Sometimes (which is really rarely) I make good progress and one of my graphs will be way above the yellow brick. This will make me work less in the following days since I am safe for pretty long time (e.g., 1 month?).
The obvious solution is to Retroratchet. However I feel pain in my heart doing so. For all those precious safe days that I have earned with my extra efforts will just vanish by a simple click and returning back, being me just like any other procrastinator (next day orange and then red!).
Beeminder is all about rewards and punishments. Rewards by seeing your lovely blue color or even better the green, which works really well for a lot of users (I saw topics here in this forum, for how is the red color and the orange color made a psychological attachment to our brains of fear and motivates us by merely seeing an orange task). Color and safe days is all what motivates me and many other users I think.
Please give me some incentive to Retroratchet. Make me feel happy doing it. I cannot lose my efforts and throw it in the sea. I know the whole system is just a trick to my self to make me work and that is the point which is achieved by the current Retroratchet system. But that color trick works and makes me feel that the safe days are my bank account.
I suggest to make a rewarding trick for Retroratchet. Let’s say introduce another measure (other than the safe days and the graph), like let’s say the ‘Health of this goal’. This should be points specific to each graph, and represents how healthy I am. And it reflects my long term habit on that task.
Health points awarded depending on how many days I am safe and to how extent. Green colors gets every day more health points than blue and blue more than orange. And red points are unhealthy and deducting from the health of the graph for everyday in red color. Green colors even gives you everyday health points in flexible amounts depending on how many safe days you have. Retroratchet gives you way more points than the current retroratcheted days (to dismiss the feeling that those safe days that we have lost by Retroratchet will give you a daily health points income by leaving it there).
Another good health habits can also be rewarded and other bad habits can be punished by this health point system. May be you can suggest what else that can enhance this idea. It is very versatile and can manipulate us in our habits in many different ways.
You can even make a general overall health point metrics for all graphs by averaging or something of all health points for all graphs.
Just brainstorming with you guys!
What do you think?
Edit: Now I have reread my writing of the post and just realizing that I am reinventing the HabitRPG (with few tweaks to make it sensitive to Retroratchet) which I have never used, since it did not make sense to me to see a game character that moves slowly in the stages of the game. Just did not see the motivation to let it progress. Progress in the game and so what? Maybe I am a little bit more math oriented and see the value of bank accounts, numbers, points and graphs more, which is definitely, I think, works well for a lot of users here more than HabitRPG game characters.