On the other hand, I can't see an ideologically pure version of 'So You Think You Can Code' any time soon.
3,660 karma · joined October 13, 2008
I like systems, tea, videogames and people.
I work on backend data microservices at Riot Games. I used to work at Nylas, and Google before that -- I also taught at Hackbright Academy.
On the other hand, I can't see an ideologically pure version of 'So You Think You Can Code' any time soon.
However, that won't stop many of the negative comments you mention, posted by and/or endorsed by high-karma members, also showing up in the thread. It only takes one high-karma approver to allow the negative stuff through and we're back to square one, but possibly excluding some underrepresented groups.
I like the idea in general, that is, I like the drive to improve the quality of HN comments. I'm not sure that flipping 'flag' around into 'approve' is the solution, but sadly I don't have any better ideas. Well, other than post emotion analysis and multiple-tiered karma systems (+1 Insightful, anyone?).
However, having experienced this weird identity/title disconnect a few times now, I know she would also feel like it wasn't her, but somebody else, being addressed if she were forced to be "Ms".
Sure, there are times where you don't want to be informal and there isn't much of an alternative than Title Surname, but I'd rather see the titles removed altogether. Should we try to make "Miss" and "Mrs" obsolete? Probably, but not by removing the ability for us to choose it on forms.
What about currencies/powerups that I can either get via IAP vs social obligation? I'd rather pay than bug my friends.
(Of course, one argument is that none of these mechanics should exist in the first place. But they do.)
How can you tell whether a game with IAPs has "good" IAPs -- and the critical path of the game remains free -- or "bad" IAPs, paywalls/gating/pay-to-win? Also, how do you decide whether a content gate is a "bad" IAP or a "good" one?
I'm coming at it from a value-for-money angle at the moment, but I've learnt that people's definitions of "value" vary wildly. Some folks are more than happy to boast about completing Candy Crush without giving a cent to the developer.
However, I'm actually quite happy to pay for the content directly. Developers don't work for free, and they're constantly adding to the game. I like to support them (and other devs) as so many people expect to get hundreds of hours of gameplay for free these days.
I don't see an issue with paying for content gates in such a fashion -- but I do dislike the "Pay $0.99 to get 5 more moves, you've nearly done it!" mechanic, and others like it, so I don't pay for those.
1) a goodwill email, an up-sell to a longer-term plan or extra features, etc;
2) automatically cancel these folks, and send an email to that effect: "We notice you're not using X, so we won't be charging you at the end of your trial." They will just cause a cancellation anyway, though you will lose some of the 'free money' from lazy or unaware users.
3) Don't bill, but you could automatically extend the trial since they haven't used it, and you'll get more value from people converting to group 1) than 2). Perhaps the free trial starts when they've actually done some impactful action other than create the account.
There's way more segmenting you could do based on the types of users you see, which ones are most enjoying the service, and so on. Just seems odd these days to say "I'll email everyone" on a fixed rule.
The OP could use the Times model to try and convert folks to a longer-term, discounted plan if they are enjoying their trial. But too much upsell and your conversions will drop.