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Can we have a discussion about Facebook audience targeting (paid ads)?


I’m wondering if anyone is able/willing to share any advice on what kind of demographics they target when using FB ads? Here’s a bit of background:

I’ve run a few test campaigns but these campaigns are not successful at all. (Paid money for bugger all traffic/leads).

I’ve tried a few different approaches, such as lead magnet (email sign up for eBook), traffic to a purpose written blog article (good quality free advice) etc. I’ve tried a few different creatives, all pretty good quality (I have a paid Canva account, etc).

Going back to the very first thing I said, at this stage I think my targeting is way off. I’ve just been targeting small business owners and self-employed (people either who identify as this or their behaviour shows interest in this).

If anyone has any advice or points about how to better tune my targeting I would be really grateful. Any discussion around this is something I’d welcome, and if other people can learn something even better.

Thanks for your time!

unity – Ability System with Modular Targeting: having trouble finding a good way to map between input components and effect components

I’m trying to make an ability system with modular targeting/inputs for a turn-based RPG game (using Unity)

What I mean by that is that most ability systems I’ve found use an inheritance hierarchy where there are different sub-classes for each different type of targeting, e.g. SingleTargetAbility, PBAoEAbility, VectorAbility, etc.

However it seems like this structure lacks flexibility or results in a huge, unwieldy number of subclasses. For example, say you made single target abilities, like Holy Smite and vector (choose a direction radiating out from your character) abilities, like Flame Lance. Now let’s say you want to make a Push ability, where the player selects a unit, the selects a direction radiating out from that unit in which to push it. With the inheritance hierarchy method, it seems like you’d have to make a new class, SingleTargetThenVector ability to fit this use case. And so forth for any other combination of inputs.

Instead, I tried to make a system where an ability can have any number of player inputs (i.e. targeting, but also including stuff like “choose one of 3 options”), and any number of effects (like damage, push, heal, etc), and then the inputs are mapped to each effect.

This is what I came up with (abbreviated to include only the important parts):

    public class AbilityInfo : ScriptableObject
        public string abilityName = "New Ability";

        public string id = System.Guid.NewGuid().ToString();

        public List<AbilityInputInfo> inputInfos;

        public List<AbilityEffect> abilityEffects;

    public abstract class AbilityInputInfo
        public abstract string uiPrefabName { get; set; }

        public abstract void promptInput(Ability ability);

    public enum AbilityInputSource : int
        Caster = -1,
        First = 0,
        Second = 1,
        Third = 2

    public class AbilityEffect
        public List<AbilityInputSource> playerInputSources;

        public EffectInfo info;

    public class Ability : MonoBehaviour
        public GameObject caster { get { return gameObject; } private set { } }

        public AbilityInfo info { get; private set; }

        private List<System.Object> _inputs;

        public static void Create(GameObject unit, AbilityInfo info)
            Ability ability = unit.AddComponent<Ability>();
   = info;
        public void execute()
            if (info.inputInfos.Count > 0)
                Events.OnAbilityInput += onPlayerInput;

        public void onPlayerInput(object input)

            if (_inputs.Count == info.inputInfos.Count)
                Events.OnAbilityInput -= onPlayerInput;
            else if (_inputs.Count > info.inputInfos.Count)
                Debug.LogError($"Too many inputs for {info.abilityName}: expected {info.inputInfos.Count}, got {_inputs.Count}");

        private void executeEffects()
            foreach (AbilityEffect abilityEffect in info.abilityEffects)
                List<System.Object> effectInputs = new List<object>();
                foreach (int inputSource in abilityEffect.playerInputSources)
                    if (inputSource == (int)AbilityInputSource.Caster)

    public abstract class EffectInfo
        public void execute(List<object> inputs)
            //Some shared logic

        protected abstract void _execute(List<object> inputs);

    public class MoveEffectInfo : EffectInfo
        protected override void _execute(List<object> inputs)
            GameObject unit = (GameObject)inputs(0);
            Vector3Int targetPos = (Vector3Int)inputs(1);
            Movement movement = unit.GetComponent<Movement>();

    public class GroundSelectInputInfo : AbilityInputInfo
        public override string uiPrefabName { get { return "GroundSelectInputUi"; } set { } }

        int range = 5;

        public override void promptInput(Ability ability)
            GameObject gameObject = Utility.InstantiatePrefab(uiPrefabName, GameObject.FindGameObjectWithTag("Canvas"));
            GroundSelectInputUi ui = gameObject.GetComponent<GroundSelectInputUi>();
            ui.initialize(ability.caster.position, range);

There are a few issues with this though:

  1. The mapping from input to effect is not type-safe.

Because there are many different types of inputs to effects (units, positions, etc.), I just use “object” as a catch-all and then plugging those into the execute of each effect, and then inside the effects casting to the correct type. However, if I input the mapping wrong in the editor (put 2 instead of 1), then it will be an execution error.

  1. Distinguishing between dynamic player inputs and static inputs (like “caster” or “caster’s position”) is really janky.

I do it through an enum that represents both static inputs and indices to the dynamic inputs, but that seems really janky. For example, right now the indices only go up to three. I’d have to add FOUR, FIVE, SIX, etc. as I have abilities with more inputs.

  1. Passing the inputs back to the ability is done through a brittle event system.

Because the input is done through Unity UI, I use an asynchronous callback event system and register a listener in the Ability object. However, the same listener is used for all AbilityInputs, so it’s possible that the Ability could receive input from a different UI than it expected (if the UI had a bug and sent multiple onPlayerInput events, for example), and the system wouldn’t recognize that.

I can’t seem to find a way around these problems, but it seems like there must be a way to make an ability system with modular targeting, although I haven’t seen any examples online.

Anyone know how these issues can be solved?

google dfp – DFP targeting doesn’t work: “Cannot find targeting attribute”

I’ve got a website set up with DFP (small business), and I’m trying to differentiate ads by project id.

I went into the DFP back-end, and set up (in Inventory – Key-values) a targeting key “projectid” Type Free-form. In the site I added a line of code to send the projectid as a targeting value (in angular)


I set up a test ad for project id 27, but the right ad is not appearing. Using the DFP Console I see the following:

Information 1 ms    Created service: publisher_ads
Warning 1 ms    Cannot find targeting attribute "projectid" for service "publisher_ads"
Information 1 ms    Created slot: /12345678/NTR_300x600-290px-ad
Information 2 ms    Associated service "publisher_ads" with slot "/12345678/NTR_300x600-290px-ad".
... and lots more

Why is it not finding the targeting attribute? What am I doing wrong?

seo – Site organization when targeting several locations

This is a followup on my previous question:

Site for the same service in different locations: how to avoid duplicate content?

I’m building a series of sites offering, say, cab services in different cities. Originally, the idea was to create a different domain for each city:

But that would require too much work in making each site different, lest Google penalizes us for duplicate content.
Thus, the next idea is to register a generic brand, say:

And then create subdomains targeting those cities:

My question would be: how effective would this second strategy be when ranking the site in each cities’ local searches? (we want to target specifically the “cab city2”, “cab city 3”, etc. keywords). Would we still have to make the effort to add “local content” to each of the subsites? Or would it be enough to have the city’s name in the H1 headline of each one and in the text body?

(One problem is that the company does not have local offices in each of those cities, so we can’t add local addresses).

Online sharepoint: audience targeting does not support dynamic groups

After some advice regarding audience orientation, it seems like the right thing to do. I want to target the public Buttons, menus, news posts, etc. BUT, and there is a big BUT! Does target audience functionality not support dynamic groups? How am I supposed to have some automatic functionality without using dynamic groups? The company is quite large, more than 2,500 employees.

How do you solve this problem?

Question: Google country targeting


  • We have a domain with backlink history. We would like to preserve Australian authority and classifications.
  • We want to target other countries: UK, CA and the rest of the world.
  • We have a .com version of our domain, we would like it to be our main domain so that our brand is not limited to one country
  • If we redirect the domain to our .com domain, we risk losing the Australian ranking.


  • Get out…

Question: Google country targeting

Melee combat: Why targeting an adjacent attacker with a 5-foot cube area attack is considered a ranged attack?

An opponent moved adjacent upward on a character's face and swung toward them. On his turn, in retaliation, the character would like to attack again with his favorite cube area attack, made in the size of a 5-foot cube for ergonomics. Interestingly, the rules as written (see below) seem to qualify this attack as a ranged attack even though the target is adjacent and any other area attack that also contains the attacker would not. Is this an oversight, an intentional design decision, or is there something I am overlooking that invalidates this decision?

The rules that lead me to this conclusion appear here:

Ranged melee attacks

Every time you make a ranged attack and there is an enemy at your melee range, you have disadvantage 1 on your attack roll. Area attacks are considered ranged attacks if the area does not include at least one space adjacent to the attacker.

The 5 foot cube placed in the attacker's square makes do not It includes at least one space adjacent to the attacker, but it does include the attacker's box, which intuitively looks like it shouldn't be a ranged attack, as well as other area attacks. However, RAW means that it is a ranged attack and imposes a disadvantage 1. For me, a more intuitive decision and writing would be:

Ranged melee attacks

Every time you make a ranged attack and there is an enemy at your melee range, you have disadvantage 1 on your attack roll. Area attacks are considered ranged attacks if the area does not include the attacker or at least one space adjacent to the attacker. (changes in italics)

Are there existing rules or other evidence that the designer intended this scenario to be a ranged attack? If so, why only the 5 foot cubes and not any other area effects (they also have to include a square adjacent to the opponent)? Is there perhaps another mechanical reason why I can't find this attack to be considered from a distance? Is attack supposed to simply impose a debuff 1 and to be considered at a distance is simply a by-product?

In the event that it should not be viewed remotely (or only remotely for the purpose of handicap 1), I would like to review this confusing wording. I have found the Open Legends repository and my intention is to submit a pull request if I understand the rules correctly and this decision is against RAI. However, I am asking my question here first to gain security as I know I am very new to the system and may miss something.

dnd 3.5e – How do I manage targeting and 3-D effect areas?

As is common in D&D 3.5e, I mean "squares" when I really mean "cubes". Just take "square" as the slang of the game, which is in this case.

Anyway, then the "5 feet, 10 feet". is an approximation of having a cost of diagonals $ 1.5 times $ distance, which in itself is an approximation to cost them $ sqrt {2} times approx 1,414 times $ (The Pythagorean theorem says a right angle with $ a $ for the legs you will have a hypotenuse of $ sqrt {2} times a $)

A "double diagonal" will be the hypotenuse of a right angle with $ a $ Y $ sqrt {2} times a $, then the hypotenuse will be $ sqrt {3} times a $then we need an approximation of $ sqrt {3} times approx 1,732 times $. If we round that to $ 1.75 times $, we need "5 feet, 10 feet, 10 feet, 10 feet". (Moving four squares costs 35 feet of movement, $ 1.75 times $ the 20 feet it would generally take.

Obviously, "5 feet, 10 feet, 10 feet, 10 feet." it's a hassle, and it's also much more questionable to start with 5 feet in the first square than for "5 feet, 10 feet." scheme. It's also less clear how to combine it with the "single diagonal" move on the same turn: you probably shouldn't be able to advance 5 feet by a double diagonal square and then move single-diagonally for another 5 feet.

The most accurate way to solve this is to imagine "5 feet, 10 feet." rule as really being "7.5 feet" each time, so it's really "7.5 feet (rounded to 5 feet), 15 feet (rounded to 15 feet, so 10 feet beyond the first)." For double diagonals, we're looking at 8.75 feet, which is still rounded to 5 feet the first time, and then 17.5 feet (rounded to 15 feet total distance), 26.25 feet (25 feet), 35 feet (35 feet).

Perhaps easier to see in tabular form. Here, $ d $ is the actual distance not rounded, $ lfloor d rfloor $ for the rounded distance, and $ Delta lfloor d rfloor $ for the cost of the last step. Each step should cost what appears as $ Delta lfloor d rfloor $.

begin {array} {c | c | c}
textbf {Straight line} \
begin {array} {c c c}
d & lfloor d rfloor & Delta lfloor d rfloor \ hline
phantom {0} 5 & phantom {0} 5 and 5 \
10 and 10 and 5 \
15 and 15 and 5 \
20 and 20 and 5 \
end {array}
textbf {Simple Diagonal} \
begin {array} {c c c}
d & lfloor d rfloor & Delta lfloor d rfloor \ hline
phantom {0} 7.5 and phantom {0} 5 & phantom {0} 5 \
15 phantom {.0} and 15 and 10 \
22.5 and 20 and phantom {0} 5 \
30 phantom {.0} and 30 and 10 \
end {array}
textbf {Double Diagonal} \
begin {array} {c c c}
d & lfloor d rfloor & Delta lfloor d rfloor \ hline
phantom {0} 8.75 & phantom {0} 5 & phantom {0} 5 \
17.5 phantom {0} and 15 and 10 \
26.25 and 25 and 10 \
35 phantom {.00} and 35 and 10 \
end {array}
end {array}

The combination of single and double diagonals is made possible by taking advantage of those fractions: 7.5 feet. + 8.75 feet is 16.25 feet, so the second step when moving a single diagonal and then a double diagonal will cost 10 feet, but the 1.25 "extra" feet is less than the 2.5 "feet" of two double movements diagonal. By tracking that extra, you can keep track of how far a character has actually moved.

And if you really bother with this mess, I salute you, because this is crazy. Unfortunately, yes, this is the reality of 3D movement in D&D 3.5e. I highly recommend a gentleman's agreement to keep things grounded, or the house in some form of abstract flight, here is mine.