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lukefreiler

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I'd find it handy. I think there's some risk in agents tripping over stale tickets and consuming tokens - I see it with .md all the time.

Tickets by dependency would be nice (although my agent hasn't really used dependencies yet), and ideally something to just quickly wipe out closed tickets with a single command would be nice.

Digging the idea and incredibly simple implementation - but do you have a model in mind for clean-up? I've been working with it for an hour and have ~30+ tickets across a series of tasks, which are all just named by ID so no obvious way to purge (I could be missing something obvious).

Also, no concept of tags/labels? Are dependencies your primary means of organization?

Hope you enjoy - I've been on it for a few years after bouncing around a variety of tools and I really have no major complaints. My main concern is risk of eventual bloat, but so far it hasn't been an issue. I feel like it does a good job of letting you pick and choose what you want to use, hiding the rest.

Side note: although TickTick supports notes, I don't use them. I dig UpNote, another not-super-well-known but simple, cross-platform, and inexpensive tool. It's basically the feature-set I wished Evernote stopped at (super subjective, maybe too simple for most here).

Just because they don't feel the price is right/competitive doesn't automatically write them off as not your target market/ICP - it could still be very valid feedback, especially when competitive options may be cheaper.

Personally I pay less than 1/2 the sub rate they're charging for TickTick Premium, and love it. That's not to say I wouldn't pay double for what it gains me (I definitely would), but given that TickTick is a viable option - I don't need to.

I can't speak for myself (I mostly enjoy remote), but I've had team members who had 3 kids of varying ages, on a single income, and simply didn't have the space/opportunity to focus.

They were VERY stressed out, and while they voiced a strong preference to work in an office (no longer an option for us), they ultimately choose to move out of our state (Cali) for much more affordable space to solve the problem.

From my experience remote vs. office is a very individual preference based on tons of factors many of us simply don't need to consider.

I tried to get back into OneNote last night (after the frustrations brought up by posting in this thread). I appreciate the cross-platform aspect, but I really don't like the interface - especially on desktop. The really weird text-box thing just blows my mind, I just want to write.

The iOS and Desktop clients do not instant-sync, or I assume they wouldn't both have sync buttons (or a "Synchronize Automatically" preference, that has "Every 5 minutes" as it's most frequent option).

I'm aware of instant-sync in the web client, but typically (especially in this case) prefer desktop clients to web.

In the unfortunate case I referenced above, I spent an entire morning writing in Evernote (Mac desktop). At lunch I had another thought to add, opened Evernote on my phone, and apparently the same note was already open - so it overwrote all the work I set all day to it's earlier state. There was no way to get it back, as it didn't consider it a conflict and it had no backups due to being less than 8 hours (I went through this with their support team). It's a broken product.

Sync shouldn't even need to be one of their goals - it should be a solved problem by now.

Flexible structure (notebooks > sub-notebooks > notes), notebook level encryption, real-time sync, widely cross-platform, images (with light annotation), markdown editing, zoom text (cmd/ctr-+), light-weight/fast, fantastic search, no tags. I'd like to share a notebook or make a note public, no chat. I will pay anything.

I recently lost nearly a days writing - but apparently they only do a back-up every 8 hours, and I was off by one (I don't write in Evernote anymore, lesson learned).

They did try to placate with 3 months free (after being a paying customer for years), but I'm just amazed that with the ~$300M of VC they've raised, they still haven't caught up to the real-time sync of Google Docs of 8+ years ago.

Hopefully their new focus (i.e. sync) is aiming to at least match that. I'd have moved by now if I could find something that was both highly cross-platform (Mac/Win/iOS) and lighter (Markdown pretty please).

I believe they got rid of their Food app recently. I'd be so grateful if they ditched Chat (or at least gave options to remove it from all platforms) and accepted that even if we it for work, some of it use it in a personal capacity that does not benefit from social aspects at all.

This is a very personal/subjective issue. I have no problem at all being productive for 8-12 hours a day. Probably in part because I love what I do.

I've tried to use it so many times, but I just can't work it into my own productivity cycle consistently. I end up using it for a few days, and then slowly forget about it. I know a few people with a similar story, but nobody who has actually settled on it successfully.

That said, I did pay for it for the year hoping that it would encourage me to use it (better organizing my work-life seems like a problem worth solving) - it just didn't...

I don't think the argument above has to do with the model of "unlocking things". The difference in League of Legends (and DotA2/TF2) versus most other contemporary (especially mobile) F2P models is that most of what you buy (your example being Champions) are permanent unlocks. I haven't heard a lot of arguments against that model. You're paying for a digital version of something that you now own, you keep, you collect, and you can essentially use forever. To me that's very different than buying something consumable (e.g. coins) or energy based that is literally spent and then gone, at which point you're expected to pay more.

More importantly I agree that this model heavily encourages the developer to design around that methodology (well described as "gamed" above).

To be fair, in this specific example - if I recall in Triple Town, the main thing you bought was unlimited play-time ("turns") for $3.99 (which follows the more positive unlock model). After that you could buy the standard coins (the shitty model), but given the design of the game I never understood why you would.