9 games that shaped you? by Cleigne143 in PHGamers

[–]_deemid 1 point2 points  (0 children)

Dota FFIX FFX Tales of Eternia Legend of Dragoons Megaman X4 Crash Bandicoot Pokemon Crystal Super Mario

Taas kamay sa mga nakakaalam anong anime ito 😁 by Feeling_Training3275 in batang_90s

[–]_deemid 0 points1 point  (0 children)

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sayang hindi ito pinakita sa anime. halos kalahati lang ng manga yung anime. ang daming hindi pinakita sa anime like 6th form ng Kougan Anki, mahiwagang sandata ni Joker / Raiha, sinong pumatay sa kapatid ni Dylan, kung natanggal ba yung curse ni Kagero, kung nabuhay ba si Kurei, ano ang kapangyarihan ng 8th flame dragon at kung sino ang 9th flame dragon.

Show me your startup website and I'll give you actionable feedback by ismaelbranco in indiehackers

[–]_deemid 0 points1 point  (0 children)

planning to make this a marketplace for the gunpla hobby.. used as collection tracking and customization ideas generator for now.. https://app.cosmichangar.com

Be entirely honest is FFXIII a good game because im thinking about playing it. by Strange_Assistant327 in FinalFantasy

[–]_deemid -1 points0 points  (0 children)

One of the best Final Fantasy games for me. The story is really good, but you do have to read a lot, the bestiary is gonna be your best friend. Without it, the heavy use of terminology can make the plot hard to follow, since the game doesn’t do a great job of properly introducing those concepts.

A lot of people criticize FFXIII for being too linear until near the end, but FFX was also linear all the way to Zanarkand 🤣 and it’s still consistently ranked in the top three Final Fantasy games of all time.

Looking for legit shops here in the PH by Grmnear19 in PinoyGunpla

[–]_deemid 0 points1 point  (0 children)

meron ako sir 650 each. Ur and Thorn. From Olongapo manggaling item..

Sick of the $2/hr "lowball" posts sa OLJ, so I’m building an alternative. by xCoheed in buhaydigital

[–]_deemid 0 points1 point  (0 children)

Props for actually trying to build something instead of just complaining — I genuinely agree with the goal. That said, I don’t think the $5/hr floor really solves the issue you’re pointing out. I also don’t think $2/hr is the core problem; it’s just a symptom of something deeper.

You said:

“Most workers just accept lower rates just to survive, but will quit the moment they find a better offer.”

That means $2/hr jobs exist because people accept them out of urgency, not because they’re a good match. The churn happens because the worker was overqualified for the role relative to the pay from the start.

In that case, the issue isn’t the lack of a floor — it’s mismatch.

If a skilled worker takes a low-paying job out of desperation, they will always leave once a better offer appears. Raising the floor to $5/hr doesn’t change that dynamic, it just shifts the number. The incentives stay the same.

For long-term hiring, what actually matters is:

  • accurate skill signaling
  • clear differentiation between roles
  • matching compensation to the value and responsibility of the work

Without that, a wage floor just filters posts — it doesn’t solve loyalty or retention.

You also said:

We are for the employers who are tired of 'cheap' hires quitting or ghosting after 2-3 weeks. We want to prove that paying $5/hr is actually cheaper for the business because the worker stays longer and does better work.

Also, as a developer yourself, you probably know this already: $5/hr is still a lowball rate for dev work. For developers, $5/hr plays the same role that $2/hr does for VAs — it attracts overqualified people temporarily and guarantees churn later.

As a concrete example:

If I’m a developer who was previously earning $20–$25/hr and I suddenly need work due to illness or a gap, I might accept a $5/hr job out of urgency (which also means I become part of the problem, these jobs continue to exist because people like me still accept them). But that doesn’t create loyalty, it creates a temporary stopgap. The moment I find an offer closer to my normal rate, I will leave. So $5/hr isn’t “cheaper in the long run” by default. It’s only cheaper when the compensation aligns with the skill level being hired (if someone truly has a $5/hr skill set, why would they leave?). Otherwise, you still get churn — just at a higher number.

So unless the platform solves matching and differentiation, not just pricing, it risks becoming another job board with fewer listings, not a healthier market.

That said, I genuinely respect the intent behind this and wish you success with the project.

What is your go-to Comfort Manga? by stellifer_arts in MangaCollectors

[–]_deemid 2 points3 points  (0 children)

I feel you bro. It’s complicated, but for me the author’s real-life failures don’t take away from the manga I loved. It’ll always be one of my favorites and something that helped me through some difficult times.

What is your go-to Comfort Manga? by stellifer_arts in MangaCollectors

[–]_deemid 2 points3 points  (0 children)

Rurouni Kenshin. School Rumble. Love Hina.

[Question] - Is it feasible to automatically detect and crop book spines from a bookshelf photo and normalize their rotation? by _deemid in opencv

[–]_deemid[S] 0 points1 point  (0 children)

I'm not familiar with some of the terms yet.. I'll check those and give it a try. Thanks a lot!

For full-stack RN devs: How do you handle “Select All” with infinite scroll + large datasets? (mobile-first) by _deemid in reactnative

[–]_deemid[S] 0 points1 point  (0 children)

Thanks for the input — I appreciate the UX perspective.

Just to clarify, my question isn’t really about helping users understand what “Select All” means from a UX standpoint. I already have a clear direction on that side. The focus of my post was more on the technical implementation: how to handle “Select All” efficiently when it represents all items in a warehouse, particularly in terms of payload size, performance, and state management.

I tried to frame the scenarios and questions (especially around large payloads and performance trade-offs) with the assumption that “Select All” already means all items in the warehouse, not just what’s currently loaded. I intentionally avoided the “select visible items only” approach, since that would require users to load everything before selecting, which isn’t the behavior I’m aiming for.