Kinda surprised experiments like this weren't being run by google years ago tbh.
For six months, Google Maps sent a slice of drivers in ten American cities down deliberately slower routes.
About 30 seconds slower on average, and under 2% of trips were touched. The experiment ran on roughly 100 of the most congested road segments in each city, switching on and off day by day so each city acted as its own control. The results are out now in Nature Cities, from Google Research with collaborators at Berkeley and Stanford.
The reasoning behind it is old and slightly counterintuitive. Every navigation app does the same thing: it finds you the fastest route right now, for you alone. When millions of phones do that at once they all pour onto the same handful of arteries, and those arteries stop being fast. Transport economists have been writing about the gap between what's good for one driver and what's good for the network since the 1950s. Nobody had tested a fix at city scale with real drivers, because you'd need to steer routing for a large share of a city's traffic, and about three companies on Earth are in that position.
So Google put a penalty on the worst segments during their worst hours, which nudged the routing engine towards alternatives of similar road class and comparable travel time, then measured what happened across the whole network on weekdays between 7am and 8pm.
On the targeted segments, traffic moved roughly 2% faster in the median city. Los Angeles got 4.56%, Atlanta 3.30%. Fuel burn on those stretches dropped between 0.5% and 1%. Across every road that saw a change in traffic, which covers around 80% of each city's driving, speeds rose 0.35%, reaching 0.5% during the morning and evening peaks. Total travel time on affected trips fell 0.69%. Their Bayesian model put the probability that the speed effect was genuinely positive at 99.8%.
That adds up to more than 1,000 tonnes of CO2-equivalent saved per year, per city, in most of the places studied. Cars and vans account for around 10% of global carbon emissions, and the average driver spends about 2.6 years of their life behind the wheel, so a fraction of a percent across an entire road network is a serious amount of fuel.
Per driver, the saving comes to about 0.25% of an average journey, roughly one fortieth of the normal day-to-day wobble in how long the same commute takes. Nobody in those ten cities noticed anything, in either direction, including the people sent the long way round.
The authors are careful about what they haven't shown. They measured the immediate effect, not what happens once drivers work out the freed-up route is quicker and pile back onto it, which is the standard way road improvements get eaten. Their penalty scheme was deliberately crude, so the ceiling on the approach is unknown. And the underlying Google Maps data is commercially confidential, so nobody outside can check the numbers.
The finding sitting underneath all this is that a private company's routing algorithm has become a piece of transport infrastructure, tunable in the way a traffic light or a congestion charge is tunable. The obvious follow-up experiments are the ones a city government would want to run, not the ones a mapping company would.
link to full article: nature.com/articles/s44284-0…
This is ingenious. Gonna have to give this a go with some waterways and maps of my own when I get a chance.
classicj retweeted
As many players choose to follow build guides from content creators, we’re introducing a Build Guide system to make this process easier. Simply download the build file you’d like to use, and it will appear in the game client, showing everything needed to create that build.
This patch is extremely bad - tldr: The 1% got buffed with legacy temples (i'm still printing 70d~ profit per a run) - But people who couldn't build their temple in time are screwed(30-40hrs wasted), extremely hard to build a temple with only being allowed to lock t3 rooms.
classicj retweeted
the previously auctioned 1/1 GLHFers, Rom Lee, just swept over 10 ETH worth of gigaverse ROMs on Abstract.
this amounts to 87 ROMs.
classicj retweeted
we've always been the dark horse, the underdogs, the ones ppl haven't heard of yet. that's what makes us so dangerous.
Help me, I'm flywheeling 🥵
$GLHFSTR by TokenWorks is now live.
this is the first & only strategy token with an NFT collection @GLHFers that has its own deflationary flywheel via auctions & live gaming ecosystem with 10000+ daily players.
auctions to receive $GLHFSTR fees are now live too.
details 🧵
classicj retweeted
$GLHFSTR by TokenWorks is now live.
this is the first & only strategy token with an NFT collection @GLHFers that has its own deflationary flywheel via auctions & live gaming ecosystem with 10000+ daily players.
auctions to receive $GLHFSTR fees are now live too.
details 🧵
classicj retweeted
NEW UPDATE! 🆕🔥
0.1.9 version - World Page
World Page - your complete crafting and trading hub!
*⃣ Browse all available crafts and merchant deals.
*⃣ Advanced filters and deals progress tracking,
*⃣ Multiple item crafting, with energy autoclaim.
🆕Added fishing lures support 🆕Added an option for players with the fishing skill "Jebaitor" to play max possible game count.
🔧 Fixed wallet connection issue on sparks page
🔧 Fixed energy conversion issue with the ROM claimer service.
Pulling some great stats 🫡
NEW Milestone! 🏅
Over half a mil in @gigaverse drop value gathered since Fireballs inception!
Higher 📈
Fireball devs doing godlike work as always 🔥
NEW FIREBALL UPDATE NOTIFICATION!!
(for those of you who aren't in the Discord... join the Discord!)
0.1.8 version - Services
-------------------------
Introducing Services - automate the grind, focus on the adventure!
🆕 ROM Claimer
Automatically claim resources from your ROMs when they reach capacity (90% full), with optional energy conversion to Gigus Dust.
🆕 Fish Seller
Sell your caught fish at the best possible rates (+50% with rounding up)
*⃣ Pots Breaker (coming soon)
will automatically break pots, open chests, and repair/craft noob hands to maximize your pot and chest output.
🆕 Longer sessions - Increased sign-in session duration to 7 days.
🆕 Sparks purchases - you can now purchase sparks for other players.
🆕Added Gigus Shards production revenue tracking to ROMs page.
🆕 Added total seaweed value in fishing jobs summary.
🆕 Dungeon bots now fully support echo encounters.
🔧 Resolved "unknown enemy" appearing on successful dungeon runs.
🔧 Corrected account page skills mapping.
🔧 Additional UI fixes.
classicj retweeted
On behalf of @GLHFers community who were early to & are big believers in @token_works / $pnkstr ecosystem,
I'm sharing what we proposed to @Rhynotic:
No other collection is geared to do this, I think it'll make GLHFers the top volume & most interesting str:
Context
➜ GLHFers NFT collection is unique in that the final 100+ NFTs in our collection are yet to be minted.
➜ These final NFTs are in fact 1/1 characters, which when minted, get added to the GLHFers collection.
➜ They aren't just 1/1s, they are *special characters*, and come with interesting (flywheel-driven) abilities or mechanics.
➜ They are minted via nouns-style 24-hour auctions. We've already run 30 auctions successfully, with bids being made by some of the largest '.eth' NFT collectors around.
➜ Our last 10 auctions settled for ~120E in total.
➜ We control the auction mechanics: from starting bid amount, to bid increment, to duration, and so on. This allows us to introduce variety / 'change things up' whenever needed.
OK so, what did we propose?
1. If GLHF is one of the final strategy launches, we'll have 1/1 auctions ready to go on the same day of the strategy token launch.
(I've already seen the art for these and they're all bangers)
2. Our auctions will be designed to supercharge the pnkstr flywheel. How?
➜ 10% of settled auction funds will buy & burn $pnkstr.
➜ 45% of settled auction funds will buy & burn GLHFstr.
➜ 45% of settled auction funds will buy & burn the floor of the GLHFers collection.
* we may alter the balance of this ratio as necessary / if it enables extra shenanigans.
** could be fun to allow the ratio to be set dynamically via gameplay mechanics in our game gigaverse, or based on respective volumes.
3. Needless to say, our token buys & burns will be routed through the official fee-paying pools.
4. On top of this, we'll use royalties earned on the GLHFers collection, throughout the period of auctions, to buy & burn the floor of the collection aswell.
5. Lastly, as game-builders, I think we're in a unique position to add further layers of gamification / flywheels on top of the flywheels, through or adjacent to gigaverse. Can come back to this though because items 1 - 4 will already be an incredibly powerful way to start things off.
If you think this sounds cool and want to support the @GLHFers' community bid (as i am) to be one of the final listed strategy coins before open auctions, then we appreciate your support on the timeline.
classicj retweeted
Updated to support fighting Echoes and the new skill levelling system.
Still a few UI things to finish up, but have fun watching the PvP fights.
If you encounter any bugs or issues, please let us know!
classicj retweeted
0.1.6 version - Dungeons V3! ⚔️🛡️⚖️
🆕 There are now a total of FOUR different models for you to choose from!
💙 Legacy: the previous version of Fireball you all know and love.
🛡️ Defensive: prioritizing defensive upgrades, this is best for those who are still levelling their noob, and is expected to minimize the variance in you average room reached, though with lower full clears - providing a more reliable way to reach level 60 faster!
⚔️Offensive: high risk, high reward. For if you're looking to try clear 4-4 asap, but beware, this is going to have high variance! Attack upgrades are prioritized, meaning sometimes you will clear higher rooms than normal, but at the cost of often dying earlier than usual due to lacking defensive stats.
⚖️ Balanced: somewhere in the middle of Defensive and Offensive.
🆕 Juiced run option is now active by default for all dungeon types.
🆕 Charm effects are now fully supported by all models and displayed in the dungeon UI when the effect procs (you can now easily see where you cheated death!)
🆕 Added preview images for fishing and jobs links, and improved dungeon link preview image.
🆕 Added filters to the jobs page.
🆕 Added navigation button on dungeon/fishing pages for quick access to the jobs page.
🔧 Mobile UI greatly improved for game pages (dungeon, fishing).
🔧 Live dungeon profit calculations (shown when you are looking at a single dungeon run) has been fixed.
🔧 The gear durability warning showing on Juiced runs unnecessarily (due to the way Gigaverse handles ≤2 durability for Juiced runs) has been fixed. Now, if you see the gear repair warning, your gear will be repaired.
🔧 Charm/Orb "on kill" effects incorrectly labelled as "on death" (e.g., Aether Orb heal on kill).
🔧Fishing skills to display the correct level instead of amount of invested points.
🔧Faction not updating in Fireball after faction change
Finally made it to Platinum on @AbstractChain bros 👊 new ATH xp as well, noice.
classicj retweeted
🆕NEW UPDATE!
0.1.5 version - Fishing v2!
🔥 Death Awareness - Fireball will now recognize whether a miss will cause an instant loss (this will stop the round 1 deaths with the single cell crit card :pepe_1hp:).
🔥 Pattern Detection priority - "Safe Starts" now prioritize coverage of the fishing area to determine the fishes movement patterns.
🔥 Mixed Pattern support - Fireball can now handle the Quality 2 fish that change their movements patterns partway through a cast.
🔥 Smart Redraw logic - better handling of "desperate" situations, and enhanced evaluation of remaining cards in deck.
🔥The homepage stats can now be scrolled through to see previous epoch stats (historical leader board and personal stats coming soon™)
🔧 Improved hit probability calculations.
🔧 Improved evaluation of cards when the fish movement pattern is unknown.
🔧 Final fix related to rod auto repairs.🤞
Our testing results have shown enhanced consistency, and considerably better round 1 decision making - but please keep sending your observations to our Discord when you see something strange!
classicj retweeted
Fireball has been marked safe from the Great npm Exploit of 2025. Phew!
We have finished checking through the Fireball codebase, and can now confirm that none of the malicious npm packages are, or were, used in Fireball.
Fireball runs and Sparks purchases are therefore safe to complete!
We have also hardened our security practices to prevent an exploit such as this one from being a risk in the future.






















