев назад·discuss
Disclaimer: I'm developing a chat app/serivce as well, but it's not a Slack/Teams competitor.

I personally would love to see real alternatives to Slack and Teams.

Discord has Stoat (formerly "Revolt") and a newer app called "Root" but both of those have a long way to go to replace Discord.

Maybe I am atypical, but to me the biggest problem with Slack is not the 90-day retention (because I would assume any paid version should include message retention), but rather the per-user pricing.

Given your current pricing (at least what you show right now), it seems like your team-based pricing model is a much better selling point for your service over something like Slack or Teams which use per-user pricing, assuming you offer most of the features that typical Slack/Teams clients need.

The only issue I see with pricing is your free tier might ultimately undermine your revenue since the only differences between it and the first paid tier are 15 more users and priority support (which most people should never need).
zeras
·6 месяцев назад·discuss
This is actually a smart and common sense move by Apple.

The non-hardware AI industry is currently in an R&D race to establish and maintain marketshare, but with Apple's existing iPhone, iPad and Mac ecosystem they already have a market share they control so they can wait until the AI market stabilizes before investing heavily in their own solutions.

For now, Apple can partner with solid AI providers to provide AI services and benefits to their customers in the short term and then later on they can acquire established AI companies to jumpstart their own AI platform once AI technology reaches more long term consistency and standardization.
zeras
·11 месяцев назад·discuss
Caching is definitely a useful and even a key component to producing efficent and high performance applications and services.

I think the mistake is not using caching, but rather using it too soon in the development process.

There are times when caching is a requirement because there is simply no way to provide efficient performance without it, but I think too many times developers jump straight to caching without thinking because it solves potential problems for them before they happen.

The real problem comes later though at scale when caching can no long compensate for the development inefficiencies.

Now the developers have to start rewriting core code which will take time to thoroughly complete and test and/or the engineers have to figure out a way to throw more resources at the problem.
zeras
·11 месяцев назад·discuss
I think a fundamental mistake I see many developers make is they use caching trying to solve problems rather than improve efficiency.

It's the equivalent of adding more RAM to fix poor memory management or adding more CPUs/servers to compensate for resource heavy and slow requests and complex queries.

If your application requires caching to function effectively then you have a core issue that needs to be resolved, and if you don't address that issue then caching will become the problem eventually as your application grows more complex and active.
zeras
·в прошлом году·discuss
I remember playing Ultima Online and really enjoying that game when I heard about a new first-person MMORPG in development called EverQuest.

I ran a couple of popular game sites back then and had industry connections so I got early beta test access to try out EverQuest.

Unfortunately, I made a bad choice when I chose to make a Human character, which was night-blind. On top of that, it seemed like every time I logged in it was night time and the game was nearly unplayable away from lights, fires and torches for that character.

To make matters worse, I started in Freeport which had several invisible zone walls so on top of not being able to see, I constantly kept zoning which constantly interrupted the game.

As you can imagine, I lost interest rather quickly and went back to UO. I gave my beta account to a gamer friend of mine, who had a much better experience than I had during beta.

When EverQuest eventually launched, several friends of mine bought it so I decided to buy it as well. By then I had learned to make elven characters because they had infravision/ultravision that allowed them to see at night.

It was fun for a little while, but then bad game design concepts led to another problem. They arbitrarily decided to assign some of the classes with experience penalties, including the one I played which had a 40% experience reduction, which was ridiculous.

The problem was that at that time, that information was not well known so I all I noticed was all of my friends were outleveling me because none of their classes had penalties.

Eventually by around level 12 (which took a while back then), I was too low to group with them, despite playing the same amount of time they did, and I could no longer gain experience in their groups.

Since EverQuest was heavily group-focused, I decided to go back to Ultimate Online.

A few months later, I decided to give it another try and made a bard. Suddenly, everyone was inviting me to group and that made the game a lot more fun and led to a lot of great memories.

A few years ago I tried to go back and play it but, either due to age or having less free time, it was just too slow and difficult to play after all of these years.

While I don't play it any more, I am really glad that it is still online and even if it shuts down, there is another player-run (and licensed) rogue server available.

I met so many good friends in that game, including one of my best friends to this day, so I will always have fond memories of it.