I was fortunate to be taught by my father when I was younger. It may be an age/luck-of-the-draw thing, but check out "MILD"; it's the name for the simple technique that worked for me.
I agree. If compute is the issue and pricing can't budge then something has to give.
They would have kept my business if they were honest and upfront. Instead they sold me something that worked well, broke it without warning, remained silent about it until enough people caught on, chose to do nothing, then proceeded to release a model that eats ~30% more tokens with no advantage over prior models.
If they chose to unbrick their model and offered what we had a couple months ago at a 50% hike, I would have been onboard. I've seen enough now of how this company treats its customers to continue using or recommending them.
Also, Codex works much better than CC now for anyone who happens to be on the fence.
Codex actually feels severely lacking to me, trying to switch off Claude Code. I'm trying every day. The models honestly feel on par, but the Harness and the CLI are somewhat painful to work with.
I've taken time off work to follow something I've always dreamed of doing. So I'm building Cella, A cross-platform, 3D space MMO game set in a procedural, animated universe with fully composable ships & structures built using functional cells.
Can confirm. Max effort helps; limiting context <= ~20-25% is crucial anymore.
> * keep active sessions active. It seems like caches are expiring after ~5 minutes (especially during peak usage). When the caches expire it sees like all tokens need to be rebuilt this gets especially bad as token usage goes up.
Is this as opaque on their end as it sounds, or is there a way to check?
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