Make jokes! Adding a zero to Lyft’s earnings outlook led to a sharp rise in the stock price and then retreated after clarification.

The share price of Lyft, an American online car company, soared 67% after hours. The company had previously predicted that the adjusted profit was 11% higher than the analyst’s forecast, and predicted that the profit margin would increase by 500 basis points in the initial press release. But the company later called the profit margin forecast a clerical error.

In a conference call with analysts, Erin Brewer, chief financial officer of Lyft, said that the company expected the profit margin to increase by 50 basis points instead of 500, and admitted that the figures in the press release were wrong. A company spokesman later called this a "clerical error" and said that the company had corrected this error in the documents submitted later.

After-hours share prices immediately retreated most of the gains. "This is an epic disaster," Wedbush Securities analyst Dan Ives said in an email. "I have never seen a mistake like this in my nearly 25 years of Wall Street career."

In fact, both Lyft and Uber released strong performance reports this quarter, indicating that the overall passenger demand continued to grow after a sharp decline nationwide during the epidemic. The two companies have invested huge sums of money to recruit and retain enough drivers to meet the surge in order demand. David Risher, CEO of Lyft, who took office less than a year ago, focused his operations on customer satisfaction and emphasized returning to the basics to narrow the gap with Uber. Lyft has spent millions of dollars to attract drivers, but it faces difficulties in increasing passengers.

Lyft said in a statement on Tuesday that the adjusted profit for the first three months of this year is expected to be as high as $55 million, exceeding analysts’ expectations of $49.5 million. The transaction volume of rides excluding tips will be between 3.5 billion and 3.6 billion US dollars, which is higher than the estimated 3.48 billion US dollars.

Lyft’s total orders in the fourth quarter increased by 17% year-on-year to $3.72 billion, higher than the forecast of $3.67 billion. Revenue increased by 4% year-on-year to $1.22 billion, in line with expectations.

Lyft said that the number of active users on its platform increased by 10% year-on-year to 22.4 million in the fourth quarter. Lyft had more than 40 million passengers last year, setting an annual record.

But Lyft still lags behind Uber. According to the data of market research company YipitData, since the second quarter of 2022, the company’s share in the American online car market is about 30%, while Uber’s is 70%. Uber announced its first annual profit since its IPO last week, and said that the number of trips in the quarter increased by 24% to 2.6 billion.

This article comes from: financial circles

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After 800 days, Aauto Quicker’s heaviest game finally appeared.

On December 1st, the first work "Sleepwalking" developed by Aauto Quicker’s game brand "Finger flick Universe" finally started its first test.

In the eyes of many people, this work represents the highest level of self-research in Aauto Quicker after the game business upgrade. Moreover, Sleepwalking also has a feeling of "the sword is biased" in terms of game types, and chose to build a high DAU product with Roguelite+ARPG as the core.

These factors make Sleepwalking very valuable for research: using GaaS(service game)Is it feasible to make a pure Roguelite?

Let’s look at it bit by bit.

I have to say that Sleepwalking chose an almost perfect theme. In the plot, as a "dream catcher", players have the ability to move freely in dreams, so they will continue to go deep into various dreams to find and solve the secrets and problems of the dream owner-the game therefore adopts the classic narrative method of unit drama+dark line.

In addition, the two concepts of dream and reality, which reflect each other and contradict each other, frequently appear in the plot of the game, which is naturally suitable for discussing various philosophical issues.

For example, in the first chapter of the game, the story discusses the unknown topics about fear and challenge with the help of "deep sea dream";

The second chapter also talks about the concept of money in the dream of getting rich.

With the contrast between exaggerated dreams and reality as the background, players are not so easy to feel "lectured", but more naturally think about life with the game-the plot that allows players to think actively is no worse than those works that rely on adrenaline.

The combat system of Sleepwalking requires players to play three "dream spirits"(role)Each character has three skills: general attack, survival and characteristics. At the same time, each character belongs to one of the six schools, which correspond to different offensive styles, such as melee, barrage, ray, call, encirclement and circle.

At the same time, the "echo" that players get in a single game.(BUFF)Most of them belong to one of these six schools-this setting is easily reminiscent of Hades, and Sleepwalking also draws more lessons from the mechanism of this classic work, such as the design of some rooms and statues that can trigger time-limited challenges and get rewards.

For example, a famous scene like "Xiuluo Field"

Roguelike, a game category, has experienced decades of iteration, and imitation and reference have long been commonplace. The classic Roguelite "Hades" derived from it is also the object of study for many developers. The new knowledge of the game has also been summarized. The imitation of many works only stays at the level of "randomly appearing BUFF by genre", but it can’t "reflect the design sense of the game with random mechanism".

Sleepwalking has made some targeted designs to avoid players being forced to choose the optimal solution, specifically to minimize the importance of "genre theme".

Many similar games are designed with the collocation depth of "1+1>2" in mind, while Sleepwalking emphasizes "2+2=2*2" on the basis of a small amount of "1+1>2": most buffs are designed to add tricks to the player’s character performance, and even some buffs with combined effects will not be so powerful that the player can’t help it after numerical design.

This mechanism also liberates the freedom of players in team matching. There is absolutely no need for the characters in the player’s squad to belong to the same genre, because doing so does not mean higher intensity, not to mention that any two characters in Sleepwalking have a linking effect, which will be triggered after a sufficient number of BUFF are collected in the game.

Under the comprehensive influence of various mechanisms, "Sleepwalking" rarely exerts a sense of anxiety on the player’s role intensity in the process of single game. Players can either plan the specific gameplay in advance and choose the desired construction method tendentiously, or give up thinking after playing the same routine, close their eyes and concentrate on mowing the grass.

This is another design idea. Sleepwalking hopes to directly create a fresh sense of He Shuang with randomness, thus bypassing the hard-core and difficult-to-give-up feature of "players need to learn through constant failure" in fundamentalism Roguelike.

At this time, we should be able to understand more clearly the phrase "sweeping 1.4 billion dreams" when Sleepwalking was published. It doesn’t need many complicated and obscure rules and mechanisms, but it only needs to design different themes and then put them together and collide with each other. The "unrestricted" theme also allows Sleepwalking to give full play to this aspect.

Following this line of thinking, the next problem that Sleepwalking needs to solve is how to effectively show its strengths and let players try more diverse content.

There are still many details that can be polished in a test of Sleepwalking. For example, one of the two sides of the aforementioned "2+2=2*2" is that players will encounter "difficulty in choosing". Let me give an extreme example:

Which one should I choose?

At this time, I thought of Hades, and only a small mechanism was needed to solve the problem.

I don’t believe that we can still choose difficulties in this way.

A big problem in the combination of GaaS and Rougelite is the design of nurturing system: it can increase the depth of the game, but the overweight nurturing system will also make the game deteriorate.

"Sleepwalking" has not become a substantial development game like many Roguelite mobile games. Its cultivation system is very familiar, including role level, skill level, overlapping cards and equipment.

Players who are familiar with the two-dimensional card-drawing mobile game may have begun to feel bad, but in fact, except for the upgrade, the improvement of other cultivation elements is not too great: the full-level skill is only about 50% higher than the initial level, and the player’s most feared card stacking is mainly used to improve the rarity of the role’s corresponding BUFF, and the numerical value is not particularly obvious.

The test of Sleepwalking only lasted less than 4 days. Theoretically, the long-term gameplay does not belong to the focus of this test, but the new knowledge of the game still feels some ideas: grading the gameplay and making the gameplay with lower level become the cultivation process of the gameplay with higher level.

This "lower level" gameplay is the Roguelite main gameplay that we are all familiar with: destroying enemies in fixed-length checkpoints, managing BUFF and resources, and challenging the final BOSS. On the settlement page of the main game after customs clearance, players can choose to save the lineup status at customs clearance to form a "seal".

Imprinting can play a role in other gameplay. For example, there is only one BOSS in the actual process of a short material level. At this time, players only need to choose the pre-saved imprints to directly challenge with the customs clearance team.

This idea can be said to be multi-faceted: special levels create demand for engraving for players, so players get the motivation to play the main mode and explore new construction methods; After a difficult challenge, you can get a new upper limit of material unlocking, forming a spiral play curve.

In addition, Roguelike will force the player to know the progress in the game after a game, which sometimes makes the player feel unfinished-the mechanism of printing can solve this problem to some extent.

Sleepwalking doesn’t look like a game pieced together by randomly selecting several labels. Aauto Quicker’s "highest level" does have something.

I hope Sleepwalking will bring us more surprises in the future.

[Looking for coaches] How is the proportion of the correct motivation? That’s it! -The table tennis national ball exchange

Find a coach+ask the Ma Kaixuan coach to guide it to see if there is any problem with the front and back action? thanks

Coach Ma Kaixuan Answers

Boys, right -handed horizontal board, single -line exercises on the front and backhand.

1. Positive hand. The plate shape is stable, the hitting time is reasonable, and the proportion of impact and friction is quite good. The first thing that needs to be adjusted is the shape, the big arm is started, and now it is too close to the body’s torso, causing the big arm tension, and the continuous shoulders are raised.

It is best to swing with bare hands to solve it. At the same time, the front arm is opened horizontally a little more. In this way, the focus of the exchange is adjusted together. My legs, but I estimate that the distance between my feet is close. That is to say, we comprehensively govern during waving,Open your feet properly, the knee is slightly bent, and the structure will be much more reasonable.It is best to use multi -ball to adjust the action with more effort. It is not impossible to use a single ball. The requirements for the sparrows are relatively high. Of course, you can do a single ball.

2. Affairs. This video is shot well, and there are angle changes, and it will be much more comprehensive.

The child is stable and the action structure is quite stable. The proportion of playing and rubbing in the ball is quite good. This coach is a bit level, at least, it is quite satisfactory. You can stand some properly at your feet, and the sense of stability will be much better.

In addition, there is a detail that he must stand in front of him with his left foot. Sometimes he comes out of his right foot. At the same time, the left foot heel is twisted on the ground. This is not possible. Can you remind him that when hitting the backhand, the left forearm of the left arm is placed near the left waist, and the height on the table is very helpful to the body balance.

At this age, the practice of training, and the number of training hours, the ball skills will rise very fast.

Do you want to ask too? Native

Ma Kaixuan, former Beijing team member. In 1990, he went to work in the United States and many students were selected as the U.S. National Team. Its table tennis resumes are colorful and unique and have rich teaching experience. He is currently a technical consultant of Ping Pong World Magazine and National Ball Exchange.

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