I’m not really sure how that would work. iOS has always been a closed system with apps needed to go through the store. The one store. And it’s thrived.
Yes you can make the argument about jailbreaking to sideload etc. but realistically it was an os designed to have a single point of entry. I’m all for abandoning fees and more source options but this is not the way to that. Nor does this help completion or open up other avenues for a competing App Store. And let’s be honest, getting into the Apple ecosystem, you should already be aware of its limitations.
It’s does give Tim Sweeney a hardon thinking he’s a winner.
E- seriously, read the article. Follow the news. All this allows for is alternative payment systems to bypass apples fees. The point I made originally is still valid as Epic will still be collecting fees on its own stores. So let’s maybe lead by example? The Epic Games Store may not be you only option on PC. However it handles more “exclusive” distribution deals than any of the other pc stores.
This is an interesting article. I’d like to see more research done into the consumption habits of the youth that are being affected. The article touches on potency from flower being above 25%, which is higher yield than we’ve previously had, even since legalization in Canada. But I think the bigger factors here are possibly two fold. First being how THC is being consumed. I’ve noticed younger and newer consumers trending towards vapes. They have a much higher THC concentration. Live resins around 70-85%, distillate up to 92% and diamonds going to 99%. And people absolutely fly through these carts. Second being where is the product coming from. Is this legally regulated with the limits in place, or is coming from the grey market where you can get up to 1-2k mg of THC in a single gummy? Overall a concerning trend, but something that needs to be looked into deeper as to where the root cause is. I highly doubt it’s solely from dry flower.