Grips. Let's talk about 'em. submitted by db_inc to dbrand [link] [comments] If you've spent any amount of time on this subreddit, you've likely seen at least one post about a Grip case that has fallen apart. Most of you have seen several. We know this because we've seen every single one. We’d like to see less of them. Ideally, none. Over the past 18 months, we’ve been on an odyssey to fix the underlying problem. What follows is a chronicle of that journey. Our objectives in writing this post are three-fold. There will be a tl;dr version at the end of this post, summarizing each of the three:
PART ONEWhy Do Grips Fall Apart?Most phone cases are made out of a single material. The material itself varies from case to case, though the most common is Thermoplastic Polyurethane (TPU). The Grip case, as a point of comparison, is made of two different materials: an elastomer and a polycarbonate. The word elastomer is a combination of the words elastic and polymer. That's because it describes polymers that have elastic properties - like the one that forms the outer rim of your Grip case. The elastomer that we use is responsible for two critical properties of the Grip case: impact protection and grip. If you fell off of a rooftop, would you rather land on a hard plastic surface, or a rubber surface? If you value your life at all, you'd choose the rubber - its elastic properties would absorb much more force from the impact. Guess what rubber is? First one to answer "an elastomer" wins a prize! Next, imagine you’re a pervert, gently running your finger across every surface of a No. 2 Pencil. Which part of the pencil do you think would provide the most resistance to the tracing of your finger? If you guessed "the eraser," congratulations: you possess a basic understanding of coefficients of friction. Erasers are made of rubber. Rubber has a high coefficient of friction because of its elastic properties. The Grip case's elastomer isn't rubber - it's our own specially-formulated compound. It's still a useful comparison, as all elastomers share similar properties - provided they have the same degree of Shore Hardness. One person reading this is asking: “Shore Hardness?” The next section is their fault. A Beginner's Guide to Material Science The Shore Hardness scale gauges the hardness of various elastomers. It can be measured with a device called a durometer. You probably don't have one.
If you used an eraser with a high Shore Hardness, you'd find it wouldn't actually do much erasing. Now, what if you made a phone case out of an elastomer with a high Shore Hardness? It wouldn't offer much grip or impact protection. The Grip's outer rim is made from an elastomer with a low Shore Hardness. As a result, the material is grippy and impact-resistant, but much more malleable and thus more likely to deform. That's why we bond the elastomer to a polycarbonate skeleton. Polycarbonates don't require as much explanation as elastomers: they're a category of plastic. On your Grip case, the back plate is made of polycarbonate. The elastomer rim is bonded to the polycarbonate plate on all sides of the Grip, providing structural rigidity to the elastomer, fighting to keep it from deforming. At least, that's the idea. As we've all seen, it hasn't worked out that way. Bonding two distinct materials together is much more complicated than gluing them together. Instead, we rely on a thermal bonding process. Basically, that means we heat both of our polymers to a degree which would turn you from “rare” to “well done” in moments. This heat melts the polymers, which we then inject at a pressure which would turn you from “solid” to “paste” even faster. Once injected, these two materials get fused together along the seams. To further reinforce the bonds, we use a series of interlocking "teeth" to provide a greater surface area on which the bonding process can occur. Consider these teeth the mechanical bond, which exists to strengthen the thermal bond. Pictured: Bonding mechanic between the elastomer and polycarbonate. With that out of the way: why do Grips fall apart? The elastomer rim around the edge of the Grip case is naturally inclined to deform and stretch. The bonding mechanisms we described above are designed to keep that from happening, but it often isn’t strong enough. As soon as the bond fails at any point, it's only a matter of time until a total structural failure occurs. PART TWOHow Are We Stopping Grips From Falling Apart?Philosophically, there are two approaches to take:
We could follow all of these roads, find out exactly which factors are causing the bond to fail, then implement preventative measures to keep it from happening - but that would take a decade. We don't have that long. Much like you, we want this fixed yesterday. So, from the moment we received our first complaint about a Grip deforming around the buttons, we've been making structural, thermal, and mechanical improvements to the design and production process of the Grip case - some visible, some not. Every new phone release has brought a new iteration on the core Grip design, with each one reducing the failure rate, incrementally. We'll bring the receipts in the next chapter. For now, let's highlight the most noteworthy improvements. The Most Noteworthy Improvements The first signs of trouble were the buttons. Months before we'd received our first report of a Grip case de-bonding, we saw the first examples of buttons that had bent out of shape. Pictured: Button deformation. Why the buttons? Because you press down on them. The force from button actuation puts strain on the elastomer, causing displacement of the material in the surrounding area. Through a combination of time, repeated button actuations and the above-mentioned force, the case would permanently deform around the buttons. This concept is called the "compression set" of the elastomer - Google it. The solution to this problem was two-fold:
Pictured: Relief slits to improve button tactility and durability. Another early issue, pre-dating the first reports of total de-bonding, was a deformation of the elastomer along the bottom of the case - where the charging port and speakers are. Since we've covered the basics on how the interlock between the elastomer and the polycarbonate creates a bond, this is how the interlocking teeth along the top edge of the polycarbonate skeleton of the Grip used to look. Pictured: First-gen interlocking teeth on the top of the Grip. ...and here's the bottom of that very same Grip case. Pictured: First-gen interlocking teeth on the bottom of the Grip. Notice anything? Around the charging port, there is absolutely nothing keeping the elastomer in place. No teeth, no structural reinforcements... it's no coincidence that an overwhelming majority of early Grip deformations happened along the bottom. Since then, we’ve added a reinforced polycarbonate structure around the bottom of the Grip case. You'll see what that looks like in a bit. So, why didn't the launch portfolio of Grip cases have mechanical interlocks or a polycarbonate support structure along the bottom? The answer may or may not be complicated, depending on how much you know about plastic injection molding. We'll assume the worst and explain the concept of "undercut" to you with a ridiculous metaphor. The Ridiculous Metaphor Imagine you had a tube full of melted cheese. Next, imagine you emptied that entire tube into your mouth. Rather than swallowing the cheese, you decide to let it sit in your mouth and harden. Why are you doing this? We don't know. Let's just say you want a brick of cheese that's perfectly molded to the contours of your mouth - a very normal thing to want. So, your mouth is completely filled with cheese. It hardens. You reach into your mouth to remove the brick of cheese. As you're removing it, you encounter a problem: your teeth are in the way. This wasn't a problem when you were putting the cheese into your mouth, but that was because the cheese was melted and could flow around your teeth. Now that the cheese has hardened, this is no longer the case. In the world of plastic injection molding, this is an undercut. Our concern was that, by molding a structurally rigid piece of polycarbonate around the charging port and speaker holes, we'd find ourselves unable to remove the Grip Case from the mold once hardened. Imagine spending $30,000 on industrial tooling only to get a $30 phone case stuck inside of it. Once we saw Grip cases deforming along the bottom cutouts, we knew we'd need to find a way to remove the cheese from your mouth without breaking your teeth. To make a long story short: we did it. The cheese is out of your mouth, and you get to keep your teeth. Congratulations! Now, keep reading. On newer models of the Grip case, the result is a polycarbonate bridge extending around the bottom cutouts, adding both structural reinforcement and interlock mechanisms to promote mechanical bond, much like the ones which line the perimeter of the rest of the Grip case. Pictured: Newest-gen structural reinforcement on the bottom of the Grip. On the subject of structural reinforcements, this design revision was around the time we flanked the buttons with some fins, working in tandem with the heightened compression set and button relief slits, detailed above, to further guarantee that button actuation would have no impact on the overall durability of the Grip case. Pictured: Lack of button fins on the first-gen Grip. Pictured: Button fins on the newest-gen Grip. As an aside: Unrelated to the de-bonding issues, we've also made a number of smaller improvements to the Grip case with each new iteration. For instance, we chamfered the front lip of the case to make edge-swiping more pleasant and reduce dust accumulation along the rim. Those raised parallelogram shapes along the sides of your Grip case that create its distinctive handfeel? We made those way bigger for a better in-hand experience. In short: product development is a complex and multifaceted process. Each new iteration of the Grip case is better than the one that came before, and that applies to more than just failure rates. Speaking of failure rates: all of these improvements were in place by the time we launched iPhone 11-series Grip cases. The failure rate for these cases decreased exponentially... but didn't disappear entirely. The Even More Ridiculous Metaphor With these improvements, we achieved our desired outcome: the case was no longer deforming around the buttons or the charging port. Instead, the structure of the case began to fail literally anywhere else around the perimeter of the phone. Think of it this way… you’re a roof carpenter. The greatest roof carpenter of all time. Like the son of God, but if he was a carpenter. Unfortunately, you’ve been paired with the Donald Trump of wall-builders. You're tasked with building a house. You spend all of your time and energy perfecting your roofcraft. You've designed a roof that's so durable, it may as well have been made of Nokia 3310s. Nothing's getting through that bad boy. The wall guy? Instead of building that wall he said Mexico would pay for, he's been tweeting about the miraculous medicinal properties of bleach while a plague kills hundreds of thousands of Americans. The point here is that you can build the greatest roof of all time, but the walls need to be strong enough to match. To strengthen the Grip case's metaphorical walls, we needed to re-design the inside of the Grip case from scratch. More specifically, the mechanical interlock between the springy elastomer and rigid polycarbonate skeleton. We took every tooth at the bonding point between the two materials and made them as large as we possibly could. Then, we added more teeth. Pictured: Polycarbonate teeth on the newest-gen Grip. To jog your memory: this is how the teeth used to look... Pictured: Polycarbonate teeth on the first-gen Grip. If time proves that these changes aren’t enough, our engineers still have a number of ideas on how to improve the bond between the elastomer and polycarbonate. Will we ever need to implement those ideas? Again - that’s a question only time can answer. Each change might be the silver bullet that puts this problem to bed for good... but there's only one way to find out: it involves real-world testing and, with each iteration, months of careful observation. PART THREESo, Where Are We Now?Have the improvements we've made to the Grip case been successful? You bet. For the sake of comparison: we began shipping iPhone 11 series Grips on September 30th, 2019. Within six months of that date, we had received 52 reports of structural failures - a big improvement over the early days, but still not good enough. Fast forward two months. We began shipping Note 10 Plus Grip cases on November 21st, 2019. In the first six months of availability, we received exactly eight reports of Note 10 Plus Grips falling apart. Again, a major improvement over the iPhone series in the same stretch of time. If we'd launched the first Grip cases with a failure rate that low, we wouldn't be writing this post right now and you’d have nothing to read while pretending to do work. How about the Galaxy S20 series, which began shipping on February 10th, 2020? They're the most recent and improved set of SKUs we’ve made to date, leveraging everything we've learned and making further improvements over the Note 10 Plus. No reports so far. Same goes for the iPhone SE and OnePlus 8 series - these SKUs share all the improvements we've made to the underlying design of the Grip case thus far. Does that mean these numbers will hold forever? Who knows. That's the thing: every improvement we make, we need to wait several months to see how effective it's been. No amount of internal testing can replace the real-world data of shipping cases to hundreds of thousands of users across nearly 200 countries. We could always just throw in the towel, make the entire case out of rigid plastic, and call it a solved issue... but that would be the easy way out. The Grip case and its unique design properties can't reach their full potential unless we make incremental improvements - then wait and see how they pan out in the real world. All of which is to say: it's far too early to say the newest set of improvements have officially solved the problem. While the failure rate is still zero, we need to keep watching. We've made a ton of progress, but we're not going to rest until we've killed this issue for good - without sacrificing the unique properties that make the Grip case stand out in a sea of derivative hard plastic and TPU phone cases. That's probably enough to inspire confidence in someone who's on the fence about buying an S20 Ultra Grip, an iPhone SE Grip, or any Grip we release in the future. But what if you're one of the people who bought an older Grip model? "I'm One Of The People Who Bought An Older Grip Model!" We won't sugarcoat it. The failure rates for older Grip models is way higher than we deem acceptable. Why has it taken us this long to publicly address the issue, then? Easy: it's not as widespread as you might think. Some humans reading this might be looking at their iPhone X Grip, purchased in 2019 and still intact, wondering what all the fuss is about. That's an important consideration: most people who have functioning, still-bonded Grip cases aren't posting on /dbrand about how unbroken it is. The people who've had issues around total product failure are in the minority. We're not using the word "minority" as a get-out-of-jail-free card here. It's still a way larger number than we'd ever be comfortable with. We simply don't want our transparency and candor in writing this to be misinterpreted as an admission that every single Grip case we've made for older devices is going to fall apart. Statistically speaking, this is an issue for a minority of Grip owners. Our philosophy at first was that, while it was unfortunate and frustrating that Grip cases were falling apart, dramatic PR action wasn't necessary. Instead, we resolved to:
Where our strategy backfired was in the narrative that began to take root as Grip cases continued to fall apart. Look at it this way: the failure rate of older Grip case SKUs is anywhere between 1% and 20%, depending on how early we released the SKU. Since the improvements we've already made to the underlying design were rolled out incrementally with each new phone release, that number has been on a steady downward trend. For the purpose of this thought experiment, we'll go with the earliest, shittiest Grip cases - putting us at a long-term failure rate of 20%. So, 20% of customers for this device have a Grip case fall apart at some point in the product's lifespan. Every single one of those people writes in to our Customer Experience team about the issue. They all receive a replacement, free of charge. Since this replacement is identical to the first Grip case they'd received, it also has a 20% failure rate. We're now dealing with percentages of percentages. Stop panicking, we'll do the math for you: that means 4% of these hypothetical Grip owners will have a second Grip case fail on them in the long run. Four percent is a lot better than twenty… but it's also a lot of people who've been burned twice. These people are going to be extra vocal about how shitty the Grip case is. To be fair, they've got every right. So, we've got four groups of customers for this SKU:
Group B, having been burned before, reads about Group A's experience. They take it to mean their replacement will inevitably fail on them as well, and they'll one day get the dubious honor of joining Group A. Group C, despite not having had any issues yet, reads the experiences of Groups A and B. Then, a significant portion of this group begins to operate under the assumption that it's only a matter of time before their Grip falls apart as well. Group D reads all of the above and decides they don't have enough confidence in the Grip case to ever purchase one. A narrative begins to form that this hypothetical failure rate is close to 100%. Worse yet: people with newer phones, unaware that each new iteration of the Grip case has a dramatically reduced failure rate over the last, start to assume their case also has a 100% failure rate. That's where our original strategy - the one where we quietly improved the product in the background while offering replacements for defective units - backfired on us. This narrative only exists because we've continued to leverage existing stock with too high a failure rate, which, in hindsight, was like pouring gasoline on a gender reveal forest fire of disappointment and regret. This brings us to our next chapter. Mass Destruction At this point, you're probably aware that a number of Grip SKUs for older phones have been listed as "Sold Out" on our website, and haven't been restocked since. We stopped production on these cases because we knew they'd have all the same issues as the original production runs. See, it's not as simple as pushing a "make the Grip not fall apart" button at the factory - we'd need to redesign the case from scratch, implementing all of the design improvements we've made up to this point, then re-tool our existing machinery to produce this new version. We'll have more to say about re-tooling a bit later - for now, focus on the fact that some Grips have been listed as "Sold Out". If someone's Grip case falls apart while listed as "Sold Out", we don't have any replacements to send them. Instead, dbrand's Customer Experience team has been issuing refunds wherever possible, and store credit otherwise. Just in case you're wondering what we mean by "where possible": PayPal doesn't allow refunds on transactions that are more than six months old. Store credit, on the other hand, can be offered indefinitely. What we've come to realize is that we're never going to be able to escape this downward spiral until we rip the band-aid off and stop stocking these old, flawed SKUs. Today, we're ripping the bandaid off. As you're reading this, we're disposing of all of our old stock. All of the flawed Grip SKUs are now listed as "Sold Out". Head over to our Grip listing and take a look at what's available. Everything that you can currently buy is up to spec with the improvements we've made over the past year - meeting or exceeding the standard of quality set by the Galaxy S20 series, the iPhone SE, and the OnePlus 8 series. In some cases - take, for instance, the iPhone 11 series - this means we've already re-tooled our production lines to meet that quality benchmark. If a Grip case is listed on "Backorder", it means we've begun the process of re-tooling the SKU to match the improved quality standard you've spent the last five hours reading about. However, if a Grip case is now listed as "Sold Out", that means no more reshipments. If you own a sold out Grip case that hasn't fallen apart yet: that's great! Don't assume that your Grip is doomed to fail just because we devoted 5661 words to explaining why it might fall apart. You've still got better odds than you would at a casino. As always, if you run into any issues with your case, sold out or not, shoot an email to one of our Robots. They'll still take care of you - it just won't be with a replacement case… for now. Mass Production Remember when we said we'd talk more about re-tooling a bit later? That's right now. So, why are so many Grip models not being fixed? Why haven't we re-tooled these old SKUs with all of the quality improvements made to the case's build quality? It's a little complicated. Taking the improvements we've made to the most recent suite of Grip models and retroactively applying those changes to older SKUs isn't a simple task - it would require us to throw out our existing production tools and create new ones, from scratch. Suffice it to say that doing so is a wildly expensive endeavor. To recoup that cost, we'd need to produce more Grips than we're likely to ever sell for aging, irrelevant hardware. Let's use the Pixel 3 as an example. If we replaced every single de-bonded Pixel 3 Grip, that would account for about 3% of the MOQ (Minimum Order Quantity) on a re-tooled Pixel 3 Grip case. Now we're sitting on 97% of that MOQ as overstock. Pixel 3 owners have had their phone for nearly two years now. If they want a phone case, they already have one. They're not looking for new Pixel 3 cases, they're getting ready to buy a new phone. Simply put, it’s no longer a viable market. Now, say the Pixel 3 was a significantly more popular phone - enough that we'd be shipping out, say, 50% of the MOQ as replacements on day one. Now, that's a lot more tempting to us - we'd still lose boatloads of money, but at least it would go towards some consumer goodwill. To figure out how much money we'd lose on re-tooling, we gave our bean-counting Robots a giant jar of beans and told them to get to work. They emerged three days later. When asked how many beans were in the jar, they gave us a blank stare. When asked if it was possible to re-tool any of our production lines for old Grip SKUs without losing obscene amounts of money, they said: "Absolutely not." Still, we're no strangers to throwing away obscene amounts of money to make the internet happy. Remember Amazon gift cards? Those were the days. The only question that remains is "How much money are we willing to set on fire?" We can't tell you yet. Why? Because we're currently running a detailed cost-benefit analysis on the subject of re-tooling old production lines, on a SKU-by-SKU basis. That's business talk for "the bean-counting Robots have been given more beans to count." The objective is to determine the viability of producing new-and-improved Grip stock for older phones: how many units would be tied up in replacements for that model, how many we could reasonably expect to sell to new customers, and how much overstock would be left from the MOQ. From there, we can determine what the financial impact of re-tooling would be and make the final decision on how much cash we're dumping into the ocean somewhere off the coast of the Seychelles. We'll have our results by early next week. These re-tooled models, if produced, would feature every improvement we’ve made thus far to the Grip case line, plus a few that have yet to be released. Remember how the S20s, the iPhone SE and the OnePlus 8s haven't had any reported failures yet? Picture that, but for the phone you've got. If we go ahead with re-tooling production lines for your phone, a few things will happen:
Take Our Survey This is it: your chance to have some say in how much money we set on fire as a goodwill exercise for this whole R&D clusterfuck. Those simulations we're running? They'll be great for telling us how much money we're going to lose on each Grip SKU, but it won't tell us anything about how much money our customers want us to lose on each Grip SKU. To that end, we've prepared a survey for people who have purchased a Grip case. We'll be taking your feedback into consideration during our decision-making process. We have only one request: don't be a jackass. Answer the questions honestly. Click here to take the survey. In Closing... We're sharing a special moment right now. We're all seeing a light at the end of the tunnel. For us, that light is "we're almost done with a year-long R&D effort to stop the Grip case from falling apart." For you, the light is "the end of a 5661-word marathon of a Reddit post." We just want to take a minute to recognize that we couldn't have gotten this far without your collective support. At any point in the past year, we might have pulled the plug on the Grip project entirely if we'd reached a critical mass of negative sentiment from our customers. Instead, we've got an army of devotees who have no problem paying us for the privilege of being our guinea pigs. Product development isn't a one-and-done process. It's easy to forget, but our skins weren't always to the world-class, record-setting, Michael-Jordan-in-his-prime standard you expect from us today. If you happen to have an iPhone 4 skin lying around, apply it and let us know how it goes. You'll immediately appreciate how many process improvements we've made. We weren’t born as the greatest skin manufacturer in history. We got there through a process of methodical improvement. Each jump in quality was driven by a bottomless well of user feedback, sourced from millions upon millions of customers. That, and the competition was comically inept. It's the same story for the Grip case. Your continued support has enabled us to make huge strides in developing a product that's on the cusp of blowing everyone else out of the water. We're going to keep working until it gets there. TL;DR VERSIONPlease note that by reading this tl;dr, you’re missing out on several outlandish metaphors, including classics such as:
WHY DOES THE GRIP FALL APART?
WHAT HAVE YOU DONE TO FIX IT?
HOW ABOUT THE GRIPS YOU'VE ALREADY SOLD?
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https://preview.redd.it/o7kn1dq6k6661.png?width=638&format=png&auto=webp&s=a6427575feb6f104f7a17d3d54c744311334fddf submitted by Farhanamili to u/Farhanamili [link] [comments] Top 10 MLM Companies 2020-2021: Network Marketing Best New Startups To JoinIn 2020, top MLM (multi-level marketing) businesses are about making customers healthier and improving their overall well-being. MLM in 2020 is also about giving the best network marketing salespeople the chance to set their own hours and work upwards towards bigger and better bonus opportunities. A top MLM company is a home business or a "work from anywhere" business you can join as long as you have a smartphone, laptop, and WiFi in 2020 and 2021. MLM Allows You To Launch A Big Business On A Shoestring Budget Network marketing provides an almost unparalleled lucrative opportunity to start your own business from anywhere with a proven business model and minimal initial investment. 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Dagcoin Dagcoin MLM markets itself as “The Most Usable Cryptocurrency in the Universe.” Dagcoin’s claim to fame is being faster than bitcoin, and easier for the layman to use. Founded by infamous Estonia-based European investor Nils Grossberg, the startup currency is only a couple of years old and is based around the idea that the more you invest, the more you earn (eg: if you invest $12,500 you’ll receive in 17,500 dagcoins). While Dagcoin doesn’t actually sell products to customers, its mission is to make cryptocurrency available to everyone in 2020, which is a noble enough cause and worth looking into for any modern network marketer. Plus, you’ll get a 10% network marketing commission for every friend who invests in Dagcoin MLM. With all the extra money you'll be earning with Dagcoin multi-level marketing, you have the opportunity to double or triple it at a crypto casino in 2020 or 2021. Cryptocurrency is still a red hot growing industry, on par with or beating out CBD oil products, so combining crypto with MLM is a recipe for making major money! 6. Modere Originally founded as a direct sales company decades ago but relaunched just a few years ago as the startup brand Modere, this MLM company is all about eco-friendly products for health and home. Modere calls its MLM representatives “social marketers” and the selling structure is heavy on the bonuses, but you do get a commission for selling product and encouraging other social marketers and business bloggers to join. The branding is very strong and the product has some serious hype, especially the 3-pillar weight loss plan. They have a panel of “leading scientists, board-certified physicians and industry experts” who endorse their MLM products. As a competitive player in the MLM wellness industry, Modere is definitely a leading network marketing company worth considering if you’re highly experienced in direct sales and passionate about sustainable health products in 2020. 5. doTterra Perhaps the best-known MLM company on this list, doTerra has benefited from the natural healthcare trend that’s swelled in the last decade. Founded over a decade ago by David Sterling and some of his peers, all veterans in the holistic health industry, doTerra made 5 million dollars in the first 5 years and has only continued to grow. This leading MLM company sells essential oils, and wellness products infused with those oils, like deodorant and shampoo. If you become a network marketer salesperson for them, you’ll get discounts on the products and you make a moderate amount on commissions. To find success joining doTerra, you would be smart to immerse yourself in a community of network marketers who are into the whole homeopathic industry, so that you can secure your position as their essential oil dealer in 2020. 4. Young Living Young living is another essential oils MLM company that wants to help people harness the power of essential oils to live happier, healthier lives. This network marketing founder, Gary Young, got into essential oils back decades ago on his organic herb farm. Today this network marketing opportunity is structured so that Young Living “Business Builders” can receive a commission on the product they sell, with network marketer opportunities for “experiences” and special recognition along the way. Young Living also has a list of semi-famous brand ambassadors like Tia Mowry and Alexa PenaVega, who give this multi-level marketing company a high-profile edge in 2020. “My wife loves the Young Living Thieves product. And for good reason, it’s a great product with a good scent”, stated Ben Tejes, co-founder of Thermal Bankruptcy News. 3. Valentus Known for its super coffee that promises weight loss, called SLIM Roast, Valentus was founded by Dave Jordan 5 years ago. The MLM structure here is pretty standard: 25% commission for network marketers that join (paid weekly) and bonuses as you move up the sales ranks. These network marketing products are for the customer that wants to be super-human; Valentus stands for “prevail,” and everything they sell promises a more resilient body. In addition to the coffee, they sell a keto creamer (the keto diet is very hot right now), immune-boosting supplements, and vials of energy called PrevalMAX. Valentus is the multi-level marketing startup company for health junkies who are constantly on the lookout for the next top MLM products in 2020. 2. New U Life New U Life is a top new MLM masterminds startup company that offers anti-aging products made with one key ingredient: a homeopathic human growth hormone. Consultants for New U Life MLM should be focused on customers in the 35+ age range, because the SOMADERM gel promises to bring your growth hormone level back to what it was in your 20s. Alex Goldstein, who founded the network marketer company in 2017, is a homeopath / naturalist who has worked in the natural foods business for 25 years. Retail commission for this multi-level marketing company is paid weekly and bonuses are placed as milestones along the way, so if you know enough people who are scared of getting old (let’s face it, we all are) you should have plenty of potential customers carrying on from 2019 into 2020 and 2021. 1. My Daily Choice & Hempworx CBD Oil MLM If there’s one multi-level marketing trend that is guaranteed to blow up more in 2020 and beyond, it’s CBD oil, also known as cannabidiol. My Daily Choice company founder Josh Zwagil, who went into the MLM business several years ago, knows it. This top MLM company has two product lines: My Daily Choice network marketing, which offers sprays to promote general well-being, and Hempworx, CDB-infused oils for humans and CBD oil treats for dogs. There’s a whopping 30% to 50% commission offered for network marketer affiliates who start repping these CBD oil goods, and lots of opportunities to get bonuses as you sell more CBD product. |
I'm not here trying to encourage everyone to start doing the offer wall games, or start a discussion about Gumi's shady tactics. I am just wanting to share what my personal experience has been like trying to earn Visiore with the offer wall. submitted by amontema to wotv_ffbe [link] [comments] I started out Day 1 as a F2P, and only became a minnow to buy the daily visiore for WoL shards. It's not that I don't have the money to blow on this game. I just have other priorities that I need my income to go to, but enjoy WoTV enough to continue playing. When offerwall first showed up, I thought it was another attempt for Gumi to scam us. However after reading the thread from u/tuffymon, I was tempted to give it a try. See his threads here: https://www.reddit.com/wotv_ffbe/comments/hymb6b/offerwall_revisited/ https://www.reddit.com/wotv_ffbe/comments/i1gnom/offerwall_revisted_part_2/ Over the course of 2 weeks, I amassed 17k visiore (with more to come) playing a total of 8 games. This additional vis allowed me to not only pull but MLB WoL within a week. As a F2P/minnow,I never thought I would be able to MLB a limited-time unit. As far as time commitment for offerwall games, challenges generally took 3-7 days to complete and ~1-2 hours per day. The games can be divided into 3 types.
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WHICH GAMES ARE THEY? submitted by EndersGame_Reviewer to boardgames [link] [comments] The main reason that traditional playing cards first spread across the world is due to their primary use: for playing card games. But you don't need others to play card games, courtesy of solitaire card games. These have existed for decades, going back as far as the 19th century. But there's no doubt that the arrival of the personal computer into office spaces and homes has had an enormous impact in introducing these classic games of patience to the masses, and in popularizing them. Arguably the single biggest reason for this is Microsoft. Microsoft first began packaging a simple version of Klondike Solitaire with their operating systems with Windows 3.0, which was the third major release of Microsoft Windows, and came out in 1990. At the time, desktop computers had only just become a staple in homes and work-places. Part of the rationale for including a solitaire card game was to assist new users in learning how to use a mouse, and to help them become familiar with features like dragging and dropping, and the overall graphical interface of a personal computer. As Microsoft continued delivering new versions of their Windows operating system in later years, a couple of other solitaire card games were added, notably Spider and FreeCell. This development single-handedly revolutionized office-culture around the world. It's a little known fact, but sources within Microsoft have stated that Solitaire is in fact the most used software program in the entire Microsoft family, even ahead of programs like Word and Excel. At the time, it even led to debates about whether introducing computers into the workplace would actually decrease productivity, due to real concerns that Microsoft Solitaire was leading to many hours of time wasted by employees. https://preview.redd.it/yw9nk8tvdmc51.jpg?width=600&format=pjpg&auto=webp&s=338bc8b84aaac968213494c002299ea9152872f3 What accounts for this tremendous success? First of all, digitizing what was already a popular game meant that it removed the practicalities and constraints involved in using a physical deck of cards. By eliminating the hassles of shuffling, dealing, and physically moving cards, and taking away the requirement for a reasonable amount of table space, all the book-keeping and tedious elements of the game were instantly eliminated. Now solitaire card games could be played much more quickly and easily. Software versions also created new opportunities for the game that didn't previously exist. Digital implementations made it possible to record percentages of wins, best times, and win streaks, all of which give additional incentives to return to the game. They also made possible forms of the game that - for logistical reasons - would be difficult or impossible to play in real life with a physical deck. Digital versions of solitaire were also easier to learn, given the enforced rules, automated layouts, and instructional tutorials that typically accompanied them. And of course, solitaire has an addictive quality about it, given the inherent challenge of trying to win from a deal. Being able to easily and quickly play a game of digital solitaire makes it a highly attractive time-filler. Despite the advent of flashier and more impressive games, people keep returning to the simplicity of dragging cards around for a quick five or ten minute fix of Solitaire. But this also explains how the three most played solitaire card games in the world accomplished this status. As Microsoft Windows was slowly conquering the world and asserting its monopoly on the global market of operating systems and personal computers, their versions of solitaire were the ones that became firmly established into homes and offices. So we have Microsoft to thank for making Klondike the solitaire game that nearly all of us are familiar with. For many people, this is the game that they identify "Solitaire" with. With Microsoft adding Spider and FreeCell in later years, these two games were quickly adopted and became beloved by solitaire fans as well, causing them to leapfrog many other classic solitaire games in popularity, and make them the most commonly played versions of solitaire behind the evergreen Klondike. With the release of Windows 8 in 2012, this trilogy of titles was rebranded under the name "Microsoft Solitaire Collection", as part of an ad-supported freemium package that also included two new solitaire additions: Pyramid and TriPeaks. While there are many other classic solitaire games that exist and are played around the world, in terms of the sheer number of games played, Microsoft's holy trinity of Klondike, Spider, and FreeCell unquestionably reigns supreme. As proof of its success, Microsoft Solitaire was inducted into the World Video Game Hall of Fame in 2019, alongside other greats like Doom, Donkey Kong, Tetris, Super Mario Kart, World of Warcraft, and The Legend of Zelda. To get there, it had to meet criteria that included being widely known and remembered, having enduring popularity, and not only influencing other games but culture in general. It's estimated that it has been installed on over a billion devices, localized in 65 different languages, and is considered to be instrumental in paving the way for the growth of the casual game market. https://preview.redd.it/x2473u9ydmc51.jpg?width=600&format=pjpg&auto=webp&s=059922b3200f4e0d679ab3b8ed61ebc623a3857a Of course today there are many more ways to enjoy these popular solitaire greats. Besides apps for your mobile device, all you need is a web browser, and sites like Solitaired.com enable you to play them for free online wherever you are in the world, as long as you have an internet connection. Besides dragging and dropping cards with the click of a mouse on your personal home or office computer, touch screens have only helped to increase the number of ways you can play solitaire, especially on mobile devices. So let's take a closer look at the three most popular solitaire card games. KLONDIKE Overview: Klondike is the solitaire game most of us will be familiar with from our personal computer, or that we've seen bored staff playing in the office. It's the quintessential solitaire card game that everybody should at least try once, and is the game most people have in mind when they think of "solitaire". Its name has its origin in the late nineteenth century gold rush in the Klondike part of the Canadian Yukon, where prospectors would play the game in order to help pass the time. It sometimes goes under other names like Canfield (in the UK), although this latter name is technically incorrect, and actually refers to a different solitaire game. Game-play: Using a single deck, the aim is to arrange all 13 cards of each suit in a complete sequence from Ace through King. These sequences begin with the Ace as the foundation and build upwards, hence games like this are typically described as builder type solitaire games. Cards are placed in an area called the tableau, and the initial deal involves laying out seven piles, ranging from 1 to 7 cards on each, and with only the top card of each pile turned face up. These cards can then be arranged within the tableau by building downwards in alternating colours, and moved between columns to in order to access other cards. Only a King or column built down on a King can be transferred to a free space in the tableau. Unlike an open game where all the cards are visible and face-up from the start of the game, Klondike is an example of a closed game, because not all the cards are known, and slowly become revealed as you make them available. Variations: The most common way of using the stock is to deal three cards at a time, but many people also play with an alternative rule in which you deal one card at a time, which is sometimes called Las Vegas Solitaire, and even played as a gambling game in some casinos. This gives you access to many more cards and increases your chances of completing the game successfully. To make the game harder, you can also limit the amount of passes through the deck to just three times, or only once. My thoughts: Depending on which variation you're playing with and how many redeals you allow, a skilled player should be able to win standard game of Klondike nearly half of the time. It is very satisfying to finish a game and get all the cards onto the foundation, but be warned, because it's also very addictive! Once you're familiar with how the game works, you can polish off an entire game in as little as five minutes, making it an ideal choice for a casual game to keep returning to. It's also a game you can get better at, and for some excellent suggestions on improving your strategy, check out the article 7 Strategies to Win Solitaire. https://preview.redd.it/kqy0hgm6emc51.jpg?width=600&format=pjpg&auto=webp&s=42a61300151e622f01739680d0cd37c9d5c6ba3e Related games: If you want an easier Klondike style game that you should be able to win nine times out of ten, try Westcliff, which has ten columns; or Thumb and Pouch. There's also the easier two deck version of Klondike called Double Klondike, as well as Gargantua and Harp; while the two deck game Lady Jane is even easier yet, and you should be able to win 99% of the time. If you enjoy Klondike and want to try similar games, variations worth trying include Agnes Bernauer and Agnes Sorel. Easthaven adds a tricky Spider-like method of dealing the stock, while Blind Alleys and the closely related Pas Seul use a 6x3 tableau. Many other Klondike-inspired builder games exist which change more significant things about the game-play. One of the more popular ones is Yukon, in which the entire deck is dealt at the outset, and where you can move columns of cards even if the cards being moved aren't in sequence. This gives you easier access to cards, but the columns consist of more cards to begin with. Two players: For a version of Klondike that enables you to play competitively with another player using two decks of cards, take a look at Double Solitaire. Players have their own deck and tableau, and the aim is to be the first to play all your cards to eight foundations piles which are shared. As well as turn-based play, this can also be turned into a real-time race game of frenzied simultaneous solitaire. SPIDER Overview: One of the two games that lurks most closely in Klondike's shadow is Spider. Along with FreeCell, it has risen into prominence courtesy of Microsoft Windows, and chances are good that you've seen a version of it on your home computer along with other common games like Chess, Minesweeper, Hearts, and Spades. It is said to be a favourite of president Franklin D. Roosevelt. Many consider it to be the best solitaire game since it gives a lot of room to overcome the luck of the draw by skillful play, and comes with a good chance of winning the game. According to Gregory Trefry's Casual Game Design, by 2005 it had outstripped Klondike and become the most played game on computers that had Microsoft Windows, largely due the increased challenge it offers over the more luck-based Klondike. Game-play: A game of Spider uses two decks of cards, and the game starts after dealing out 54 cards out in a tableau of ten piles. Like Klondike, the aim is to get cards of the same suit in order from Ace through King, but in this case there are no foundations. Columns of cards remain in the tableau until you line up a whole column of a suit in order, descending from King down through Ace, at which point they are removed from the game. Cards can be moved within the tableau in a somewhat similar fashion to Klondike, but whenever you need fresh cards, the 50 cards remaining in the stock are dealt out 10 at a time across the entire tableau. Variations: In the standard form of the game, which is the hardest way to play, you play with all four suits, and while descending columns of alternating colours can be built, you can only move a stack if they are all of the same suit. This is generally considered the more Advanced form of the game, while an Intermediate form of Spider uses two suits and makes the gameplay easier by only using Spades and Hearts. The one suit game only uses cards from a single suit, and can be considered the beginner version, and serve as an excellent introduction to Spider. Officially all spaces in the tableau must be filled before dealing from the stock, but a more relaxed form of the game is possible by removing this requirement. My thoughts: Unlike Klondike, in Spider all the building happens within the tableau, so that immediately gives it a different feel. Winning Spider, especially in its standard form, can prove quite a challenge. But it's also one of the best solitaire games in view of the analysis and skill it allows for. New players should begin with one suit Spider, and you can always progress to the more difficult and strategic versions later. Single suit Spider is easily winnable most of the time, and is a more relaxing way to play. But even an easier game of Spider will take two or three times as long as a game of Klondike. While taking longer to play, it gives more room for skill and thoughtful play, and comes with the reward of increased chances of completing the game successfully. Microsoft's versions of Spider incorporated a scoring system, so that players could use "undo" in order to discover hidden cards and use this to determine their choices, but with a small point penalty. https://preview.redd.it/nmgcto1aemc51.jpg?width=600&format=pjpg&auto=webp&s=a80aea462f885f3f6ce642c9161c44d16e909ac5 Related games: Given the popularity and success of Spider, many other solitaire games exist that take over its basic concept, such as Mrs Mop, which has all the cards dealt face-up at the outset, and Beetle. Tarantula and Black Widow both make Spider easier by allowing you to move sequences in the tableau that are of the same colour (Tarantula), or of any colour (Black Widow). Spiderette is a single-deck version of Spider, and uses just seven columns Instead of ten, which are dealt out in a triangular style much like Klondike. Like the standard game, the way the cards are dealt can play a big role in whether or not a particular deal is solvable. Other common one-deck Spider games include Will o' the Wisp (which has a 7x3 tableau) and Simple Simon. Special mention should be made of the popular game Scorpion, which allows stacks to be moved within the tableau even if they aren't arranged in order, in the style of games like Yukon. It's not easy to win, however, and the Wasp variation increases your chances significantly by allowing any card or stack to be placed in an empty space in the tableau, not just Kings. Three Blind Mice is another favourite Scorpion variant, and uses a 10x5 tableau. FREECELL Overview: FreeCell emerged out of relative obscurity in 1995 as a result of its inclusion in Microsoft Windows 95. Even though it was created by Paul Alfille already as early as 1978, it was only when it was brought into the public eye with the help of Windows, that it quickly became an addictive pastime for many, and gained a loyal following. Just a few years later it was included along with Minesweeper in the chapter "Computer and Online Games" of the published version of Hoyle's Rules of Games. Fan websites were even created for it with information about the different deals, and strategies. Game-play: At the start of the game, a single deck is dealt face up into eight columns. There are four foundation piles, and as in most solitaire games, the goal is to build cards from each suit in ascending sequence from Ace through King. But in addition to these foundation piles, there are four storage cells that can be used to temporarily store a card from the bottom of any column, and that's where the real fun of FreeCell lies. Cards in the tableau are arranged down in alternating colours, and such sequences can be moved between columns - but only with the help of available cells - while a space created in the tableau can be filled with any card. Variations: FreeCell has inspired many variants and related game, which are too many to list. Several of these are true to the basic concept, but simply increase the number of cards in the game. For example, there is also a two-deck version called FreeCell Duplex. There is also a version with three decks and one with four decks. My thoughts: FreeCell has the distinction of being a solitaire card game that lends itself particularly well to a digital implementation. In the Windows version, each unique deal was assigned a different number, nearly all of which were solvable, and people could use this number to attempt the same deal as other players. The computer could also calculate which moves were possible and which were not. While later versions came with over a million unique deals, the original Microsoft FreeCell supported 32,000 numbered deals, dubbed as the "Microsoft 32,000". In the hey-day of FreeCell in the mid 1990s, a crowdsourced project assigned all these deals to different people, successfully completing all but one of them. Given that all the cards are visible at the start of the game, FreeCell is an open game and you have perfect information to work with from the outset, so there are no surprises awaiting you. Winning requires sheer skill, and there is very little luck. https://preview.redd.it/sdpdz9rcemc51.jpg?width=600&format=pjpg&auto=webp&s=8ad1347423b051900ca92b1bacdc1e5f28ba1808 Related games: FreeCell has among its ancestors Eight Off and Baker's Game. In both games you build down in the same suit instead of in alternating colours. Eight Off gives players the added advantage of having more storage cells to use. It was the novel use of alternating colours that helped make FreeCell a big success, but these two predecessors are also very good. Given its tremendous popularity, FreeCell has inspired many other games of its kind, many with small twists to the setup or rules. One popular take on this style of the game include Art Cabral's excellent Seahaven Towers, which has a different starting layout. Also highly recommended is David Parlett's Penguin, which has seven reserve cells, and gives you three of your starting foundation cards but buries the fourth one at the bottom of the first column in the tableau; this is the "penguin" that you must free. CONCLUSION The above three solitaire games can all be described as builder-type games, and there are many other builder-type solitaire games that have been inspired by them or are related to them. The most popular ones besides the trilogy covered here include: Baker's Dozen, Beleaguered Castle, Canfield, Forty Thieves, La Belle Lucie (Lovely Lucy), Scorpion, and Yukon. Each of these games is in turn a representative of its own family of games that provides variations of the same theme. So it's worth trying each of these other titles too, to determine which ones you especially enjoy playing, and then exploring further within each family. But despite the tremendous diversity, these three reign supreme: Klondike, Spider, and FreeCell. Nearly everyone who has had a Microsoft Windows operating system on their computer at some point in their life will be familiar with one or all of these three solitaire games. This is particularly going to be true of those who were the early adopters of personal computers in homes and offices. Those who found themselves behind an office computer in the 1990s, lived in an era when video games weren't nearly as advanced, impressive, or varied as what they were today. This was a time when social media didn't yet exist, and when the world wide web consisted largely of text based websites that were accessed with slow dial up modems. In this environment, solitaire was the ideal companion for a lonely and boring day behind the computer, and a welcome distraction. The positive reception of Klondike, Spider, and FreeCell by this audience, has ensured that these three brands of solitaire will continue to have an enduring legacy, far beyond what even Microsoft ever imagined when first making them our friends. Almost 30 years on, these solitaire games have already stood the test of time, and will undoubtedly continue to be enjoyed by future generations. Where to play them? Head to Solitaired.com and try a game of Klondike, Spider, or FreeCell! https://preview.redd.it/agaaitzfemc51.jpg?width=600&format=pjpg&auto=webp&s=dadb71579e685996511dd1e9bcf6f2cc0e768fcc Author's note: I first published this article at PlayingCardDecks here. |
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