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#I mean the default options in games are already not ''average'' or normal... it was already very fit
silver-horse · 10 months
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so the body customisation in BG3 is basically just a choice between 2 bodies. the default one and an even more muscular/buff body. they only added a muscular body, they didn’t add a skinny one, right? 
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groundlevelcliff · 4 months
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Point of view (making it harder than it has to be)
Learning RPG Maker MV is going well - as well as one can judge that when they're on the third 10-minute tutorial video - but the thing that struck me once I ran the thing was how small every tile and character is.
That doesn't pose a problem in and of itself, but the player character in this project is a housecat. Since cats are tiny in relation to their surroundings, I had already intended to double the size of each tile. At this point I'd have to blow up each non-player sprite by four just to get the scale right! I'm already going for a pixelated look, but scaling to that degree is excessive - not to mention that it'd make placing even a single item a multi-tile ordeal. What I'll likely do is double each person-sized sprite, then find a plugin to double the zoom level from there.
That's a minor concern, though. What really bothers me isn't the size - it's the perspective.
The perceived size of a sprite is going to carry the tone far more than the actual height and width would. I could quintuple the size of the entire game, but if it's all in top-down view, the player is still stuck looking at the top of everyone's dome. They're going to feel bigger than both the character and the scene, which is antithetical to what I'm trying to convey.
The 3/4ths view is MV's default - not because of anything inherent to the engine, but because every innate sprite resource is drawn in that perspective (as are most user-made resources). It's something we're all used to seeing by now, so we usually ignore the implication that the viewer's watching things happen from the sky. Since most people interpret this view as the "normal" perspective, though, I worry it would struggle in communicating situations where the player character themselves is smaller than the average person.
Side view...just feels flat to me. I don't think anything scary has ever happened in side view.
If I want the player to really feel too small for their surroundings, the only other option I can see is to put the camera in between those two views - something approaching a 1:2 perspective. But I had no idea just how hard it is to find examples! Just about every pixel art tutorial focuses on 3/4 view, side view, or isometric. Isometric actually is pretty close to a 1:2 ratio, but the viewpoint is always at an angle! It's made up of diamonds more than it is squares, and even if that's something MV is capable of handling, I really don't want to mess with all that.
I realized today, though, that working from zero like this is going to get me so wrapped up in theory and research that it's going to be half a year before I ever put tile to map. Why not do a case study of other games?
Hamtaro: Ham-Hams Unite!
This is a weird pick, but this Game Boy Color title informed about 80% of my taste in games (the other 20% was Fallout: New Vegas.) Just a straight-up adventure game. No combat. Just puzzles. It's clearly inspired by point-and-click adventure games without any of the clunky UI weirdness of other genre titles ported to console (COUGH, Maniac Mansion for the NES). I really could talk about this game all day if I don't rein it in, though, so I'm going to focus purely on the visual design.
Hamsters are about three inches tall, which means everything in the environment has to be HUGE in comparison. This is way more dramatic than what I'm planning, but looking at an extreme example may make it easier to see what makes it tick.
Here's what's interesting: the perspective in this game is all over the place.
Locations are divided into chunks that I'd say are roughly twice the size of the GBC's screen. What's funny is that the perspective often changes from one chunk to another.
The environments are often in plain old 3/4 view - like in this first screen of Sunflower Market - while the characters are in profile. They don't feel conflicting...though the scene kind of breaks apart if you stare at that bicycle for too long.
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But then you get scenes like the very next room - the characters, floor, left wall, and cardboard boxes (including the "alley" between them) all seem to be at a closer angle, with only the slide being somewhat off.
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Look at the left wall and where it meets the floor - it's angled towards the horizon because it's in perspective. But in the previous screen, the angle of the newspaper stacks and the little curb behind the sick hamster are completely straight, because they're purely being seen from a top-down perspective.
The produce shelves are in 3/4 and straight:
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But the outside of the fridge is in perspective again:
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There's also this screen, which is fun despite the front and back shelves disagreeing on where the vanishing point is:
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So the artists couldn't decide what view to use either! But one thing you notice when looking at all the screens together is how every single one includes something that reinforces how small you are and how big the world is. The newspapers, the strawberries, the tape on the cardboard box. The fridge door's handle peeking from the top of the screen places it far lower than it should be in relation to Hamtaro, but it was included for readability; if it wasn't there we might mistake it for a building or weird wall.
Let's leave the market and look at this classroom "cafe" from Sunflower Elementary:
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You access this tabletop by climbing up a broom handle (bottom right). The artist could've just colored the floor and wall and called it a day, but they made the conscious decision to have the foot of the life-sized skeleton model visible in the corner. You can examine this model when on the ground floor, and it's enormous. What point is there to include it, other than to emphasize how this grade school child's desk is a staggering height for the player?
Little Nightmares
Maybe it would've made more sense to start with this one? Well, whatever.
I knew I'd have more luck finding write-ups and dissections on this game than an obscure licensed title from 2002, and I wasn't disappointed. In an article published on Game Developer (formerly Gamasutra), Chris Priestman writes "The world that you travel through in Little Nightmares is clearly built for people who are much bigger than Six and so travelling through it is both unwelcoming and challenging. To enhance that, shapes and bodies are exaggerated and bloated, stretched into surreal and sometimes horrific forms."
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And he hit the nail on the head! I've actually been playing with the perspective of the cat's owner specifically, tweaking the angle and exaggerating the proportions of his body to make it seem like he's looming over the world around him. But there's a fine, fine line between "mild fish-eye lens effect" and "this guy's straight up drawn in the wrong angle." There's also a drastic difference between pixel art and Little Nightmares' 2.5 D space, but seeing the latter successfully convey that feeling just makes me more determined to make it work.
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Focusing on the environment itself, it's not that the player doesn't fit in their surroundings - it's that they're entirely, completely engulfed by them. A good few rooms wouldn't feel unusual in another game with a human-sized character, but open stretches of floor feel yawning and insurmountable. And it's not actually all due to size! Speed plays an enormous role. Six is small, but unlike the lumbering giants of Shadow of the Colossus or RPGs where everyone has the same walking speed, she's also not very fast. In fact, Little Nightmares' giant enemies are pretty spry!
The Legend of Zelda: The Minish Cap
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Let's not look at this one for perspective tips, okay?
Stuart Little 3: Big Photo Adventure
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Sure, why not? I didn't think 3d sandbox games were worth looking at since there's no real shot composition and you can, y'know, just make the models bigger, but I like this shot. Placing the camera just a couple inches off the ground stretches out the stage more than I expected.
In any case, I've got a lot of playing around to do before I find something that clicks, but I think I've got more direction than I did before.
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northern-passage · 2 years
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so with this being the Hot Topic of the week i wanted to make a post talking about fat characters and body diversity in IF. if we’re going to talk about it, let’s actually talk about it. and as a fat person myself, i want to talk about it.
i don’t think i really need to say that fat bodies are neglected in media in general - we all are aware of this. in interactive fiction specifically, there is definitely a notable absence of fat characters, but especially fat romance options. and when there are fat romance options, they tend to be stereotyped, or sidelined, or seen as “undesirable” to the average reader. more mainstream IF games don’t even have any body diversity at all, with all romance options being described as conventionally attractive (euro-centric) and skinny, or “super model-esque” which is usually just another way of saying conventionally attractive and skinny. on the other hand, a lot of IF leaves characters more vague and up for interpretation, simply because that is the nature of IF and it is designed for people to be able to fill in the gaps with what they want to see.
unfortunately, this may lead to people automatically defaulting to “skinny.” which, it’s already been said: that says a lot more than i ever could about how society views fat people. though, i do think it’s important for authors to be specific in their descriptions and identities when it comes to representing marginalized groups, not just with fat people but all across the board.
this lack of fat representation does feel particularly malicious when it comes to romance, with fat people very rarely, if ever, getting to see ourselves depicted as the person that is desirable, or the person that gets to be in love, and receive love, be deserving of love. fat people are mocked and shamed and fetishized from a very young age, with no positive depictions of people like us in media to look up to, and it can be extremely cruel and alienating. 
and society is actively hostile towards fat people. the BMI is used to shame us, despite being fake science. doctors actively ignore our problems and reduce all of it to “you need to lose weight.” there is no standardized sizing when it comes to clothing, and fat people are almost always left out. fat bodies, when they are represented, are reduced to negative stereotypes and “cautionary tales”, a thing to avoid and fear. only in recent years has there been any kind of push back against this, but we still have a long way to go.
and then there’s the word fat itself. there can be a lot said about the word “fat” and what exactly it means. it’s something that i think every fat person has strong feelings about. and i know a lot of people have a complicated relationship with the word, myself included. a lot of times people avoid that word to describe their characters - i know i tend to, because as a fat person it’s been used against me all my life and i’m still trying to unlearn that. it’s a word with a lot of stigma around it, and for some people it can be really personal. but ultimately, it’s a neutral word, a descriptor. it took me a long time to realize this, but fat is not a bad word.
i wanted to write all of this out because i do think this is an important conversation to be had, and i think the first step is just making people realize that fat is not bad. skinny is not the default. if you find yourself constantly interpreting characters as thin unless they are explicitly stated otherwise, challenge yourself about that. if you’re an artist, start drawing more fat bodies. if you’re a writer, think about what you can do to normalize fat people through your stories, and help destigmatize the word fat.
here are two articles i want to share:
Fat is Not a Bad Word
Creating Fuller Stories About Fat People
And the Health At Every Size website, which has its own page of resources.
finally, i wanted to highlight some authors & games that do include fat ROs. this is by no means an exhaustive list, but simply the games that i’m familiar with, and i think it’s important to show support to the people that are already doing the work and making strides to turn IF into a more inclusive community. (i also want to note that all of these games are WIPs, and may not yet explicitly state in game the description of their characters. however all have been portrayed and confirmed to be fat by the author on their blogs)
The Unknown One in The Moonless by @moonless-if (demo tba)
Bautista and Devin in Greenwarden by @fiddles-ifs
Florrie in Body Count by @bodycountgame
Hekate in Fields of Asphodel by @asphodelgame
Charlie in You Live and Fern by @beetlebethwrites
Nico in When It Hungers by @roast-ifs (currently undergoing edits)
Aja and Luc in Magician’s Voyage by @magiciansvoyage
EDIT:
Jabberywocky in Rabbit Hole by @if-rabbithole (demo tba)
Blake and Carmen in Off Script by @offscriptif (demo tba)
W in Witches of Ferngrove by @witchesofferngrove (demo tba)
James in Inner Demons by @innerdemons-if
C in The Heir Quest by @theuwriting
Roselyna and JM (as crush options) in Mommy, We Created a Plot Hole! by @mwcaph-game​
Greta and Galeon from Trails Lead Home by @trailshome
Azalea from Speaker by @speakergame
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nacrelyses · 3 years
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okay brain if i make the post will you shut up
so love, me normally can be interpreted in a romantic sense, and it would make sense for it to be interpreted in a romantic sense of someone who desperately wishes they weren’t so different from the norm, so “bad”, so “abnormal”; that they’re so tired of being different and being treated different that they just want to be loved like they’re normal, loved like a nobody
but that’s not what i’m making this post about god damnit keep on track-
[under a read more because it’s very heavy. tw external and internal queerphobia, existential despair, also this is so long oh god 2k words]
 i could make a joke about how “cross my i’s, dot my t’s” is a joke about going on testosterone but uh i’m just going to talk about first stanza 
“I was delivered holding scissors, I live deliberately, I’m a quitter And a winner anyway, cause I never agreed to participate in this game”
this’ll come up later in this long ass post but the child is delivered holding the scissors to cut their own umbilical cord. when a child is born and they are a queer individual, it is up to them to cut the ties that hurt them the most - even the most close and familial ones. in the way that an umbilical cord is cut because the baby no longer needs the mother’s nutrients, the child is born with the inevitable fate of having to cut off those whose approval and love they can no longer thrive off of, or can no longer receive. or, it could be a metaphor for the scissors of fate, where the child is born with their fate in their own hands and they, being an outlier in queerphobic society, must make do with what they’ve got.
“i live deliberately, i’m a quitter” the child lives deliberately in their quest for self discovery and their need to understand and accept their queerness but at the same time they are a quitter in all the things that society considers normal but they cannot utilize to function: a white collar job when the child is an artist, a nuclear family when the child just doesn’t want one, keeping in contact with your parents when the parents do not accept their child.
“And a winner anyway, cause I never agreed to participate in this game” this comes up later in the post as well but yeah the child never agreed to participate in this game of life. they didn’t ask to be a player, but by default of their unwillingness and their lack of consent, they are made a winner because they are the only player at the table of their own life. they are made an unwilling winner for something they never had the consciousness to consent to experience. they can be called “strong” later in life for overcoming queerphobia, lauded as a “winner” over their oppression, but it rings hollow because to be a real winner, you have to have agreed to be playing in the first place. 
and then the chorus, this is pretty obvious. like the 
“And I'd rather be normal. Yes, so normal I suggest that we keep this informal Cause a normal human being wouldn't need To pretend to be normal to be normal Well I guess that's the least that I owe ya To be normal in a way I couldn’t be C’mon, c’mon, and love me normally”
because you know, that could kinda be interpreted as a queer child talking to their queerphobic parents. it doesn’t fucking matter if their parents are proud of them for their grades or their achievements now because no matter what, they’re proud of the persona of the child they’ve constructed for themselves. they’re proud of a fraud. the child knows they’ll never truly be loved the way they are, that their parents will only love who they want the child to be and they’ll only love the image they have of their child. think of it like internalized queerphobia, homophobia, transphobia, the idea that similar to i/me/myself, it would be easier if i were a girl [or cisgender, for a general application] and it would be easier if i were normal. the child would rather be normal in the way their parents see normal and they feel that they owe their parents, for all their parents have done to provide for them and pay for their bills and everything, the bare minimum of pretending to be normal so that they don’t break their parents’ hearts. and it’s really for the sake of everyone in the family because if they’re outed, the parents will argue, the parents will be sad, their siblings will be upset by the arguing and the mourning, they feel as though they owe their family this bare minimum of pretending -  both for their own safety, and for the prosperity of their family. moving on.
“If I could live in third person, well I don’t think life would be much worse than it is In the current tense, presently, this sentence ending in question marks or dot dot dot…”
the child feels like if they were an outsider witnessing their own life in a third person perspective, it still wouldn’t change a lot. or it wouldn’t be much worse, it might actually be better, in a sense, because they’re fully disassociated from the identity that alienates them so from their parents and their parents’ approval. but they’re living in first person, so this sentence (their life, basically, drawing upon how a suicide prevention thing a while back was using a semicolon as a symbol of your life being an author’s sentence) ends in two ways. a question mark, showing how their existence as someone outside the “norm” of a queerphobic society is rife with constant questioning and identity gaslighting because of how “abnormal” it is to deviate from the norm that you are left without many resources to figure yourself out. you die at the end of the day perhaps not even knowing who you truly are because society has not yet normalized terms that could better articulate your identity, and because you can never really know yourself. or, your sentence ends in a dot dot dot. forever unfinished. you leave with so many loose ends - maybe you move out and cut off contact with your family forever, and live perhaps happier but never knowing if they change their mind (oh god now i’m thinking about change your mind from steven universe and how steven’s entire story is a metaphor for the trans experience). maybe you decide to continue pretending and you cut off the option of really getting to know yourself a little bit better, and you die never knowing who you could have been. so living in full disassociation would at the very least not be much worse than how the first person tense currently is.
“I drank myself to death to be the afterlife of the party When the afterparty came, I was rolling in my grave”
no i am not an alcoholic, thank you very much, i am a responsible person. but the substance abuse reference can be applied to any self destructive habit that arises out of a need to cope - in this case, the child’s need to cope with their fractured identity. maybe they turn towards being hyperfeminine or hypermasculine in an attempt to feel connected with their assigned gender, which branches out into so many different destructive habits (aforementioned drinking, drugs, eating disorders, etc). they do so to become the “afterlife” of the party - if you think about a “party” as a moment in time, it can be the moment you are in in your life. the child turns towards these destructive habits to try to achieve the unachievable. to bring the afterlife into life, to bring their parents’ false image of the child into fruition when that is never impossible and that in itself becomes destructive. but they do this in the current moment of their life, in the current party, so when the afterparty comes, they’re already dead. when the afterparty comes, they roll in their grave because it’s a hollow call for what they could have been: a more genuine person to themselves, a happier individual free of parents’ queerphobia. 
“I want you to love the way they so seamlessly, like a dream for me, so beautifully, oh so dutifully jam that square peg in the round hole in their hearts”
the bridge monologue is very very romantic-coded and i don’t think i can pull much meaning from the first bit but here, have the “jam the square peg in the round hold in their hearts”. the child has learned to “seamlessly”, like a second instinct, to jam the square peg of their parents’ false image into the round hole in their hearts, to somehow cram something into a space that was never meant to fit and should not be fitted at all. this quote speaks as though it’s the child talking to their parents, telling them, “i want you to love me, but you are only loving me as i am now, when i am literally destroying myself to be who you’re capable of loving”
“I want you to tell 'em that you love the way that they don't stick out like sore middle fingers That they crawl their way up the side of the bell curve, stick their flag in the peak, and slide their way back down I want you to tell them that you love the way that they're not maladaptive, not malcontent, not malignant or maleficent, but rather that you love them exactly the way that everybody else is”
yep. so the bell curve, the statistical graph, the idea that their child could sit perfectly at the average as the cishet kid their parents expected them to be. the way that they’re not “maladaptive, not malcontent, not malignant or maleficent”, which can all be adjectives weaponized in queerphobic rhetoric against the queer community. and the final line, that their parents love the child “exactly the way that everybody else is”. their parents hold their child to a supposed “norm” that does not really exist because of how suppressed queerness is in society, that the norm is most likely not the norm at all and who’s to say what’s a norm? their parents love them when they are “normal” and it feels like that’s the only way they’ll ever be able to love you. they’ll not be able to learn how to love a different you. 
“I was nothing before so I couldn’t have asked to be born I'll be nothing again, so what am I between now and then? Is there nothing to fear? Cause sh*t's getting weird So to God who made this man, you better have one hell of a plan”
deep breath. okay. okay. first of all, will wood’s inflections from the last line of the first bridge all throughout the second bridge are gorgeous and hit so hard. 
but yeah. here we go here we go ho boy
the idea that birth in itself is actually an immoral thing, since children don’t ask to be born. they don’t ask to be brought into this world, to experience this world, to develop mental illnesses and to face queerphobia or discrimination or danger in any sense because of who they are. they don’t ask to be born into a family that consistently alienates them and forces them to keep quiet about something that’s so important to them. and the child, in learning that their parents are queerphobic and will never accept them the way they are, realizes now even more that they never asked to be born. they didn’t ask for this closeted life. they didn’t ask for this kind of pain, this kind of false love, this kind of otherness. they never asked for any of this. 
“i’ll be nothing again...” the idea that life is finite, that they’ll become that “nothing” they were before they were born if they come out to their parents because in that sense, it’s the parents asking themselves, “why did we have a child that turned out this way? we didn’t ask for this kind of child. we never asked for this kind of person. we never asked to raise them as they are now.” look if you can’t fucking accept that your child will be anything other than a cishet individual made to play out your nuclear family life so you can project your ideas of parenting and hopefully help parent your grandchildren in all the ways you fucked up your own kids i want you to-to- the window is right there. leave. fucking leave. 
“Is there nothing to fear? Cause sh*t's getting weird So to God who made this man, you better have one hell of a plan”
is there really nothing to fear, from your parents? they’re supposed to be your closest guidance but is there truly nothing to fear from them if they hate the idea of who you really are? the child is questioning their identity (”shit’s getting weird”) and everything they’ve ever perceived their parents as is thrown up in the air.
and we can’t have all this internalized queerphobia without some religious trauma, can we? the child asks the all knowing, all seeing God, “what was your plan for me?” did this God intend for this child to have to go through this pain? this suffering which is often carried out in the name of aforementioned deity? this God better have one hell of a plan, really, because this child sure as hell needs one, and this God better have a good enough excuse to be able to redeem themselves in this child’s eyes. 
all the choruses are just the child constantly asking their parents: “am i normal enough?” “do i need to pretend more?” “i know i owe you this much at least, can you tell me you love me? the normal me?” “can you tell me you love me at all?”
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treasure-mimic · 3 years
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So, for those of you that are familiar with the formatting this may seem a bit strange. While normally, I like to pitch newcomer characters from whole cloth, in this case I want to make a moveset for a character that’s already in Smash. Specifically one of its oldest characters. Because characters in Smash Bros. tend to be highly, immutable, changes happen very slowly, a few in between years of development, and no character has ever gotten a true overhaul. It’s taken Ganondorf 15 years to get a few moves wholly distinct from Captain Falcon, and the inspiration is still entwined in the DNA of his kit.
So this is less, “here’s a character that I would like Smash to add, here’s how I think they would play”, it’s, “here’s a character that’s in Smash but I don’t think has a very authentic or accurate playstyle, here’s how I would change them”, or more accurately, “here’s how I think this character would, or at least could, play if they were added today”.
So, Samus Aran is a heavy, yet floaty and mobile, mid-ranger. She gets a lot of mileage out of her projectile game, but is not completely reliant on them like her easiest comparison Mega Man. She’s closer to a cross between him and Simon in true playstyle, as a lot of her moves contain narrow pathways that require good aim and spacing to get the most usage out of.
General Mobility and Mechanics
Most of Samus’ basic stats and base level animations should stay the same, I’m not out to change her idle pose, dash speed, weight or jump. However, one big difference between the real Samus and my Samus is that my Samus doesn’t crouch. Instead she goes into her morph ball form. This can work with the same number of frames that most crouch animations go into, or it could take a few frames more (no more than a few though), it shouldn’t impact things either way. What is important about the morph ball, however, is that it has a very, very low profile, one of the lowest of any crouch, and it also gives her access to a crawl, which is just her morph ball rolling around. This crawl is notable for having greater acceleration and top speed than her dash, only being slower at the start due to its lower burst speed. However, the morph ball should be more than an option, it is one of her default forms of movement.
Furthermore, her roll attacks should change to fit this, no longer seeing Samus enter her morph ball form, but simply flipping or dodging out of the way, similar to the dodge system from Other M, with frame data much closer to the average roll dodge. I would also give her a roll attack, similar to Terry, but with her rolls instead of her spot dodge. She would simply fire one small energy pellet forward, with a slight angle up, with similar damage and knockback to Mega Man’s jab. More about these types of attacks will be explained later.
Normals
Jab - Samus has a single hit jab, similar to Roy and Chrom. In it, she swings her arm cannon in a wide arc in front of her, representing the parry from Samus Returns. This move should have a very quick startup, 2-3 frames likely, and see Samus with partial intangibility while it’s active, making it a strong reversal option. Unlike Roy’s however, this attack sends opponents away, popping them far at low percents but not a whole lot farther at high percents. This makes it hard to follow up on, and furthermore, doesn’t do a whole lot of damage on its own, probably not more than the first hit of her jab already does. It is solely a tool for getting close ranged opponents off of you.
Forward Tilt - A reverse roundhouse, can be angled, basically the same thing that she already has.
Up Tilt - Samus swings the arm cannon above her head. Covers a wide area, but the animation should be a bit more reserved than the over the head splits kick she has. Pops the opponent up slightly and can be used to chain into itself at low percents with bad or no DI.
Down Tilt - While in the morph ball, Samus shoots forward a short distance, on par or even less than Cloud’s slide kick, with similar effects, popping the opponent up. The green accents on the morph ball can glow a little and leave a light trail to emphasize this as a reference to the Boost Ball from the Prime series.
Dash Attack - Identical to what it is now, I would maybe make the animation a bit more stiff to accentuate this as a Shinespark reference.
Neutral Aerial - Samus tucks in and spins, similar to her Screw Attack but without the blue electrical effects. Hits once and knocks opponents away.
Forward Aerial - Samus aims forward and shoots three uncharged shots, the first two naturally combo into the third. The third launches, though doesn’t kill until high percents.
Backwards Aerial - Samus aims behind her and a missile. It travels a short distance before exploding, kills at mid percent.
Up Aerial - Samus straightens her body out and fires an uncharged shot straight up, it doesn’t go far but it launches straight up, meaning in air-to-air fights it could KO off the top.
Down Aerial - Samus punches below her with her arm cannon. If the tip of the move connects, and only if, the end of the cannon explodes as Samus fires a point blank missile, and spikes (this does not count as a projectile). Otherwise, the move just sends out.
Throws
Grab - Samus retains her tether grab utilizing the grapple beam. The only thing I would change is that the grapple should come out of the gem on the back of her hand as opposed to the arm cannon, to emphasize the fact that these throws are now proper grapples instead of swinging people around with the grapple beam.
Pummel - Samus shoots the opponent with an uncharged shot from her arm cannon. These shots can be spammed very quickly, though do little damage.
Forward Throw - Samus spins the opponent around to put them in a headlock, then blasts them in the head with a charged shot, sending them flying.
Backwards Throw - Samus takes the opponent in her one hand and spins and hurls them backwards. This is a kill throw at mid-high percents.
Up Throw - Samus tosses the opponent up and shoots them out of the air with a charge shot.
Down Throw - Samus throws the opponent to the ground and steps on them, letting loose two uncharged shots and then a charged shot, doing by far the most damage of all her throws.
Smash Attacks
Forward Smash - Samus leaps and rolls back then fires a charged shot in the area in front of her. This charged shot travels fast, fast enough to be comparable to a melee smash attack, though in turn the projectile doesn’t go far, especially considering she jumps back before firing. The total range is about that of Olimar’s forward smash with a purple pikmin, from her starting position. Because she rolls back, this is capable of crossing up and hitting opponents behind her.
Up Smash - Samus leaps and rolls forward, firing a charged shot straight up as she moves. The charge shot moves just as fast as her fsmash, and stops just below the top platform on Battlefield.
Down Smash - The morph ball glows yellow and begins spinning on itself. When the button is released, Samus releases five bombs from the morph ball, which fly up slightly and then scatter on the ground around her. These bombs explode when they come in contact with an enemy, shielding or no, or after half a second of being released. On their own, these explosions don’t do much damage, but if the opponent is caught in three or more they will be launched like a normal smash attack.
Specials
Neutral B - Aim Stance - Samus widens her stance to firmly ground herself and stops moving. Pressing B again ends the stance immediately, upon which any action can immediately be performed. Jumping will also cancel the stance. While in the stance, the control stick can be used to aim Samus’ arm cannon in a complete 360 degree circle around herself. Pressing the A button will have Samus fire uncharged shots from her arm cannon, with a maximum charge time of a second. These uncharged shots do scratch damage and do little more than flinch the opponents, but can be rapid fired to fill the space between Samus and her aim and make approach harder. Holding and then releasing the A button will have Samus charge a shot, the longer a shot is charged, the more damage it does, the faster it travels, the further it knocks back, and the farther it goes. If the shield button is held, then Samus’ arm cannon opens up, and when the A button is pressed she instead fires missiles. Missiles can’t be fired as rapidly as uncharged shots, move slower than charged shots, and don’t go quite as far, though they do go farther than uncharged shots, but kill very early. If a missile is charged for the length that it would take to max charge a shot, Samus shoots a super missile, which has all the properties of a regular missile but can kill as early as 50% on midweights.
Side B - Plasma Beam - Samus aims and fires her plasma beam, which is shown as being a glowing green and having several wavy strands. The attack can be charged by holding the button, it can be shield cancelled but the charge cannot be stored. While charging, the shot can be aimed, but it’s limited to a 140 degree range, 70 up and 70 down, in the direction the attack was done in. The plasma beam passes through all objects on the stage as well as items and enemies, multi-hits and launches, capable of killing at high percents. It also travels the farthest of any of Samus’ projectiles. However, the move also has the most startup time of her projectiles, even for an uncharged shot.
Up B - Screw Attack - Not much change from the real version of this move, I would just want the attack to travel forward more and have more of an identifiable “arc” in its movement.
Down B - Bomb - Samus drops a bomb in her morph ball form. Unlike the real version of this move, this attack should have little to no startup or recovery, and the bombs also shouldn’t be affected by gravity. They explode when they come in contact with an enemy, or have been active for a second and a half. And if the explosion hits Samus, then she’ll be bumped up in the air slightly in her morph ball form. If the attack is performed in the air, then she enters her morph ball form where her aerial movement is replaced with the same mobility as she has while rolling on the ground, but in this form she cannot use her recovery, double jump, or fastfall. This mode can be exited before touching the ground by hitting up on the control stick whereupon these options are returned to her.
Final Smash - Queen’s Nest
Samus jumps back and fires a large plasma beam shot forward and slightly down. This covers a wide area in front of her, though doesn’t have much vertical coverage. All enemies that are hit are put in a cinematic where they’re knocked back into a dark, green cave filled with glowing eggs. The Queen Metroid appears behind them and chomps them all down. Samus runs in after, turning into her morph ball form and diving down the Queen’s throat before laying a Super Bomb in her stomach, which explodes, destroying the queen and launching all the characters hit.
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Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
Hey folks,
My name is JJ and since March 2017 I’ve been working on this blog of D&D related homebrew content for your looting needs. I’ve gotten lots of positive feedback from people and I’m very appreciative of everyone who has written to me or shared the tables on their own blogs or with friends and gaming groups. I want to take a moment to thank everyone who has taken the time and energy to read through my tables, I know people lead busy lives and homebrew content is everywhere online. What I would like to talk about right now is balance for this blog’s homebrew material and how I decide what to include or not include in the tables and how that might help a DM justify using homebrew my homebrew material in their campaign without breaking the game or providing a wild power imbalance between their players.
To start off, I’d like to say that I have a decent background in RPG games in a variety of different systems with most of my time playing, Pathfinder, D&D 3.5 and 5th Edition. For balance purposes for this blog I have tried to be system neutral, talking about skills, benefits and mechanics in general terms so that the trinkets (Especially magic objects) can be easily worked into D&D, Exalted or Numenera alike. For general bonuses and negatives I have taken language from 5th edition D&D, namely the Advantage/Disadvantage system because I find it simple and straightforward. Since I primarily play D&D 5e now I gear a lot of the wording of objects towards it and d20 systems in general. Although this article can be used to talk about balance in a number of different systems, any specifics are usually aimed at D&D 5e.
While I'd like to talk about all of the different types of trinkets I have on my blog, this post will focus exclusively on Masterwork Weapons. While this concept was standard in D&D 3.5 and Pathfinder (And similar ideas can be found in other systems), it does not exist in 5e, which I find disappointing because I like the idea of an exceptionally crafted weapon that is mechanically better than average but weaker than a +1 weapon. To talk about masterwork weapons we should also talk about magic weapons so we have a clear comparison. Magical “+1 weapons” are a staple in D&D and are an easily benchmark for what a “standard” magic weapon looks like. A +1 weapon has four different bonuses that set it above a typical weapon, It grants a +1 on accuracy rolls to hit, a +1 on damage rolls, it counts as magical for bypassing the resistances of enemies and it is much harder to break or damage. When the concept was used in 3.5 and Pathfinder, a masterwork weapon gave a +1 on accuracy rolls to hit. In my interpretation, this means that the value of a masterwork weapon was about ¼ of a +1 weapon and I have tried to keep that in mind while writing. It is no accident that the first four masterwork bonuses are each different aspect of a +1 weapon. While researching what other people have done for their version of a homebrew masterwork weapon in 5e, the common theme I've found seems to be a +1 on damage rolls. Due to the bonded accuracy in 5e, a +1 on accuracy would be to strong and we’ll talk more about this later. A +1 to damage rolls for a price of 100gp (Which is the same price as getting a weapon silver plated) seems like a fair enough trade, especially if masterwork weapons are rare and can only be purchased in large cities or commissioned from master weapon crafters, requiring a side quest or roleplay scene. In short, I found a general consensus that a masterwork quality that grants a +1 on damage rolls is balance and therefore it will serve as the benchmark against which all the other masterwork bonuses are compared against.
Keeping “+1 to damage rolls” in mind as a benchmark for how strong I wanted a masterwork bonus to be, I created and cannibalized more than a dozen options for DM’s to use for introducing masterworks into their own campaigns. I will be going point by point crunching numbers to show how each bonus lines up with one another. For those that want to do your own math, feel free to use https://anydice.com/ or http://rumkin.com/reference/dnd/diestats.php to double check the work. I will be using 1d8 as an example for most damage rolls to make it a little more standard. For context going forward, a d8 has a minimum damage of 1, a maximum damage of 8 and an average damage of 4.5. Please note that with one or two exceptions these benefits only affect the default weapon damage dice themselves, not additional dice such as sneak attack, divine smite or spell effects.
I will be going through one at a time through each Masterwork Bonus I currently have written up and talking about them and showing you how their specific benefit effects damage rolls so you as a DM have a better idea on how strong it actually is. To save space I have cut out the fluff descriptions of the Masterwork Bonuses but they can be read here if you’re interested.
Keep reading for a point by point analysis of the Masterwork Bonuses.
This paragraph outlines the Advantage / Disadvantage system from D&D 5e, because some of the bonuses use it. If you're already familiar go ahead and skip this. When a character is given help from a tool, other character, magic effect, etc. they gain Advantage on the dice roll made to accomplish the task. This means that they roll 2d20’s and pick the higher result to determine the outcome, thereby increasing the overall dice roll, slashing the chances of critical failing and boosting the opportunity to critically succeed. Disadvantage is the opposite, the player rolls twice and has to use the lower result increasing the odds of failing. The real great parts about this system is if a character has advantage and disadvantage, they cancel out and only one roll is made so you cannot get “super advantage”. If the character is gaining advantage or disadvantage from multiple sources he still only rolls twice and picks the higher result. This makes circumstantial bonuses very simple to apply on the spot and prevents players from having to calculate a +1 or +2 from half a dozen different sources at a time. Personally I like it because it’s quick and simple allowing everyone to roll fast and move on, in a game where play time is often hard to schedule. Plus, bonuses and deficits just cause the player to roll more dice in a game where players typically love any excuse to roll dice.
1, Precise: Grants a +1 on attack rolls to hit targets
In many systems a bonus to accuracy rolls can deal more damage than a boost to the actual damage rolls. Logically, more accurate attacks hit more often and all damage resulting from a hit that was only successful because of the +1 accuracy bonus can be considered extra damage. In D&D 5e this would bonus would probably be considered the most powerful due to bonded accuracy (Which you can read more about here) and would probably end up doing more damage than the +1 benchmark, especially if the wielder had class features such as sneak attack that further increased damage on hit.
2, Balanced: Grants a +1 to all damage rolls.
The simplest and most reliable damage dealing bonus. A flat +1 damage increases the minimum, maximum and average amount of damage that can be dealt by the attack by 1, making it a nice choice to quietly provide a small benefit for the player that can be added to the damage roll’s math and otherwise forgotten about. For damage bonuses, an average damage increase of +1 is what we are looking for in terms of power and serves as our benchmark.
3, Spellbound: The weapon is considered magical for the purposes of overcoming resistances, damage reduction and other defenses.
This provides a nice compromise to DM’s who want their players to go up against more varied enemies that might have resistances or immunities to non-magic weapons but who don’t want the players to have a full +1 weapon yet. The weapon’s bonus will only provide a benefit when dealing with a small number of enemies (Like elementals, ghosts or fiends) that have that resistance. On the resistant enemies it effectively doubles damage (Compared to a non-Spellbound weapon whose damage would be halved by the resistant monster) granting the wielder and player the time to shine in combat. Against the majority of low and mid-level enemies such as humanoids and beasts who aren’t resistant to non-magic weapons, the weapon provides no benefit at all and is just as useful as a regular weapon.
4, Impervious: The weapon is five times more durable than normal, never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques.
This allows a player to feel comfortable in the knowledge that their sword isn’t going to explode on a natural 1, leaving them unarmed and useless in combat. Furthermore it encourages players to use the sturdy weapon outside of combat for roleplaying or problem solving reasons. Perhaps a war pick is used to dig a foxhole in rocky terrain, a warhammer is used to break down a door, a quarterstaff is wedged against a door to brace it, or a sword is used in place of a crowbar to pry open a stuck chest. Other than resisting being broken in combat, this bonuses has no real offensive capacity making it a great thing to give to your players with almost zero risk that it will upset the team’s power balance or make them too strong in combat.
5, Relentless: Instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together.
This grants the player the ability to roll two dice when they would normally roll one, which will probably increase their level of happiness right there. This is a good benefit for raising the minimum damage the wielder does, and in the event of a critical allows the player to roll a multitude of small dice, further raising the minimum damage dealt. If our 1d8 example die is turned into 2d4 with this, the weapon now has a minimum damage of 2, a maximum damage of 8 and an average damage of 5. This increases the minimum by 1 which is nice but only provides an average damage bonus of +0.5 which is not much, but can allow players to feel like they are getting more from the weapon than they normally would. Since this average damage increase is less than our benchmark +1 damage this makes it a balanced addition to the masterwork bonus list.
6, Superior: The weapon’s damage dice increases by one step to the next largest die.
This is a nice and simple benefit with a clear but small increase in damage potential. If our 1d8 example die is turned into 1d10 with this, the weapon has a minimum damage of 1, a maximum damage of 10 and an average damage of 5.50. This increases the maximum by 2 which allows for slightly bigger hits and provides an average damage bonus of +1. This has a slightly higher than normal damage cap but with the drawback of no increase to the minimum damage. Overall the average damage is increased by +1, the same as our benchmark and thus of comparable balance.
7, Cruel: Whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1.
Like the flat +1 damage, this bonus was also very common on homebrew sites discussing how to implement a masterwork mechanic. Raising the minimum damage the player can deal on hit is a good things for them, since nobody wants to roll a 1. Applying this to our 1d8 example gives it a minimum damage of 2, a maximum damage of 8 and an average damage of 5. This increases the minimum by 1 which is nice but only provides an average damage bonus of +0.5 which is not much, but can provide the player a great sense of relief and excitement when they do roll a 1 and can reroll it into a much higher number. Since the average damage increase of +0.5 (Which is the same regardless of the size of the die) is less than our benchmark +1 damage this makes it a balanced addition to the masterwork bonus list.
8, Defensive: The weapon grants +1 to the wielder’s armor class / defense value / dodge rating or other system mechanic that decreases the chances of being hit with an attack.
Similar to Precise, making homebrew changes to the accuracy and armor class system can be risky for the mechanical balance of the game. In D&D 5e, a +1 to armor class is a big deal and hard to come by and the potential damage prevented by virtue of being harder to hit can add up. This kind of bonus is meant to evoke the idea or a parrying dagger, sword breaker or boar spear, deflecting attacks and keeping enemies at bay by nature of their design.  Although it doesn’t directly compare to our benchmark +1 damage, a Defensive weapon can be a Godsend to a squishy melee striker like a rogue or bard who would definitely appreciate the increased armor class.  
9, Vicious: Whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
D&D 5e players should be familiar with this bonus because it is taken straight from the Great Weapon Fighting style. Due to this, lots of other people have done the math in detail and you can follow this link for nice graphs about the statistics. In short, this bonus on our 1d8 example keeps the minimum damage at 1, a maximum damage of 8 and an average damage of 5.25. That is only an average damage increase of +0.75 which is lower than our benchmark value of +1. It is important to note that the damage changes based size and number of dice and that if the weapon dealt 2d6 damage (Which has an average of 7) was affected by this, the average damage would be 8.33. An improvement of +1.33, which is slightly higher than our +1 benchmark.
10, Brutal: Whenever the player rolls the maximum result on a weapon damage die (I.e. a 6 on a six-sided die.), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack.
This is one of the swingy bonuses that either provides either a lot of extra damage or none at all. Based on the concept of “exploding dice” from Shadowrun and some White Wolf systems, if you roll the maximum result, you’ll be rewarded with another die to add to the damage total. I like the idea of having a slim chance to do extra damage since it’s like a mini critical hit. On our example d8 there is a 12.5% chance (One in eight) to trigger the Brutal effect, which adds an average of +4.5 damage (Another d8) to the damage roll. This means that a triggering hit deals a minimum of 2 damage, a maximum of 16 and an average of 9 damage. Although this seems like a lot, remember that the effect only happens on 1 in 8 attacks, so if we take the 4.5 extra damage and average that across of 8 attacks it’s only an average of +0.56 damage per hit. This trend holds steady for different die sizes as larger dice deal more damage but less often and vice versa for smaller dice. A d12 grants an average of +0.54 damage per hit while a d4 grants +0.63. It is important to note that this math is conducted in a vacuum and wielders with the power to reroll damage dice (Especially 1’s and 2’s) can make this bonus more lethal. Though even if on a d8, if the wielder was capable of rerolled all 1’s and 2’s, it would still be 4.5 extra damage once every 6 attacks which is an average increase of +0.75. Since the average increased damage bonus will always be less than our +1 benchmark, I feel like this is a reasonably balanced effect. This can be more fun than a flat +1 to damage because it trades the dependable and boring damage would be represented by a 1d8+1, into an unreliable and therefore exciting 1d8+?, with the possibility on every damage roll of getting an 8 and having your damage explode into high numbers.
11, Mighty: Whenever the wielder scores a critical hit with the weapon, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the critical hit. This is in addition to the standard bonus damage of a critical hit.
Drawing on weapons mechanics from D&D 3.5 and Pathfinder this is essentially the idea of an “increased critical multiplier”, which allowed weapons to deal more damage on a critical hit. In terms of damage output on hit, this is similar to Brutal but provides even less average damage per hit because critical hits are rare. In a d20 system where you only critically hit on a 20, you have a 1 in 20 (5%) chance to critical hit on every attack. If you use the example die, you turn the regular critical hit from 2d8 damage (Minimum 2, maximum 16, average 9) into 3d8, (Minimum 3, maximum 24, average 13.5) which does increase the average damage by 4.5 on a critical, but across 20 attacks it averages to +0.225 damage per hit. Comparing that to the benchmark’s +1 damage per hit, this masterwork bonus is very weak but makes up for it with spikes of high damage on critical hits.
X, Inexorable: Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use.
This bonus allows the player to effectively roll damage twice and choose the higher amount, essentially granting advantage on damage rolls. On our example d8, this bonus keeps the minimum and maximum at 1 and 8 respectively and changes the average to 5.81 damage. Although the minimum and maximum don’t change, the increased average damage by 1.31 per hit, which is slightly higher than our goal of +1. The improvement to damage is magnified by the size and number of dice. On a d12 it grans an increased 1.99 damage per hit and on 2d6 it’s a 2.34 increase. This bonus would also affect the additional damage dice from critical hits making this benefit very powerful.
Inexorable by our +1 damage benchmark is actually too strong to be a Masterwork bonus. To be honest, I added it in here originally to pad the original Masterwork list out to 12 entries so it could be rolled on a d12. Since it doesn’t belong here I have moved it over to the Minor Weapon Enchantments Table (Which was nowhere near ready at the time the Masterwork table was introduced), where it’s magical theme and stronger bonus better fits in.
12, Silvered: The weapon’s business end is covered in a durable layer of alchemically treated silver of incredible quality. Although unnaturally processed, the metal is pure and effective at dealing with undead, lycanthropes and fey creatures. The weapon’s grip also sports discrete bands of intricately worked silver which prevents the wielder’s supernatural enemies from handling the weapon and using it against him.
Silvering weapons is a staple in most RPG games that have monsters that are vulnerable to the metal. This benefit is similar to Spellbound as it really only has any benefit when used against a certain set of enemies and otherwise has no effect on a typical attack. The only change that this blog provides are the silver bands on the grip, preventing monsters from wielding it properly. If your system already has rules for silvered weapons you can just use those instead. See Spellbound for how it compares to the +1 damage benchmark.
13, Tactical: Using an action equivalent to making an attack or casting a spell, the wielder can attempt to perform one of the previously mentioned combat maneuvers. Whenever the wielder could make an attack with the weapon, he can instead perform one of the previously mentioned combat maneuvers... Furthermore, the wielder is able to take advantage of lucky blows and turn them into skillful maneuvers rather than simply powerful attacks. Whenever the wielder lands a critical hit, he can choose to cause it to be considered a normal hit instead and immediately perform one of the previously mentioned maneuvers (With advantage because of the weapon’s design) on the target.
I really like the idea of combat maneuvers, tactics and strategies in RPG’s that contain more than just mindlessly attacking the enemy. A frontliner who effective at tripping, disarming or grappling the enemy can be just as, if not more effective than a wizard specializing in battlefield control, because the fighter can do it more often. Unfortunately it can sometimes be hard to justify attempting maneuvers, as it’s often far more efficient to just focus on dealing damage, especially when both take the same type of action. This bonuses grants players an incentive to attempt maneuvers because they automatically gain advantage and gain access to a larger range of said maneuvers. Furthermore they can trade the extra damage from a critical for the chance to disarm / grapple / trip / etc. the target, which can let a player think strategically and provides some new combat options. As a roleplaying experience it can allow for better teamwork, granting a supporting bard a better chance of tripping an enemy, allowing the two handed fighter to attack the prone target at advantage as well as reducing their chance of escaping. This bonus doesn’t deal damage directly so it doesn’t compare to our benchmark +1 damage, but it does grant the wielder a few benefits and options at the cost of making a regular attack or additional critical hit damage.
14, Poisoner’s: Even a bludgeoning weapon that is normally difficult to poison effectively can benefit from the grooves, allowing it to deliver the offending material with ease. The channels are always positioned in such a way that a creature can apply a solid or liquid material (Such as but not limited to: poison, holy water, flammable oil or animal venom) in them without any risk of accidentally poisoning themselves (Even if they are not proficient with poisons) and taking no more time than usual to coat an object with poison. Furthermore, the recessed pathways protect the material from the elements, keeping it from drying or spoiling and after it’s applied, the material remains potent for an additional hour longer than normal before becoming inert. Lastly and most importantly, the virulent trenches are divided and spread out, allowing a single dose of poison to be delivered normally and effectively while still having some leftover in a separate groove. The number of strikes the weapon may make before the poison is rubbed off is increased by one. Alternatively to being spread out, the blighting substance can be confined to a single groove which will deliver its payload in a single concentrated strike which causes the victim to suffer disadvantage on the save against the material, or the PC can roll the poison’s damage twice and choose the higher result. The bearer who applies the poison chooses whether the material will be spread out over multiple strikes or if it will be concentrated into a more lethal hit (And if it applies disadvantage or increased damage) when the material is applied.  
This bonus provides a few benefits in order to allow a lower level PC better make use of expendable items like flammable oil, holy water or poison before magical weapons and stronger spells render them too inefficient to use in combat. The DM should feel free to adjust any parts of this bonus to better fit with the specific poison mechanics of their game. Personally I love the idea of poisons, oils and alchemical coatings appealing as concepts but at low levels they are often too expensive to buy and once you have the money you’re usually better off buying magic items since a large number of enemies are either resistant or immune to poison.
In D&D 5e for example, a vial of “basic poison” can coat up to three slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes and action and on hit the target must make a fairly easy save (A Con DC of 10, about a 50% chance of failure on average) or suffer as much poison damage as a dagger deals. Once applied, the poison retains its potency for 1 minute before drying. Overall pretty weak but could definitely be useful in many situations, especially ambushes rewarding players who prepare and think ahead. However this vial of three-use poison costs an exorbitant 100 gold pieces, the same value as a suit of scale mail and a greatsword combined. A PC with 100 gold at low levels might get a silvered weapon (Which is also 100 gold), get better quality armor, buy healing potions or adventuring equipment or weak magic items. The 5e Player’s Handbook list’s the cost of a hired mercenary at 2 gold pieces per day, so you could hire a bodyguard to fight for you for 50 days (Or an army of 50 for one day) for the same price as one vial of basic poison. At mid-levels, enemies will pass the save more than not, taking no damage and even if they roll poorly and fail, a dagger’s worth of damage is not a substantial drain on their hit point pool.
If we apply this masterwork quality to a warhammer (Since it uses our d8 example die) in conjunction with 5e’s basic poison we can look at the benefits. Normally you wouldn’t be able to poison the warhammer at all (It deals bludgeoning damage) but now you can and without risk of accidentally harming yourself. Rather than drying out in one minute, the poison will remain potent for 61 minutes, a fantastic improvement, allowing the player to apply it with a greatly reduced chance of it being wasted due to drying out before the next fight begins. The wielder can also choose to spread the material out among multiple grooves, turning a three use-vial into a six-use vial of poison, making it much more cost effective. Alternatively the player could choose to force the victim to suffer disadvantage on the saves to resist the poison or roll the poison damage twice and pick the more lethal result, making the poison more viable at higher levels.  
In short this masterwork bonus provides a number of small benefits and options to allow a PC to make poisons and alchemical weapon applications more fun and a viable strategy that offers the player a range of options, rather than an ineffective money sink. As this weapon does not deal damage directly it is hard to compare against the benchmark. The goal of this masterwork is to increase the damage deal by poisons and similar materials but it is weighed against the fact that the player has to expend gold or resources buying and using the poisons to actually make use of the benefits (As opposed to the benchmark “free” +1 damage on every hit) so it seems balanced to me.
15, Bypassing: A wielder who makes an attack with a weapon with this bonus ignores any and all defensive benefits that an opponent’s shield would normally provide.
This bonus attempts to reflect the real world weapons such as the flail, sica, shotel, and war pick, all designed to get around armor and shields in order to reach the tender flesh of the enemy. Although this benefit does affect accuracy rolls rather than damage, I would compare this more to the Spellbound or Silvered bonus rather than Precise. In my experience as a player, I rarely run into to humanoid enemies wielding shields and typical bestiaries and monster manuals don’t have a lot of shield using enemies. If your PC’s are mostly fighting undead, elementals, beasts and aberrations this bonuses will probably not help them. In the rare instance when they do come across a heavily armored fighter or blackguard paladin or other hard to hit foe, this bonuses will let the wielder bypass some of those defenses and let that wielder shine. Handing out this kind of weapon in a military or war campaign where it would be used regularly, would be comparable to handing out a Silvered weapon in a werewolf heavy campaign. Since it doesn’t deal damage directly I doesn’t compare to the benchmark and you can refer to the Spellbound and Silvered for how this bonus works in play.
16, Resounding: Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player is considered to have instead rolled the maximum possible result for that type of die instead of the current result.
As the fluff description mentions, getting a resounding blow that triggers the maximum damage is rare. The value of this bonuses is odd to calculate because as the maximum damage output of the die increases, the odds of actually rolling two of the same number to trigger it goes down proportionally. Over the course of 64 successful attacks with our example d8 (every variation of the damage die and confirmation roll), the effect only triggers 8 times (A 12.5% chance) and only 7 of those times actually benefit the wielder since rolling two 8’s is already the maximum amount of damage possible. Over the 64 hits, the total increase in damage resulting from the bonus is 28, an average increase of 0.44 per hit with most of the damage coming from when the player rolled low and would have done very little damage.
This table is a chart of each result of the 64 hits possible with a d8 Resounding weapon. The leftmost column is the damage roll while the top row is the confirming roll with the middle being the actual damage dealt. The bottom roll is the sum of the total damage from that column which is compared to 36, which is the sum damage total on a non-masterwork d8 over the eight possible hits.
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To demonstrate on a smaller die over the course of 16 successful hits on a d4, the effect triggers 4 times (A 25% chance) and the total increase in damage resulting from the bonus is 6, an average increase of 0.38 per hit. The sum of the total damage on a non-masterwork d4 is 10 over the 4 possible hits.
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On a larger die over the course of 144 successful on a d12, the effect triggers 12 times (A 12% chance) and the total increase in damage resulting from the bonus is 66, an average increase of 0.45 per hit. The sum of the total damage on a non-masterwork d12 is 78 over the 144 possible hits.
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In summation, this bonus gives the occasional burst of damage at the cost of providing no benefit most of the time. It grants an average damage increase of 0.45 per hit (on a d8), which is well below our +1 benchmark in terms of balance.
17, Chargebreaker: If the wielder has not moved yet on his turn he can take up a defensive position, which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder is able to make an attack of opportunity with the readied weapon against an enemy that enters his reach. The bracing stance ends if the wielder moves, attacks or at the start of the wielder’s next turn.
Much like Tactical, this benefit rewards players who think strategically and offers them options in combat, like the ability to plant themselves and defend a key position rather than just rushing the enemy and attacking. This does potentially allow the wielder to make an additional attack per round, possibly doubling the number of attacks they can make. However these extra attacks come at the cost of all of the wielder’s movement during that turn, which can trap him in an inconvenient corner of the battlefield, not be able to move to reach allies, render him unable to retreat or not be able to place himself between the enemy and the more fragile party members. The wielder gains no additional benefit against creatures already within his reach and is potentially worse off against ranged attackers and mobile enemies, since bracing himself means that he is not closing that distance.  
18, Parrying: Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to parry an incoming melee attack, increasing his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.
Similar to Precise and Defensive, this is a bonus that deals with armor class and attack rolls. Unlike defensive however, this bonus consumes the wielder’s resources in the form of costing an attack of opportunity to use. A player could use this ability every time he is able to but doing so forcing him to give up on attacking fleeing enemies or striking when they are vulnerable. Furthermore, the benefit only applies to one melee attack per round so the wielder is still just as vulnerable to multiple attacks and ranged attacks. This bonus doesn’t deal damage so it doesn’t compare against the benchmark, but I feel that it provides a benefit to player’s without being overpowered due to its cost and limited use.
19, Strategic: These modifications greatly improve the wielder’s ability to resist trips, feints, grapples, pins, being disarmed, pushed, shoved and other combat maneuvers... Whenever the wielder is targeted by one of the previously mentioned combat maneuvers, he can use an action equivalent to an attack of opportunity (See Note) to grant himself advantage on the roll made to resist the maneuver. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder uses the weapon to grant himself advantage on the roll made to resist a combat maneuver, he is no longer able to do so until the start of his next turn.
Much like Defensive and Parrying, this bonus deals with making the wielder more resilient when facing combat maneuvers like grappling, tripping and disarming. These tactics can be brutally effective when used against PC’s and can make enemies orders of magnitude more threatening. A monster that can attempt a grapple or trip check with every successful attack can be far more deadly than one that deals an extra 1d6 damage on each hit. Like Parrying, this bonus consumes the wielder’s resources in the form of costing an attack of opportunity to activate which helps to balance out its use. A player could use this ability every time he is able to, but doing so forces him to give up on attacking fleeing enemies or striking when they are vulnerable. This bonus doesn’t deal damage so it doesn’t compare against the benchmark, but I feel that it provides a benefit to player’s without being overpowered due to its cost of an attack of opportunity.
20, Adaptable: When the wielder attacks, he may choose to have the weapon deal either bludgeoning, slashing, piercing or nonlethal / stun damage (See Note). Otherwise the weapon keeps its usual statistics and this does not change anything about the way the weapon operates other than its damage type.
This is probably one of the weakest bonuses on this list and provides more fluff and equipment management ease than anything else similar to Impervious. A PC now only needs to haul around their masterwork weapon and be capable of dealing several type of damage rather than a golf bag of different weapons for different resistant monsters. Like Silvered or Spellbound this would only be beneficial in a small number of situations. Even then, it’s not hard or even that expensive for a fighter to carry a mundane warhammer, longspear and longsword, (Plus one or two ranged weapons) it’s just annoying to have to for purposes of overcoming resistances.
21, Twinned: Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled.
This bonus is very similar to Resounding in the form of the confirmation roll for extra damage. Similarly to Resounding, getting a twinned strike that deals the extra damage is rare and the value of this bonuses is odd to calculate because as the maximum damage output of the die increases, the odds of actually rolling two of the same number to trigger it goes down proportionally.
Over the course of 64 successful attacks with our example d8, the effect only triggers 8 times, a 12.5% chance. Over the 64 hits, the total increase in damage resulting from the bonus is 36, an average increase of 0.56 per hit with most of the damage coming from when the player is doubling their high roll.
This table is a chart of each result of the 64 hits possible with a d8 Twinned weapon. The leftmost column is the damage roll while the top row is the confirming roll with the middle being the actual damage dealt. The bottom roll is the sum of the total damage from that column, which is compared to 36, the sum damage total on a non-masterwork d8 over the eight possible hits.  
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To demonstrate on a smaller die, over the course of 16 successful, the effect triggers 4 times (A 25% chance) and the total increase in damage resulting from the bonus is 10, an average increase of 0.63 per hit. The sum of the total damage on a non-masterwork d4 is 10 over the 4 possible hits.
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On a larger die, over the course of 144 successful, the effect only triggers 12 times (A 12% chance) and the total increase in damage resulting from the bonus is 78, an average increase of 0.54 per hit. The sum of the total damage on a non-masterwork d12 is 78 over the 4 possible hits. Although DM’s may have some reservations on seeing the higher scale of this chart, remember that rolling two 12’s to deal 24 damage is 1 in 144 or a 0.69% chance.  
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In summation, this bonus gives the occasion burst of damage at the cost of providing no benefit most of the time, with an average damage increase of 0.56 per hit (on a d8), which is well below our +1 benchmark.
22, Quickdraw: The bearer is able to draw the weapon as a free action whenever he rolls initiative as long as he physically capable of doing so… In the first round of combat if a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. Lastly, drawing and stowing the weapon is considered a free action.
This bonuses is supposed to allow PC’s to be able to evoke the incredible training and reflexes that come from a lifetime of having to react quickly to violent ambushes. For an easy comparison of what I imagine this looking like, take a look at Star Wars or Firefly. Characters like Han Solo or Malcolm Reynolds carry their pistols in a low slung gunslinger’s holsters along their hips and are able to draw and fire within a second. This allows them to even out or even win fights before they have a chance to properly start. For a real life example look at videos of Bob Munden, a real life exhibition shooter has the title "Fastest Man with a Gun Who Ever Lived" bestowed on him by Guinness World Records. This Masterwork bonus enhances the PC’s ability draw the weapon as a natural reflex and instinctively (If not skillfully, hence the disadvantage) lash out at an enemy within reach.  If as a DM you are fond of ambushing your party, they will appreciate a weapon with this kind of bonus.
Damage wise, this bonus grants up to one additional attack at disadvantage per combat which may hit for some extra damage. Depending on the length of the fight, this may exceed the +1 benchmark or add nothing at all.
23, Unforgiving: When the player scores a critical hit with the weapon, he rolls all the dice associated with the damage as normal. After rolling but before damage is dealt to the target, the player may select any single rolled damage die of his choosing and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
I have seen this kind of this effect proposed as a variant critical rule for D&D, wherein anytime any PC or creature critically hits, the extra weapon damage dice are simply added in at their maximum result instead of being rolled. As it stands in D&D 5e, a player can score a critical hit and roll low on the dice resulting in a “critical hit” that deals less damage than an average hit. This makes the rare critical hits more potent by guaranteeing a high minimum damage. This bonus is all about raising the minimum damage on a critical hit, so that the wielder never rolls low and experiences a disappointing critical.
In a d20 system where you land a critical hit on a roll of a natural 20, you have a 1 in 20 (5%) chance to critical hit on every attack. If you use the d8 example die, Unforgiving turns the regular critical hit from 2d8 damage (Minimum 2, maximum 16, average 9) into 2d8[Dropping the lowest]+8, (Minimum 9, maximum 16, average 13.81) which does increase the average damage by 4.81 on a critical, but across 20 attacks it averages to +0.24 damage per hit.  Comparing that to the benchmark’s +1 damage per hit, this masterwork bonus is very weak but makes up for it with guaranteed high minimum damage on criticals, making each one a truly powerful blow.
24, Reach: Melee weapons with this bonus add 5 feet to the wielder’s reach when he attacks with it, as well as when determining his reach for opportunity attacks with it. Ammunition, ranged and thrown weapons all add 20 feet to their normal and long distance attack ranges. Melee Reach weapons are cumbersome in close quarters and the wielder suffers disadvantage on attack rolls against targets within 5 feet of himself. Ranged weapons and projectiles...cause the wielder to suffer disadvantage on attack rolls against targets within 10 feet of himself.
Again drawing from D&D 3.5 and Pathfinder here is a weapon quality with a trade off in terms of benefit and drawback. Melee players who play a more mobile, kiting style with an emphasis of never being too close to the enemy will love this bonus. When surrounded by enemies however it forces them to attack at disadvantage or to drop the Reach weapon and fight with an inferior backup weapon. PC’s specializing in ranged combat will be able to hit targets father away but when in tight quarters such as dungeons, caverns or buildings, there may not be the option of being 15 feet away from the target in order not to suffer disadvantage on the attack roll because they’re too close. Even if that is possible, it forces that ranged PC to become more separated from the melee, leaving them open to ambushes, being surrounded or cut off from the rest of the party.
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hollowincalmo · 6 years
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The Princess of Emptiness - A Lifepath
I got bored and wrote up a GMD-style lifepath for my OC, Sadako Hayashi, the Princess of Emptiness!
The Princess/Prince of Emptiness
Campaign: Looking Glass Heart Academics Skill: Average Sports Skill: Average Favorite Foods: Mozzarella Sticks, Mochi, and Rose Tea Blood Type: O Animal: Owl Age: 17 Genres: Pastoral, Fairy Tales, Immersive Fantasy
Step 1: Choose Your Name
Hello, and welcome to the world of Looking Glass Heart! You're a brilliant glass-maker, part of the Hayashi family. You easily develop crushes on everyone you meet, and everything in the world interests you! It's all so exciting! Everything's so fun! (The sad secret you don't realize yet though is that before too long, you're going to stop feeling that way about things. The world is going to chew you up and spit you back out, and I'm sorry that that's going to happen to you. Please don't blame me for it!) At your core, you're a simple ordinary Fortitude kid. You work hard, and you help people. You have a place you're keeping, somewhere good and beautiful, where people can come to be accepted and happy and well-taken care. A Good Place. A place where people are safe. A place where people are loved. You fuel this place primarily on your love for the people around you. If this is sounding too normal, I should point out now that there's a lot of weird stuff about you too. Your house is probably haunted. One of your moms was a Rider, so your eyes are full of stars. (Your relationship with your other mom is a bit strained because of that.) You have the magical ability to take people's hearts out of their chests and understand them deeply by looking into their hearts. Everything about you seem normal and mundane, but there's a lot that's hidden that's really weird, and a lot of it is harbingers of what's going to come, harbingers of who you're going to become. But enough about that for now! Are you... • ...Sadako Hayashi, the Princess of Emptiness? • …Jiro Hayashi, the Prince of Emptiness? • ...some other Hayashi altogether? Sorry, Jiro! This book is going to assume you're Sadako Hayashi, a girl. But swap the gender and the name and you should find this a useful document about yourself!
Part 2: Choose What You're Becoming
Remember how a little while back I mentioned that bad things are going to happen to you? Remember when I said the world was going to chew you up and spit you back out? That's going to change you into something that doesn't belong in the world. It's going to change you into something at odds with the world. You're going to suffer, but it's all going to have a point at the end, because what you're becoming has a purpose. And most of all, what you're becoming is what you were always meant to be. Will you be... • ...an Excrucian Strategist (the default option), someone who believes that the world is sick and must be destroyed so that people can exist outside of it and be happy? • ...an Excrucian Deceiver, someone who believes the world is a lie and must be removed to free everyone from it? • ...an Excrucian Warmain, who's still trying to figure out what's the matter with the world, and who is devoted to overturning every stone and examining each and every person to work it out? • ...an apocalypse in human form, a thing that will one day tear down the world? • ...a glass dragon who will eat the world's heart? • …a powerful witch of the Outside who wants to drown the rest of the world? • ...a prophet of doomsday? • …or something else altogether?
Part 3: Choose Your Initial Hobbies
I mentioned before that you get interested in a lot of things, because you find everything beautiful and exciting. That means you're probably already interested in a lot of stuff. We need to define what you're into now (in addition to glass-making, of course) before you decide later what else you're going to get interested in! Are you interested in... • ...sewing? • ...art? • ...cosplay? • …photography? • …plastic modeling? • ...bass guitar? • ...painting? • ...fashion? • ...calligraphy? • ...archery? • ...role-playing games? • ...video games? • ...philosophy? • ...manga? • ...superhero comics? • ...sailing? • ...knitting? • ...animation? • ...scrapbooking? • ...stamp collecting? • ...fishing? • ...or something else altogether? You'll want to pick a few things, maybe 3-5. Doing things excites you a lot!
Part 4: Choose Your Favorite Scenes
Are you most often seen... [Purple]...glass-making? [Purple]...doing chores? [Purple]...spending time with your family? [Purple]...hanging out with friends? [Purple]...tending to things in the Good Place? [Purple]...working at your family's shrine? [Silver]...reading manga? [Silver]...daydreaming about one of your many crushes? [Silver]...worrying about the future? [Red]...looking out at the ocean all starry-eyed and filled with wonder? [Red]...taking care of a friend who's hurting? [Gold]...working obsessively on your newest hobby? [Blue]...experimenting with Heart Magic? [Black]...experiencing surreal harbingers of what you're going to become? Pick 2-3 favorites to help you figure out what you might be doing when you're not sure what to do in a scene.
Part 5: Review Your Goals
You've got a lot to work on with your Good Place. You've got a lot of friends to take care of. But that's not the biggest thing you're worried about right now. You're graduating high school in a few months, and you're not ready for that at all. You're going to be an adult, and that has you really scared. Everyone has all these expectations of you, and you don't know how to meet them. People are starting to treat you like an adult already, but you feel like just a big kid inside. Sometimes worry about that overwhelms you, and then it's made even worse when you think about the fact that after you graduate, a lot of your friends are probably going to go their separate ways and you won't see them nearly so often. So right now you're focused quite a lot on figuring out what to do about that. You're trying to make sense of the whole idea of what you're going to be doing as an adult. Do you want to keep being a shrine maiden? Do you want to open your own glass-making shop? Or do you maybe want something weird and unexpected? Maybe you want to go on a great adventure. Maybe you want to destroy the world! (Although you're fairly certain you don't want that last one, at least not right now.)
Part 6: Choose Your Connections
There's a few people you're close to from the start. Your starting Connections are typically as follows: • The Good Boyfriend (or Girlfriend) 3. You grew up with Matteus. He's kind of your rival, but the whole rival thing wears thin at times. You also have a giant crush on him. • Jiro Hayashi (or Sadako, if you're Jiro) 2. You have a little brother (or sister). You care about them a lot, and want them to be safe. • Junko Hayashi 2. You're really close to your grandmother. • Katsumi Hayashi 1. You love your mom, but things are kind of strained with her. You think it's probably because you remind her of her ex-girlfriend, who was a Rider. You can get rid of these Connections later if you don't want them or they start to not make sense. Talk to the other players about your relationship with their characters. If someone agrees that you should feel comfortable around their PC and have a fair amount of knowledge about how to take care of them, you can get a free level 1-2 Connection to their character as well! You can improve these Connections later, if you want. (Knowing you, Sadako, you probably do want!)
Step 7: Review Your Powers
You have the following special abilities. They might be magic, or some piece of what you're becoming that's working within you before you've even become it. Either way, they're things you know how to do. • There's a sense of what you're going to become that lingers on you. People notice it. • You can pick up on little bits of insight from your future self. • You can create blessings based around a theme, small things that you and other can people can do now and then. • You can move around quickly, escaping stressful situations with ease. • You're almost supernaturally good at caring for your friends. • You can sense what's going on with your friends in some capacity, and you can help them a little bit while they're thinking of you. • You can understand someone a little intuitively now and then. • You can sense when your friends need you. • You can help your friends do some really cool stuff. • With some help from your friends, you can do some really cool stuff too!
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strmyweather · 6 years
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one foot in front of the other, babe / one breath leads to another, yeah / just keep moving
I’m in the homestretch of my training for the New York City Marathon; the race is a little over five weeks away. Honestly, I sort of can’t believe I’m saying that -- because it seems like just a minute ago there were multiple months stretching out before me like the Great Dismal Swamp (which is an actual place) -- but now I’m realizing that there’s actually a faint light emanating from the end of this endurance tunnel. Somehow, I’ve only got four more ‘long runs’ left before the taper.
This is marathon number six for me, which might give the impression that the process is old hat by this point, but that would be thoroughly untrue. There have been a ton of ‘moving parts’ this time around, physically, mentally, and nutritionally -- maybe more so than ever before -- and I’m definitely due to set some of it down on paper. I had intended to do regular updates every couple of weeks as the training progressed, but (surprise, surprise) never actually managed to do so -- meaning this will probably be another of my infamous ten-page missives. So… pour another cup of coffee and strap in.
Back Story
I have a rather long and karmically-entangled history with the NYC Marathon. I was never a runner in adolescence -- swimming was my sport -- but took it up gradually during my senior year of college, mostly because my roommate nudged me into accompanying her on a couple of races of various distances. When we graduated and I no longer had easy access to a pool, I started doing road races and triathlons regularly, almost by default -- at that point in my life, I needed something concrete to train for in order to ensure that I remained consistently physically active. I gradually built up to marathon distance, starting with the Marine Corps Marathon in 2008, and although I entered the NYC lottery more than once, I was never selected.
In 2012, I finally just bit the bullet and bought a charity slot for NYC. Thanks largely to my PA classmates, I successfully raised 100% of the money (!) -- but those of you playing the home game may recall that 2012 was the year of Superstorm Sandy, and that the NYCM was therefore canceled that year for the first and only time since its inception. (I was literally ON THE BUS from Philadelphia to New York when the verdict came down.) Along with most of the field, I deferred my entry to 2013 -- and ended up with a stress fracture in my foot. Thoroughly annoyed, I deferred again, to 2014 -- and, a month into training, promptly sustained a stress fracture in the OTHER foot. (Pretty sure that’s what the kids call #facepalm.) However, by then I was out of deferrals, and I sure hadn’t raised that $2500 for nothing, so I adapted a CrossFit Endurance-style training plan to keep my fitness at a reasonable level while avoiding anything involving repetitive impact. Three weeks before the race, I was cleared to run.
So I did. My longest training run was five miles. It was by far my slowest marathon. It wasn’t the race I’d envisioned, to say the least. But I finished it.
That was supposed to be it. The end. The closing of a chapter. Yet somehow, every year, I have consistently managed to end up in New York City on marathon weekend. Typically, I’m just there visiting friends or seeing shows -- but this past year, it was because a dear friend of mine from the Netherlands was running the race herself. And, reliving that experience from the fringes last November -- walking around the expo with thousands of excited runners, dashing around Manhattan with my friend’s husband to try to catch a glimpse of her at various mile markers, standing on the sidelines cheering with my camera at the ready -- well, I’d be lying if I said it didn’t make me wish I were running myself.
So, on the spur of the moment, I threw my name in the hat, for the fifth time in ten years. And then promptly forgot about it.
...Until the evening of February 28, 2018 -- when my mind was entirely occupied by Week 2 of the CrossFit Open -- and my phone suddenly beeped with an alert for ‘Unfamiliar Credit Card Charge’.
Over the coming minutes, my initial alarm changed to confusion -- then, as the realization dawned, to equal parts shock, excitement, and dread.
Oh, shit. What had I done?
Fast-forward another seven months or so, and here we are.
Physically
The metaphor I keep using is that I feel like I’ve been driving a 4-cylinder automatic transmission for the past decade and am suddenly being asked to master a stick-shift Maserati. That’s not to say that I’m any kind of speed demon in the grand scheme of things, just that I have a much larger number of ‘gears’ than I used to. I spent a solid decade doing ‘long slow distance’ in various forms prior to discovering CrossFit in 2012, but back then, I was basically either running or walking (or crawling!) -- there wasn’t much of an in-between option. Nowadays, I’m much stronger, faster, and lighter than I used to be -- all good things! -- but this kind of training also utilizes an energy system that we just don’t routinely tax to the same degree in CrossFit, and it takes time (and mileage) to get comfortable with that. Therefore, much to my dismay, I’m having to become intimately familiar with the feel of a ‘threshold’ pace -- a.k.a. the place where I’d LIKE to slow down, but don’t objectively NEED to slow down in order to complete a given work requirement. This is occasionally validating on the back end when I review my split times -- never could’ve imagined a day where I ‘accidentally’ hit an 8:15 mile IN THE MIDDLE of a long run! -- but also inevitably involves some ‘overshooting’, a.k.a. those sessions where I come out of the gate too hot, hit a wall after two miles, and spend the remainder of the time feeling like death. Yet, slowly but surely, I’m starting to internalize how it feels to run at an 8-minute pace, vs an 8:30 or 9:00 or 9:30 pace. There are two processes happening simultaneously -- physically training my body to run faster, and mentally training my ‘sixth sense’ to learn how to calibrate a pace that can be held for MANY miles, not just two or three.
I’ve learned a couple of interesting things about myself so far, including that, on a physical level, I am inherently a more aerobic athlete (read: not a power athlete). This had already become apparent in recent months via barbell performance -- I can use a pretty high percentage of my max with decent form for a lot of reps, but tend to struggle in terms of getting my actual one-rep maxes to move upward. It turns out I’m similar with regard to running -- I can hold a ‘moderate’ pace for a relatively long time (on one of my earliest long runs, I averaged 8:54 across seven miles and felt pretty great the whole way), but, as above, I’m learning that ramping that pace up even just a little bit past the sweet spot will quickly lead to a major crash and burn. However, I suppose I’d prefer to be built this way, as opposed to the alternative -- and one silver lining is that, since my 10-rep maxes are a lot closer to my 1RMs than they have any right to be, my working weights on the current (muscular-endurance-focused) weightlifting cycle haven’t had to drop down SO far as to make me sad. :)
In terms of programming, at my request, we are continuing to prioritize my CrossFit fitness, just with a necessarily heavy slant toward endurance and bodyweight strength. Running isn’t my primary sport and isn’t going to be; my goal is simply to ‘complete’ this marathon in relatively good shape -- to stay healthy as possible throughout the training, to feel strong for the majority of the event, to soak in and thoroughly enjoy the atmosphere of such a special race, to crush several very large piles of food afterward (first stop: milk bar!) -- and then immediately jump back into ‘normal’ CrossFit training. A new PR would be a bonus -- and I do think it’s well within my abilities -- but I also won’t be too upset if it doesn’t happen; I’m playing the long game here, and I’m much more concerned with retaining muscle mass and overall fitness than with earning the fastest possible marathon time.
This all means that my actual ‘mileage’ is relatively minimal -- which is good for me, both in terms of personal preference and due to the fact that my feet are typically the part of me that ‘breaks’ first when subjected to high volume. (Other CrossFitters have wonky shoulders or knees; my own personal Achilles’ heel -- pun intended --  has always been my feet.) I started out having weekly long runs programmed on Sunday mornings and two-a-day sessions on Wednesdays (light CrossFit in the morning + running speedwork at the track in the evening). However, I promptly sustained a (mild) foot injury in the third week of increasing speed mileage (#typical). This led to us changing the sprints over to the rower and assault bike -- so now, with five weeks to go, my only true running is the long Sunday-morning piece. However, almost everything else I’m doing supports those sessions by having taken a sharp turn towards aerobic capacity and bodyweight strength. My ‘metcon’-style work these days is usually ridiculously long and pretty boring -- think anything that taxes the legs: biking and rowing mixed with long light high-rep sets of wallballs, thrusters, air squats, deadlifts -- but I’ve just had to accept that. (I halfheartedly complained at one point early on, and Coach shrugged and said matter-of-factly, “Well, it’s either this or more running,” so I immediately buttoned my lip!) :)
This brings me to...
Mentally
Going in, I tried to keep a semi-open mind -- after all, I did this for a solid decade prior to CrossFit; this could turn out to feel like a refreshing break for me. It might even be exciting to do something a little different for a while. No such luck, though; I’m actually finding this type of training to be tremendously more mentally fatiguing than regular CrossFit, for two main reasons.
First (and most obviously) -- compared to barbells and handstand push-ups and ‘three-two-one-go’, endurance training is just LONG and BORING. There have certainly been a few gratifying moments -- ‘accidentally’ running a sub-27-minute 5k during training, crushing 3000 calories in a day, realizing I’ve somehow become that girl who truly is most comfortable running in just a sports bra (who even AM I?!?). But it simply isn’t where my heart is. In hindsight, I’m pretty sure the only way I was able to convince myself that I ‘liked’ this for so many years is because back then I wasn’t physically ‘training’ so much as giving myself a forced MENTAL break -- shoving in my headphones, zoning out, letting my mind wander. Fast paces were things that occasionally ‘happened’ on days when I felt good, not things that I could deliberately strive for. As I mentioned above -- turns out it’s a whole different ball game (and a lot more mentally taxing) when you’re actually TRAINING at a prescribed intensity level and staying attuned to keeping yourself there.
And secondly, this type of training is a lot more isolating than I had bargained for -- both physically and mentally. Gym-wise, I knew it wouldn’t be fun to watch other people crushing their CrossFit goals while I sat on the assault bike plugging away at another hour-long conditioning piece… but I was at least somewhat mentally prepared for that part. What’s been harder has been the (many, many) hours when I’m NOT in the gym. Getting up at 4:00am to cover a dozen miles in the dark before work is not much fun, nor is forcing myself to drive to the track at 7pm after I’ve worked a full clinic day and just want to go home to bed. It’s also tough to feel as though nobody in my life can relate to both this odd set of obligations AND the (even odder) accompanying headspace -- after all, most endurance athletes choose this method of training because they genuinely enjoy it. And -- to add insult to injury -- because the repetitive pounding beats my body up in a whole new way, it means I have to be hyper-focused on recovery (I’m getting to that!)... which then FURTHER detracts from time that I could be spending training in a way that I DO actually enjoy.
Training is generally my favorite part of any given day, because I usually find it validating and motivating just by its own nature. So, lately, it’s been frustrating and demoralizing -- and, frankly, a little frightening -- to feel such a major piece of my life evolving into a chore. I’ve certainly completed marathons on far less training than this (albeit a lot more slowly and painfully), so there have been many moments when it’s been hard to stare down the gun barrel of WHAT DO YOU MEAN TEN MORE WEEKS (or however long). However, I’m trying to remain cognizant of the fact that this is temporary -- and that, the better-prepared I am for the marathon, the less of a toll it will take on my body -- and therefore, the faster I can jump back into the stuff I really love.
This brings me to…
Recovery
I'm being extraordinarily careful about prioritizing my recovery, in part because, with endurance training, problems tend to show up LATER rather than declaring themselves in the moment. Aches and pains tend to be related to overuse, rather than to any kind of obviously-pinpointable injury, which makes them more slippery and insidious -- and therefore more difficult to prevent (until the horse is already out of the barn, that is). This is not my first rodeo with regard to distance running -- I've completed five marathons, over a dozen half marathons, and quite a few triathlons -- so I’m well aware of this dynamic by now. I had a bone deformity in one of my feet as a teenager, and although it’s been corrected, I've still had the pleasure over the years of dealing with shin splints, Achilles tendinitis, severe plantar fasciitis, and two metatarsal stress fractures. The latter is the worst-case scenario for any runner -- because by the time you 'feel' a stress fracture, it's already too late. That’s exactly where I’ve ended up during two of my previous marathon training attempts -- and is a place that I’ve been valiantly trying NOT to revisit.
Knock on wood, this training program has kept me considerably healthier overall than any of my previous attempts (not coincidentally, it’s also been the plan with the smallest weekly run mileage!). As I mentioned, I did end up with a mild foot injury a couple of weeks ago (nothing ‘specific’ enough for a true diagnosis; my left foot/ankle just got ‘angry’ through the retinaculum and the lower segment of the tibialis anterior) -- but it was definitely a soft-tissue problem this time, nothing bony, and responded well to a couple of weeks off running, some RockTape, a better-fitting pair of shoes, and a couple sessions with the PT and the bodywork guru at my gym (both of whom I’m seeing about twice a month for dry-needling, cupping, taping, and various other ‘hurts so good’ interventions!). My coach and I are perfectly in line with our opinions on this, which is that -- if we have to choose -- it’s vastly preferable for me to reach the start line healthy and perhaps slightly underprepared, versus crush every mile of the training and then be in pain from the first five minutes on the day when it actually matters.
Honestly, I am feeling incredibly well-supported in terms of the team I have around me -- more so than I have been maybe EVER, athletically speaking -- and so (general saltiness aside) I’m actually managing to stay pretty calm, even during the acute injury phase. First, because it always feels like a small miracle to be able to lie down on the therapy table with legitimate pain, and then stand up a little while later with it having essentially vanished (!) -- but second, because of the sheer emotional comfort that lies in the knowledge that (for once in my life) I actually don’t have to worry about EVERY little thing, that ‘other people are taking care of’ some pieces of this puzzle. The three of them are all aware of ‘where I’m at’ physically, and are in communication as far as what they think is best for me, which is such a gift. Just the awareness of that support network provides me with a huge amount of reassurance -- AND additional motivation to ‘do my best for them’, after all the time and energy they’re investing in me. (The first time she dry-needled the injured area, the PT bade me farewell after the session with the admonishment, “Don’t f*ck up my good work.”)
Unrelated: one other thing I’ve found useful for recovery purposes has been my new Garmin watch (Fenix 5S). It’s definitely not a hundred percent accurate -- it’s very much an endurance watch and thus has absolutely no idea how to interpret regular CrossFit most of the time, so it occasionally tells me my weekly training load is ‘light’ or that my performance condition is ‘peaking’ when that is BLATANTLY FALSE -- but in terms of things like heart rate, daily stress level, and sleep quality, it’s fascinating to see numerical data that backs up my own internal gauges, and it’s admittedly also been pretty helpful nutritionally in terms of calorie burn estimates (I’m getting to that!). And although it’s apt to underestimate my effort output at times, there are other times when it keeps me honest; on one memorable occasion, my coach sent me a new month’s worth of programming, and I saw that my long Saturday metcons had been dropped in favor of more movements that were labeled as ‘for quality’ or ‘not for time’. This is the sort of stuff I tend to find ‘boring’, and I groaned internally as I made a note to ask her why she’d done that. However, before we even had a chance to discuss it, I completed my first Friday session on the new plan (over 60 straight minutes of biking, rowing, wallballs, lunges, running, and air squats, if you’re curious!) -- and as soon as I clicked my stopwatch off, Garmin popped up with a cheery little note: “Recovery Time 45 Hours / Easy Effort Recommended.”
Well then. As usual -- it seems Coach knows what she’s doing!
Awesome support crew and techie gadgets aside, a few other essential recovery things: -- compression socks or calf sleeves for the 24 hours following a long run -- supplements: vitamin D, krill oil, zinc/magnesium/B6, probiotics, vitamin C -- a consistent 9-9:30pm bedtime -- Epsom salt baths after the heaviest leg days -- tart cherry juice in my workout shake (helps reduce inflammation) -- and doing my best to NEVER be in a calorie deficit (more on this below).
Which brings me to...
Nutritionally / Fueling
One enormous and unexpected side benefit of this whole process is that I’ve had to become much more flexible and forgiving with regard to food. (This is something that definitely needed to happen, but I just couldn’t really foresee exactly how I was going to get there!) I’ve been following Renaissance Periodization for 18 months now (cut #1, short maintenance, cut #2, long maintenance, third/SHORT cut, now currently on maintenance again), and it has done phenomenal things for me (which is why I’ve stuck to it so rigidly until now); however, the origins of the program lie in weightlifting and strength training. To their credit, RP has put forth a lot of effort recently to try to tailor their approach to make it work for endurance training, and I definitely found their tools to be a pretty useful starting point in terms of calculating carb recommendations for long run days -- but I also learned that the math could really only carry me so far. A standalone long run is one thing, but it gets trickier when I’ve got (for example) a day with two training sessions, or a workout that’s maybe only an hour long but is almost entirely composed of sprints, or one of those super long Fridays where my ‘metcon’ is 60-100 minutes of work at “70% effort”. The bottom line is, at some point, you just have to take the toolbox you’ve got, start experimenting, and figure out what works for your body.
I’ve said before that I think one of the official RP hashtags should be #alwayslearning, and this training cycle has been no exception! While I obviously knew I would need more carbs/calories on long run days, I did NOT expect for the caloric demand to increase ACROSS THE BOARD as much as it did. It didn’t present as traditional ‘hunger’, so I didn’t recognize the ‘deficit dynamic’ at first -- but after a couple of great weeks initially, my performance and general well-being started to fall off around the 4-week mark. I wasn’t sleeping well, was feeling generally moody and anxious, and my long run paces were significantly slower than they had been up until that point. I also knew the scale had been running rather low, in the 138s-139s. However, none of this by itself was THAT far out of the range of ‘normal’, so it took me a week or two to put it all together. The larger picture didn’t fully click until, independently of one another, two separate CrossFit coaches (both of whom I’d only known for a month!) asked me if I had lost weight. That finally prompted me to look back at my daily scale trends, and I realized that my ‘maintenance’ was not actually maintenance; I’d slowly lost about two pounds over the course of the first month of endurance training.
Now, while two pounds is obviously not a tremendous amount of weight, this was still a super important phenomenon to identify and address, because in my case, it would NOT be beneficial for me to get any smaller right now. From a general health and performance standpoint, I’m already right where I need to be (my DEXA scan in July measured me at 17% body fat), which means that losing weight would fly directly in the face of ALL my goals: not just day-to-day performance and recovery, but also muscle retention. Muscle is a heavy and metabolically demanding tissue, so the body doesn’t want to hang onto more of it than it truly NEEDS -- so it’s one of the first things to go during heavy endurance training (ever checked out the physique of a Kenyan marathoner?). Since my primary goal is to preserve CrossFit fitness and performance, the last thing I want to do is sacrifice my hard-earned muscle on the altar of marathon training.
Another SUPER important facet to all of this is hormonal health -- which, unfortunately, seems to be one of those things to which I’m more sensitive than some other women. During the past 18 months of intermittent cutting, my body has shown me repeatedly that it haaaaaates being in an energy deficit (and that it will respond to this by promptly grinding my reproductive cycle to a halt for MONTHS). And while I don’t necessarily love everything about the monthly cycle, it’s an inescapable fact that estrogen is one of the best defenses I have against all this repetitive pounding on my feet. As I mentioned, I already have a history of two prior metatarsal stress fractures, both sustained during marathon training -- therefore, I absolutely need my biochemistry to hang in there this time around!
At any rate, in hindsight, I’ve been playing this RP game long enough now that I felt pretty stupid for not recognizing the ‘deficit phenomenon’ sooner. Once the light bulb came on, I started increasing calories, mostly carbs (amid a lot of jokes about my need for ‘supplemental frozen yogurt’); this immediately made performance feel much better and got my run paces back to the range where they needed to be. I’ve learned that 200g carbs seems to be the absolute minimum on a training day (and on most days it’s significantly more!), and that even on rest days I need a few more carbs (for recovery purposes) than my templates officially prescribe. However, it eventually turned out that in order to truly stabilize my weight (and to stop waking up hungry at two o’clock in the morning!), I ultimately had to slightly increase my training day fats as well. As we got deeper into the training plan and my sessions got longer, I also had to tweak my pre- and intra-workout strategies to figure out how best to fuel for a longer time duration (it’s not unusual nowadays for my Friday gym workouts to take over three hours -- meaning my regular fruit juice and whey shake alone simply isn’t sufficient) and/or what types of things I prefer to carry and consume while I’m out running. (On the plus side, my iron gut serves me well here; many runners suffer GI distress related to intra-workout nutrition, but it turns out there’s not a whole lot that I can’t tolerate!)
I’m definitely still tweaking and refining -- it (unfortunately!) isn’t as easy as just stuffing my face round the clock, because GAINING weight right now obviously wouldn’t be ideal either -- but I’m learning a ton, and, equally important, am also learning how to relax a little. My modus operandi for just about everything in life is that I tend to dive in at 120% enthusiasm, then have to slowly work my way back to a place of more moderation, and RP has been no exception. But this endurance training cycle has really forced me to try some different things as well as be a bit less rigid in general -- i.e. more willing to eat ‘combination’ foods (that don’t fall squarely into one macro category), and even to dine out in restaurants once a week or so. (Exhibit A: the best free meal I’ve had recently was a fried green tomato biscuit from Rise, when I did my long ten-mile run on a Sunday morning and then met up with two other runner friends for breakfast. LOOK AT THAT HEALTHY BALANCED RP MAINTENANCE LIFE. :)) Additionally, the necessity of (on many Sundays) fitting a homemade high-carb meal in between an early-AM long run and a full day of work means I’ve also learned how to make certain things in such a way that I actually enjoy them just as much as (or even more than!) the restaurant versions. For example, Aldi’s frozen sushi is surprisingly awesome, a home-assembled burrito bowl is totally on par with Chipotle, and (for me) a flatbread pizza in the toaster oven really does satisfy a pizza craving. I’m reaching the point where (MOST) food just isn’t really that exciting anymore -- which is actually a pretty great (mentally healthy) place to be.
Unintentional weight loss is one of those things that sounds like a #firstworldproblem to a lot of people -- and in another scenario, I can see how it could be! -- but honestly, I’m grateful to have experienced this ‘problem’, because the necessity of tackling it has been a pretty big eye-opener. This whole process has required a new level of intuition -- less straightforward following of a numerical macro chart, and more paying attention to my body’s physical, mental, and emotional cues. If I’m feeling ridiculously tired and depleted after a long workout (even if I don’t feel obviously ‘hungry’), or if I’m noticing that my hand ‘wants’ to flash out and grab the frozen yogurt when I open the freezer, then I probably need more carbs. If I wake up hungry at 2:00am, I probably didn’t eat enough fat that day. And, when eating foods I didn’t ‘plan’ for, it’s been validating to see that what often feels to me like a ‘crackout’ is usually just my body trying to maintain homeostasis. During the first few weeks of trying to sort through all this ‘data’, there were several occasions where I ate a larger-than-normal amount of something (usually the better part of a pint of frozen yogurt...) that I didn’t necessarily ‘plan’ to have. Each time, I fretted guiltily for a few minutes -- then did the actual macro/calorie math in the context of that morning’s workout and realized that my body had done EXACTLY what it was supposed to do, almost to the point of being eerie (as in, I worked for X minutes longer than last week, and today’s calories worked out to be X amount higher than last week -- without any intentional effort on my part to make it so. Biology is pretty neat). On some level, I do still ‘expect’ myself to self-sabotage -- and maybe always will expect that to some degree -- but these past couple months have reinforced to me yet again that my body truly does ‘know what it needs’ most of the time, and that I can actually ‘trust myself’ on a gut level a lot more than I tend to believe I can on a cerebral level.
What’s Next
We’re not quite tapering yet, but getting close. Tomorrow is my peak-length metcon -- by my reckoning, that portion alone is going to take about 95-100 minutes (!). But after tomorrow, Fridays will get somewhat shorter; the metcon portion will probably only take 20-30 minutes or so for the remainder of this cycle (and I’m laughing out loud at the fact that that genuinely sounds like a SHORT metcon to me now!). My long runs on Sundays will continue to build for another 3-4 weeks; the programming is written in ‘minutes’, not miles, and we lost some time because of the foot injury, but my rough calculations would suggest that I’ll make it to about 14-15 miles (on October 21st) before the two-week taper. (Which, yeah, is a bit shorter than ideal, but as I said above -- better 15 and healthy than 20 and broken.)
November 4th is the big day. I’m so, so ready to be done with this training, yet (I’ll admit) am also getting something of a ‘second wind’ mentally now that the end is finally in sight. And while I have no plans to ever (EVER) do another marathon after this one, I’m also not so jaded that I can’t recognize how very grateful I’ll be, come race morning, for all the blood, tears, and sweat (SO MUCH SWEAT) that I’m putting in right now.
In 38 days (38 days!), this will all be worth it.
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mikegranich87 · 3 years
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Pixel 5a review: The 4a 5G wasn't broken, so Google didn't fix it
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The Pixel 6 is just around the corner. But before Google brings it and its Tensor mobile chip to market, the company is updating its entry level offering with the $449 Pixel 5a. The whole point of the “a” family is to offer the basics at a reasonable price without sacrificing too much of the Pixel experience in the process. That means a relatively clean version of Android with a bunch of AI tricks and a heavy focus on photography.
But apparently Google feels like it more or less nailed that formula with the Pixel 4a 5G because the 5a is basically the same phone. (Note: The Pixel 5a is not a direct successor to the 4a, which was a much smaller device.) There are some differences — notably the addition of IP67 waterproofing — but most of the tweaks are extremely minor. Even the processor and RAM haven’t changed. So, if we said you could do better way back in October of 2020, what does that mean for the 5a in the fall of 2021?
Well, it makes the Pixel 5a about as unexciting as a phone can be, for one. But look, boring isn’t necessarily bad. Especially when you’re talking about the mid and lower tiers of the smartphone market. For one, keeping things staid allows Google to focus its efforts on battery life and performance optimization. And just like the last generation of Pixels, the 5a feels pretty responsive despite the aging Snapdragon 765G inside. That said, the 765G wasn’t exactly top of the line last year, and it’s starting to show its limits. While scrolling through the UI and doing simple things like reading email and sending text messages, the 5a is indistinguishable from any flagship device. It even handles most mobile games without a hiccup. I spent some time playing The Elder Scrolls: Blades and Wild Castle and the phone barely broke a sweat.
But, I did notice it stutter a few times while navigating YouTube, editing photos and jotting down my thoughts for this review in Evernote. The latter I could easily chalk up to Evernote’s questionable development over the last few years, but the pauses while switching to fullscreen in YouTube and swapping filters in Google Photos are a bit more concerning.
Terrence O'Brien / Engadget
The plus side of going with something a bit older and lower-powered (not to mention with an integrated 5G modem) is power efficiency. The 4a 5G was already something of a beast, lasting over 17 hours in our battery drain test before our reviews editor Cherlynn Low simply gave up and moved on with her life. That device had a 3,885mAh battery. The 5a has a 4,680mAh cell. It took 22 hours and 56 of playing a video on loop at 50-brightness before it finally powered down.
After 24 hour of heavy usage — playing games, repeatedly running 5G speed tests, installing apps, watching videos on YouTube and even letting it play sleep sounds overnight — the battery was still at 40 percent. It didn’t finally crap out until almost 2AM on day two. And if you turn on Extreme Battery Saver, things could get even more absurd. I’m fairly confident that under normal use you could get a full 48 hours out of the Pixel 5a before needing to find an outlet.
Battery life isn’t the only difference between the 5a and 4a 5G: The new phone is also IP67 rated for water and dust resistance. At a time when many smartphones have at least some form of water resistance the Pixel 4a 5G was sort of a disappointment. In fact, the lack of waterproofing was one of the big cons called out in our review. But the Pixel 5a should easily survive getting caught in the rain or if you drop it in a toilet. It can withstand being submerged in water up to one meter deep for 30 minutes, but I wouldn’t push this to its limits. Definitely don’t go swimming with it in your pocket.
Terrence O'Brien / Engadget
The last difference between the Pixel 5a and the 4a 5G is in the size and construction, but it’s subtle. The 5a has a metal unibody as opposed to a polycarbonate one. The texture is still matte and similar to the softtouch of the previous models, though, and the upgrade to Gorilla Glass 6 from Gorilla Glass 3 is notable, but you’ll never notice the difference in daily use. The 5a comes in one finish: Mostly Black. Some might find the look a little dull, and it’s certainly on the utilitarian side, but I quite liked the feel of the phone. The finish is a nice contrast to the seemingly endless sea of smooth glassy surfaces and the heft is just right, too.
The 5a is ever so slightly larger and heavier, but you’re talking about a few millimeters and grams. Even if you had a Pixel 4a 5G in one hand and a Pixel 5a in the other you’d be hard pressed to figure out which is which.
The change in size mostly comes down to the slightly larger screen. The OLED panel on the 5a is 6.34 inches, versus 6.2 inches on the 4a 5G. Otherwise, though, the screens are basically the same. The increased resolution of 2,400 x 1,080 makes up for the size difference so they both have a density of 413 ppi. Both also sport a contrast ratio of 100,000:1 and support HDR and are stuck at now outdated 60Hz. And both are just bright enough to use in direct sunlight, though high brightness mode is definitely a necessity if you’re watching a video outdoors.
Even the holepunch for the front-facing camera is in the same place. That said, I appreciated Google’s “for fun” wallpapers that camouflage the hole by incorporating it into the design. My favorite is the record player where the camera becomes the hole at the center of an LP.
That 8-megapixel front-facing camera, by the way, is one of the weak points of the 5a. It does the job in perfect lighting and for video calls. But details can be a bit soft, in low light it gets noisy and portrait mode is hit or miss. Overall, I found Google’s portrait feature to be a bit too aggressive even on the main camera. You can easily adjust the blur and depth after the fact, but the default settings could stand to be more subtle.
The selfie cam, though, is the same one found on the Pixel 4a 5G, so none of this is a surprise. In fact, all of the cameras are the same. The two sensors around the rear, however, are much better than the one on the front. There’s a 12.2-megapixel main shooter with optical image stabilization and a 16-megapixel ultra-wide-angle lens. They have a somewhat “moody” vibe when compared to shots from an iPhone or a Galaxy device, but they’re not obviously inferior. And even though images taken with the wide-angle lens can get a little fuzzy if you start zooming in on details, Google’s processing does an admirable job of minimizing barrel distortion. Google isn’t at the top of the smartphone camera heap anymore, but it’s not far off and photography is still an undeniable strong suit of the Pixel family.
Terrence O'Brien / Engadget
There’s nothing new to report, though. It’s the same set of excellent photography features that you got last year: Portrait lighting can help clean up and add some contrast to photos of people (but sadly not pets — the option only appears if a human face is detected). Night Sight turns on automatically in dim lighting and at times produces mind-blowing results. And the video stabilization modes are excellent. Cinematic Pan, which combines slow motion with super smooth movement, is especially fun.
Also, just like every other “a” model Pixel, this one has a headphone jack. All I can say is: That’s great, now please bring the headphone jack back to flagship phones. I know I’m not the only person clamoring for it. And it drives me nuts that the only way to get an old-school 3.5mm jack on my phone is to go down market.
Terrence O'Brien / Engadget
One last thing to mention: The actual full name of the phone is the Pixel 5a with 5G. So, guess what, it supports 5G connectivity. That’s not really surprising since the Snapdragon 765G has an integrated 5G modem. Unlike the Pixel 4a 5G, however, there is no mmWave variant of the 5a. And, although technically it’s capable of C-Band support, it’s currently not enabled and Google wouldn’t commit to adding support in the future. That’s not a huge deal at the moment since there are no active C-Band networks in the US yet. But it might irk some when AT&T and Verizon start flipping the switch, likely sometime later this year. That said, full C-Band rollout isn’t expected to happen until at least late 2023.
Those caveats out of the way, 5G still seems stuck in a state of arrested development. I tested the Pixel 5a using Google Fi, which essentially means I was on T-Mobile’s network and speeds were all over the place. In my home, it was often slower than Verizon’s LTE network, averaging around 35mbps down. (Note: Verizon is Engadget’s parent company… for now.) But two and half miles up the road at a local Subaru dealership I was routinely getting over 300mbps down, topping out at 370mbps.
Terrence O'Brien / Engadget
Of course, 5G and excellent cameras aren’t a rarity at this price any more. Mid-tier phones have come a long way over the last few years. The problem for Google is, it no longer clearly “owns the midrange.” Part of that is down to price. While the 5a is $50 cheaper than the 4a 5G, it’s not the obvious bargain that the 4a was at $350. If it was even just $50 cheaper still, the 5a would be a much easier sell at $399.
The Samsung A52 5G is slightly more expensive at $500 (though regularly on sale for less) and has a slower Snapdragon 750G SoC. But, its Super AMOLED screen clearly outclasses the Pixel’s and has a 120Hz refresh rate. Plus, its camera system is much sharper and feature-packed (but that doesn’t necessarily mean “better”). In addition to a primary camera and ultra-wide shooter, there’s a macro lens and a depth sensor that helps with portrait mode. While both the A52 and 5a ship with 128GB of storage, the Samsung has an advantage in that it has a microSD card slot.
Then there’s the OnePlus Nord N2 5G. It has a trio of cameras around the back, including a 50-megapixel primary sensor, an AMOLED screen with a 90Hz refresh rate, and up to 12GB of RAM. Then again, it has a MediaTek processor, which you rarely see in phones in the US and with good reason: They’re not exactly known for their high-end performance. But perhaps more importantly, you’re highly unlikely to be making a choice between the Nord N2 and the Pixel 5a since the former isn’t available in the US, and the later is only available in the US and Japan.
Of course, if you’re more of an iOS fan, the obvious comparison would seem to be the iPhone SE. It’s the same price as the Pixel 5a for a 128GB model, but it does feel quite a bit dated. It still uses the old iPhone 8 form factor with a Touch ID home button instead of Face ID, it's positively miniscule at 4.7 inches and doesn’t support 5G. Frankly, if you’re dead set on iOS, I might suggest saving your pennies and springing for the $699 iPhone 12 mini.
So, no, Google doesn’t “own the midrange” any more. The Pixel 5a is almost aggressively boring, but it’s not bad. If you want the Pixel experience and don’t want to break the bank, this is the way to go. But if you’re just looking for the best bang for your buck, the choice is far less clear.
from Mike Granich https://www.engadget.com/google-pixel-5-a-review-android-midrange-5g-smartphone-160051630.html?src=rss
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loaddisplay766 · 3 years
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Install Mods For Mac
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Install Mods Minecraft Mac Forge
Install Mods Mac Steam
How to install Stardew Valley Mods
Php mysql apache for mac os x. Install MySql on Mac OS X Download the MySql DMG file from MySql Download Website. Open the DMG file and install MySql server and Preference Pane for starting and stopping MySql server easily. Start the MySql server if its not running and optionally you can select the checkbox to automatically start MySql server on startup. OSX 10.8 Mountain Lion Version OSX 10.9 Mavericks Version Apache and PHP already come preloaded in OS X 10.7 Lion and 10.6 Snow Leopard, the versions on 10.7 Lion are PHP 5.3.6 and Apache 2.2.20, these 2 pieces of Open Source software are part of the “AMP” stack with MySQL the missing third component. A – Apache M – MySQL P – PHP. I found the default version already on the system a pain to manage due to some osx specific config in apache's httpd.conf. But you can use mac ports or homebrew (my preferred) for a custom php/apache install. My preferred and in my opinion the cleanest way is to install virtualbox and run a full LAMP stack.
First, open your game folder (the folder that contains Stardew Valley’s .exe file). This is where you normally find it:
PlatformPathWindowsGOG: C:Program Files (x86)GOG GalaxyGamesStardew Valley or C:GOG GamesStardew Valley Steam: C:Program Files (x86)SteamsteamappscommonStardew ValleyLinuxGOG: ~/GOGGames/StardewValley/game Steam: ~/.local/share/Steam/steamapps/common/Stardew ValleyMacGOG: /Applications/Stardew Valley.app/Contents/MacOS Steam: ~/Library/Application Support/Steam/SteamApps/common/Stardew Valley/Contents/MacOS
How To Install Mods On Mac: 1. Click on Home, Library, Application Support, minecraft 3. Go to minecraft.jar, and right click it 5. Click on open with. Archive Utility, then delete the original minecraft.jar and then rename the minecraft file to minecraft.jar. If you want to install a mod, simply unzip it into the Mods folder. It’s good if every mod has its subfolder, and no trailing numbers. For instance, if your mod is PineapplesEverywhere, your file structure should be as follows: Stardew Valley/-Mods/ –PineapplesEverywhere/ —PineapplesEverywhere.dll —manifest.json. Become an Official Catto! This is an updated tutorial of my previous how to install mods video. Become an Official Catto! This is an updated tutorial of my previous how to install mods video.
NOTE: DTS Plug-in for DivX Converter only works with Windows, however DTS Plug-in for DivX Player works with both Windows and Mac. DivX Software includes a free 15-day trial of DTS-HD plug-in. We get it, ads can ruin a good experience. It’s a great way to help keep our software free, but that doesn’t mean you want to see ads in. Divx video converter.
If it is not there, try the following:
Option 2: SMAPI
Start SMAPI.
Enter the following command in the SMAPI console (it will be the second window that opens together with the game): show_game_files
Option 3: Steam
You have to open the Steam client.
Click on Stardew Valley (it has to be right-click).
Next – click on Properties.
The click on the tab Local Files.
Finally, go to Browse Local Files… and open the game folder.
Install Mods Minecraft Mac Forge
Option 4: GOG Galaxy
Go to the GOG Galaxy client.
Click on Stardew Valley (it has to be right-click).
Go to Manage Installation > Show Folder and then open the game folder.
Install mods
If you want to install a mod, simply unzip it into the Mods folder. It’s good if every mod has its subfolder, and no trailing numbers. For instance, if your mod is PineapplesEverywhere, your file structure should be as follows:
Stardew Valley/ -Mods/ –PineapplesEverywhere/ —PineapplesEverywhere.dll —manifest.json
If you have a lot of mods, you can optionally organise them into subfolders. SMAPI will automatically search inside each folder until it finds one with files.
Stardew Valley/ -Mods/ –Fruit mods/ —PineapplesEverywhere/ —-PineapplesEverywhere.dll —-manifest.json —ApplesNowhere/ —-ApplesNowhere.dll —-manifest.json
If a folder of yours looks like PineapplesEverywhere-1234567890, see inside it, whether the actual mod folder is there. Folders with this kind of names frequently have other folders inside them and sometimes readme files as well.
In case you decide to disable a folder, all you have to do is put a dot in front of the folder name (e.g. .disabled mods). Windows does not allow you do that by default, however, you can place a dot at the end and you’ll be sorted (e.g. .disabled mods.).
Installing SMAPI on Windows
We hope you found our concise guide on how to install Stardew Valley mod helpful and you afre feeling more at ease when supplementing your game with great new mods. We guarantee that it is definitely worth having all these new and exciting Stardew Valley mods.
Install Mods Mac Steam
Now that you know how to install Stardew Valley mods, you are free to begins browsing. New mods are added daily, which means you can find all sorts of different exciting Stardew Valley mods all the time and add new features to your game to make it even more thrilling. Maps, Crops, Buildings, Items and even more mods are made available to all the dedicated fans by the creative and passionate members of the Stardew Valley team. And since now you have become expert on adding new mods and you can install Stardew Valley mods easily, you can add as many mods as you feel like. This will make the game more suited to your individual needs and preferences and you will enjoy it even more than before.
Stardew Valley community is getting better all the time, and you can grow with us as well. Just remember to update your game regularly with new mods and you will always be on track with all the lat4est development in the game`s world. Feel the latest trends that take the community by storm and be the part of the global development. Now it is easier than ever to build a game exactly the way you like it. You can easily customize it thanks to the wide diversity of Stardew Valley mods. Go ahead – have fun!
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sharengayonline · 3 years
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LG’s leather-wrapped G4 is no dominatrix, but it does dominate
Sharengay Trang Tin Tức Độc Đáo VIDEO LG’s leather-wrapped G4 is no dominatrix, but it does dominate
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“The LG G4 is the best smartphone of 2015, and it’s camera is so good that it often outperforms the iPhone 6 Plus.”
Pros
Bạn đang xem: LG’s leather-wrapped G4 is no dominatrix, but it does dominate
Bright screen with gorgeous contrast
Excellent camera performance
Shooting in RAW and Manual mode
Removable battery and MicroSD card slot
Leather battery cover rocks
Cons
Still made of plastic
UX features are a mixed bag
Battery life is average
Speaker quality is weak
“Life’s Good” is LG’s tagline, but life has been tough for the company’s mobile division. Its archrival Samsung has captured a big chunk of the phone market, and LG has spent several years chipping away at Samsung’s mighty presence.
The Nexus 5 and G3 proved that LG could play with the big boys, and the G4 expands on that notion, improving features that optimize the user experience in tangible ways. With an impressive camera and more user-friendly software, the G4 makes a strong case for being the dark horse smartphone that could make waves and surprise many in 2015.
Do the right thing, choose the leather model
To own an LG G4 with a plastic rear cover should be a crime. It’s like ordering a new BMW with a cloth interior: a decision that’ll save you cash on the day, but one you’ll question every time you get in the car later on. Unlike Samsung and more like Vertu, LG has used real leather on the G4, and it feels fantastic; it’s warm, soft, tactile, and classy. It’s a world apart from the cold indifference you get from a plastic-backed G4.
It’s not annoying either. There are never any fingerprints to clean off, it doesn’t cling to the inside of your jeans pocket, and is apparently very hard wearing. For the past few weeks, the G4 has gone case-less in my pocket and bag, and the leather (and screen, actually) have suffered no ill-effects. The leather will undoubtedly bed in with age, but there’s no evidence of that just yet, and it hasn’t lost its sheen.
LG has got the colors right too. The brown leather complements the matt-silver rear controls beautifully, and the phone goes very well with the darker brown leather used for the strap on the gold Watch Urbane. Using the two together looks great, and is one of the first times I’ve ever matched two pieces of tech with each other based on color and material choice.
Showstopping camera
To give the G4 a thorough workout, it recently accompanied me on a long weekend away, where its photographic ability, battery, and general use could be explored in a variety of situations. There’s little to say about how it handles email, web surfing, and calls — because it does them effortlessly. The Snapdragon 808 processor is more than capable enough to keep up, although under heavy usage — I’ve used it for VR in a headset, for example — it can still make the device pretty toasty, but never to the point where it’s uncomfortable or a danger.
The camera is stunning, and did everything I could have wanted. There is absolutely no reason to carry another camera, or even choose a different phone, if photos are your priority. Day or night, inside or out, and in challenging environments it performed flawlessly. There were moments I wanted to capture during my weekend, and I’m pleased the G4 was my camera of choice to do so.
A small concert venue with bright stage lights looking out onto a dark auditorium isn’t the ideal place to take good pictures. Even without switching to manual mode, the G4’s auto settings and the laser autofocus made cool shots possible. Several are shared here, and come straight off the phone. With a little editing, each looks superb.
It’s the same with pictures taken around the city at night, and of sunsets. These were the times where it was possible to play with manual mode, which is hampered only by the fixed f/1.8 aperture — how great would it be to adjust this number? Using the G4 to shoot video did reveal the spot autofocus can be overzealous if left unattended, and results improved when the setting was turned off.
Ignore the slightly uninteresting design
The battery performance has remained steady at a little over a day, but the VR video really did suck the power, and could easily eat 20 to 30 percent in 20 minutes. I’ve also become used to using LG’s Smart Bulletin board, which slides in from the left of the main home screen and shows calendar entries, LG Health, and a music widget. It’s not revolutionary, but it’s attractively presented and easy to access.
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If there’s a problem with the G4, it’s that it doesn’t visually standout, despite the leather back and slight curve to the body. It’s very similar to the G3, and can’t quite match the Samsung Galaxy S6 in terms of cool design. Ignore this, choose a leather clad version, and revel in owning a fantastic flagship smartphone with a camera that takes showstopping shots with ease.
Original review continues below:
Curvy, not flexy
LG likes curves. Every phone it launches seems to stick to that design philosophy, and the G4 essentially maintains its predecessor’s overall look. The contoured back is the same angle, and while slightly taller and wider, the G4 doesn’t deviate from the angular top and bottom. The corners are less rounded and the edges slope outward just enough to give it a slightly inverted look upon closer inspection.
Unlike Samsung, LG hasn’t abandoned plastic, nor a removable back. The back is made of a metal and plastic compound mixture, except it’s clear this cocktail is skewed toward the latter. A patterned design is etched into the metallic and ceramic backs to add some flair. Since gold is in vogue these days, LG got into the act and dipped into that as well, along with white and dark gray versions.
The removable back does serve more than a functional purpose for what lies underneath (battery, SIM, and MicroSD), since it’s also used as a way to personalize and augment the phone’s appearance. The full grain leather battery covers are a stylish turn for LG — in a good way. At its launch event in New York, LG noted that it used the same vegetable tanning process for its leather that luxury brands like Louis Vuitton and Coach are known to use. Using full grain, rather than genuine leather, also makes the G4 is more durable, so fading and age give it character. Brown, black, beige, and sky blue versions are already confirmed, along with the yellow and crimson red versions shown in New York.
Having all these back cover options means they can be swapped, so it would be no problem to buy a white G4 and tack on a blue leather battery cover later. My review unit didn’t include one, but after some hands-on time with a few of them in New York, I was impressed. The leather is smooth and silky soft. Every detail of the leather backing, right down to the stitching, is well executed. I would likely switch to the black one when given the chance, personally.
On the front is a 5.5-inch quad HD IPS Quantum Display with the same resolution of 2,560 × 1,440 pixels and pixel density of 538ppi as last year. LG gave the front a slight curve it calls Slim Arc, which is noticeable when looking at the G4 directly from its side. The slight curve makes the phone more comfortable to hold in your hand. The screen is also brighter, both by default and at full brightness, a necessary design tweak to rectify the duller output of the G3. LG says it also has 20 percent greater color reproduction and 50 percent better contrast. In our comparisons to the Galaxy S6 and iPhone 6 Plus, LG’s screen definitely held its own or outperformed the competition.
Under the hood
Playing it safe, LG opted not to go with Qualcomm’s Snapdragon 810 processor, which has been dogged by concerns over excessive heating. Instead, it’s the Snapdragon 808 chip that’s inside — which is still a powerful hexa-core processor, though LG hasn’t really explained why it made the change other than to say the chipset is “optimized” for the G4’s features.
There’s no doubt the G4 is the best handset LG has made to date.
There is 3GB of RAM and 32GB of internal storage to help the cause, along with a 16-megapixel rear camera with improved optical image stabilization (OIS) and a color spectrum sensor – more on that later. Interestingly, LG chose to go with a Micro SIM card slot, rather than use the Nano SIM the iPhone and other Android phone manufacturers are starting to embrace. There is also a MicroSD slot (not present on competing phones) that is technically capable of supporting up to 2TB cards.
I don’t know if the Snapdragon 810 processor would’ve made a notable difference in the G4’s performance, but I had little to complain about with the 808. The phone is brisk, speedy, and dependable. I had no problem doing anything I would normally do on a smartphone. Streaming video was fine, downloading and uploading content was fine, and switching between multiple apps was fine. The phone did get a little hot, but never to a point where I had to question why.
Jessica Lee Star/Digital Trends
Jessica Lee Star/Digital Trends
Compared to the Samsung Galaxy S6, which uses an octa-core processor, I didn’t notice a drop in overall performance. Both were equally fluid in the same respects, so LG may, in fact, be on the right track in suggesting users wouldn’t notice anything unusual. It’s also easier to compare the two because neither relies on gimmicky features, like they did in the past. Hardline smartphone users may notice intricacies and quirks that might set the G4 back, but I suspect the average person will carry on without missing a beat.
If I did have something to point a finger at, it would be the speaker, found on the rear. It’s easily among the weakest links of the phone’s design, and while the G4’s curved back helps the sound escape when laid flat, fidelity is not in the same league as the HTC One M9.
Software
The DT Accessory Pack
Up your game and the get the most out of your gear with the following extras, hand-picked by our editors:
Creative Sound Blaster Roar: Portable Speaker ($130)
SanDisk – Ultra 128GB microSDXC ($90)
LG G4 Spigen Case ($21)
LG has taken a restrained approach to its software this year, like Samsung. Running on Google’s Android Lollipop 5.1 operating system out of the box, LG’s UX 4.0 user interface features are blended in so everything remains simple. The idea was to include features that make life with the phone easier. Some of LG’s better ideas include faster scrolling through the Gallery app and Event Pocket, an app that can unify calendars from various apps into one place. Those who live and die by their calendars may find this a convenient way to aggregate Facebook event invites with details that can be dragged and dropped from other messaging apps.
Smart Notice is supposed to be more personalized and contextual, offering more than simple weather and traffic updates. By learning my habits, it would ostensibly know that I don’t have to commute to work (I work from home), and prioritize weather and phone usage alerts instead. Perhaps it needed more time to get to know me, because I found it to be too predictable every day, regardless of where I was or what I was doing.
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The Quick Help widget is found as a question mark next to Smart Notice. It’s designed to be a mini search engine for the G4 itself, but for whatever reason, none of the queries I tried yielded results. Simple things like “calendar” and “color spectrum” drew blanks.
The true value in LG’s software experience is the bare minimum of alterations it offers. Icons and menus clearly received the Lollipop treatment with flatter designs and vibrant colors. The Settings menus are clear, concise, and easy to navigate. There’s a level of simplicity here that’s easy to appreciate, even if it’s not always patently obvious. I liked the general look and feel of the software more than any features LG added because its apps and features didn’t impact on my daily usage like they were intended to, and tended to only work with other LG apps. Not everyone wants to use LG Health or LG’s Music app. Some of us use Moves and Spotify. In any case, if you ignore some of LG’s apps, much like you’ve ignored some of Samsung or Apple’s apps, you’ll be better off.
This might be the best smartphone camera
The G4’s camera is unquestionably its crowning feature — And it should be, considering that it sports a 16-megapixel sensor, an f/1.8 aperture lens with OIS 2.0 built-in, and a color spectrum sensor. The latter feature is unique to smartphones, and its purpose is to measure the ambient lighting conditions from both the source of the light and where objects are reflected in the scene. This is on top of the sensor’s ability to capture more realistic color tones.
The G4 has one of the best smartphone cameras on the planet.
These features, coupled with the excellent controls in Manual mode, give the G4 one of the best smartphone cameras on the planet. Focusing is very quick, particularly when conditions are bright enough for the lens and sensor to lock on. The Depth of field capturing is impressive, despite the lack of any real optical zoom. And yes, color composition is superb, producing not only vibrant images, but consistently good ones that maintain their tonality after being transferred or shared.
Low-light shooting is perhaps the best available on any smartphone at this point and time, but there is a catch. LG keeps things basic with three distinct shooting modes: Simple, Auto, and Manual. The first two are very similar, except that Auto shows the heads-up display options. White balance, ISO, and shutter are automatically chosen, like any other smartphone camera does. LG claims that users can still expect better results because the color spectrum sensor is still doing its thing. This is generally true, but to fully appreciate what the camera and sensor are capable of, it’s best to learn the Manual mode.
Here, I could toggle the white balance, ISO, shutter, metering, and choose between auto-exposure lock (AE-L) or manual focus (MF). Adjusting any of the settings shows what the photo would look like in real time. Users who might be intimidated by going manual may find that one factor to be the most inviting. Even someone with years of photography experience like myself very much appreciated seeing that.
The photos the G4 captured were impressive across the board. Being able to shoot in RAW was even better, given how much extra detail the sensor was able to take in.
Video capture in 4K or 1080p is fine. You can’t really tinker with image settings before shooting a clip though. I tried to set up a low-light video clip by toggling the different metrics, but once I tap record, everything went automatic, so it was all for naught.
Battery life
Samsung got some flak for not going with a removable battery, whereas LG may earn praise for sticking with it. That’s subjective, of course, since replacing a battery isn’t something every user feels the need to do. The 3,000mAh battery inside performs well enough, but I wouldn’t consider it to exceptionally good. Basic usage saps little, but once more intensive tasks come into play, the juice starts dripping noticeably.
Jessica Lee Star/Digital Trends
Jessica Lee Star/Digital Trends
Not to say that the G4 guzzles battery life because it’s not that bad, it’s only that intensive tasks seem to take more out of the processor than LG lets on. For example, streaming video remotely via Plex chomped on my battery life by a noticeable margin. Even when I initially set up the phone, I lost 20 percent in less than two hours because of everything that had to be downloaded and installed. Overall performance is fine, but for very intense processes, the G4 fares no better than its competitors.
Conclusion
There’s no doubt the G4 is the best handset LG has made to date, not just because of the components, but also because of the thoughtfulness that went into it. Little things, like a brighter screen with better contrast, prettier interface, and useful software tweaks, stood out because I interacted with them every day. For me, the curved back and edges made it easier to pick up the phone off the table, as well, and hold it. The Knock On double tap to wake from sleep has always been a useful feature. Double pressing the volume down button to instantly launch the camera was great for snapping selfies.
I can forgive the plastic design because real leather is an alternative. If not for that, I would dock LG for taking the easy way out. Using real leather in a way that doesn’t cut corners sends the right message, much like the other moves made with the G4. Whether or not consumers will take it to heart and splurge for the G4 is going to be interesting to watch, but we haven’t been this impressed with a smartphone, and it’s camera, for some time.
Highs
Bright screen with gorgeous contrast
Excellent camera performance
Shooting in RAW and Manual mode
Removable battery and MicroSD card slot
Leather battery cover rocks
Lows
Still made of plastic
UX features are a mixed bag
Battery life is average
Speaker quality is weak
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LG’s leather-wrapped G4 is no dominatrix, but it does dominate
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fellchinchilla-blog · 6 years
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Kindness and everything about it.
The archetypes:
In general, Kindness is a very versatile soul, probably the most versatile in the game (arguably topped by Integrity).So there are a bunch of different strategies, playstyles and archetypes. There are the most viable/popular ones.
Librarian midrange
Librarian stall (Chara)
Midrange (non-librarian)
Dogswarm
Big Bob
Veteran (as an archetype. Don't confuse it with Big Bob decks that run the so-called artifact).
Torilock
Control.
Midrange.
Those are my favourite, especially Librarian ver. Kindness tends to punish you hard for early to mid-game inactivity, by pulling off boards normally unaccessible by other souls. A 6-9 Bratty turn 3? Yeah, of course, as long as opponent's board is not a threat. Feast and Force Of Nature are typical things they use to throw opponent off their footing. A typical strategy is playing either a very big board (Ice Wolf, 2 Napstablooks, etc.) or a very crippling, slowing thing (Oni, Bratty, etc.) - then support it further with spells, Soothing, Faun and stuff like that.
How to counter:
Early-game is all you need, this is why Kindness mid VS Bravery aggro/fast zoo can be a problem for Kindness even despite their passive ability. Try to be swift. Obviously, rushing kindness with a deck that is not made for rush (for example, a tempo deck) is NOT a good idea. Test of Will is a key card that will punish you HARD if you don't play around. Kindness has no damage or removal spells except for ToW, so playing, for example, a So Sorry + Doodlebog at 7G will annoy the Kindness player very much. Don't go for Ice Wolf or Oni or alike, big mid-early monsters - Soothing is more likely than you migh think.
Torilock.
Despite it's unfairness (well, kind of), the deck is far from braindead. It's easily counterable on paper, so make sure you plan ahead for the next 1-2 turns. Ice Wolf is still a very good pick there, though a bit more difficult to use, as TRUE torilock can only hit face - no Fire Trap or anything, the 4th slot is another Diamond Boy 1. Typical Torilock is rarely the hard one though, usually 1 DB1 stalls for enough time. Sometimes they win by Chara->Garbage->Heal->Attack. In general, you need above-average skill to win a lot with this deck, especially the deck is one of the most polarised in the game (many autoloss matchups many autowin matchups) (like Torilock vs literally-any-DT, lol).
How to counter:
Ice Wolves are a very vague pick there, and I still can't decide which is better: Ice Wolf or Receptionist 3. Yeah, it can flood your board with already 1 ATK stuff with a HP so high you will spend more than enough time killing it off. But the wolf itself has a very high attack, so wait for it... wait for it... Very useful cards are: Omega Flowey, Mettaton EX, Sans, Frisk (complete counter at high HP), Asgore, any Silence, Muffet's Pet, any damaging spells or removal/bounce spells. Don't forget most damage spells can (and NEED, in this case!) be used on your own monsters. By the way, Asriel (Epic) is, surprisingly, not that useful vs Torilock (when they play the torilock, and not only toriel to desperately halt your progress). SELF-MILL IS AN OPTION AS LONG AS YOU HAVE 7+ DAMAGE ON YOUR BOARD. Don't put the 4th monster no matter what (unless it's Frisk, Robot98 or Omega Flowey). If you have Preservation, you can try to lock the torilock player with your own Toriel, and, for example, a Mettataunt. In this case the game will be a draw most likely.
Play big as fuck monsters, charge monsters like Tsunderplane, burst monsters, interfering abilities (Sans, Frisk, Fire Trap).
Watch out for Chara. In extreme cases, Chara-Doggo-Chara.
Mulligan EVERYTHING to get the useful cards listed above.
Don't be afraid to self-mill
Consider every monster you put a permanent one and then think again. Suicide as much low atk stuff as you can into Ice Wolf.
No wasting Silences on regular taunts, save that for Torilock.
In general, to older players: Remember OTkindness? Same rules apply.
  BIG Bob.
A very odd, yet somewhat working deck. Frowned upon for unknown reason in this justice meta, almost helpless against CoffinTeg though, if soothings don't come at the precise time. The concept of this deck is to spam Big Bob over and over, buff them with Feast and Grillby, and if a lot of them were killed and the match still lasts, finish off with a Chara. Very efficent against Justice, not so efficent against PV but still good, below average vs Integ and you died vs DT. Bravery will have a hard time too, patience will giggle at your boardspam with their lock-ish playstyle (although mid-patience is there too). The strategy is pretty much self-explanatory and often is decided by whether you DID draw big bob + loox at turn 2 going second (or turn 3 going first) or not. Feast's full strength certainly comes in this deck, so does Test Of Will because the default big bobs will flood the board again if anything dies.
How to counter:
As DT and some Patiences you just counter it by existing. As Torilock too (beware of Soothing!). As other classes this is more of a puzzle. Justices, try Strafe at the right moment. If you suspect Big Bob kindness at turn 0, try to get Fuku Fire and/or Punishment in your starting hand. Perseverances, Pollutant Gas and Contamination is bae. Kindness... good luck. Bravery, same thing - although froggits more control-ish or mid-game versions can be nasty for Big B00b. No useful cards or strategies list here - the game is solely decided by your class, their draws and your skill (I mean, think about what you're doing, epic fails vs big bob decks are frequent). And, as my last word.. RECEPTIONIST 2. Boo. Also, justice can try to beat my world record of killied big bobs in a ranked game (I think it's 241 killed big bobs). Grab your nearest Shootout, your own Big Bob, and go for it
Veteran.
This is a midrange-oriented deck with some tweaks in it. Uses really sticky things like Mad Dummy, or Sad Dragon, likes Armor and Feast. ATK buffs Mettaton for him to be in range of the artifact.
How to counter? See: Midrange.
Same rules apply, except that you might need additional Silences, Asgore, OF, Soothing, ToW, and stuff like that to remove the stickier monsters from the board. Veteran decks usually aim to take control of the board and NEVER let go, so a Woshgore, for example, will be a devastating counterattack, as they tend to have less comeback options (although Toriel is spotted more frequently in this than in regular midrange, careful). One of the decks that can seriously play Frisk, although Omega Flowey is still a lot better.
Dogswarm.
Okay... this is Veteran + Big Bob + Midrange playstyles combined. Sticky as fuck monsters (Greater dog, lol) - yep. Lots of buff (Bone Painting is used in this, unlike Integ's version) - yep. Punishes hard for early-game inactivity and has a very pressing midgame - yep. Usually there is a LOT of bone paintings, HP buffs, and even more dogs. You think Dogswarm means a deck focused on Dogamy+Dogaressa? Yeah, you think right, it's just that Kindness does not agree. Prepare to see Annoying, Lesser, or End-dogs, and even Dog Houses.
How to counter:
That's midrange on steroids, although the major weakness is lack of variety and comeback options. The deck is like an air baloon - can be big and threatening, but put a hole in it and watch it die. Same applies here, deal with the 1-2 "waves" of it and then you most likely will win, if they don't pull off a 7-13 Greater Dog at you.
Control.
W E A K A S F U C K yet played in Diamond-Master by some very clever (not) people. Runs Chara. In general it tries to mix Justice control playstyle (damaging monsters, board control, all of that stuff) and DT stall playstyle with taunts, Rec3, Chara, Pres+Health artifact, etc. Fails miserably. How to counter: Exist. Okay, actually just as any stall deck. Might take by surprise at first turns, because sometimes runs torilock's artifacts. Try to out-tempo them... Well, imagine a stall DT without any board clear spells. That's what you are facing, good luck losing.
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douchebagbrainwaves · 3 years
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EVERY FOUNDER SHOULD KNOW ABOUT SENTENCE
And unless the rate at which technological progress throws off new addictions, we'll be deluded into thinking we can get it back minus the bad parts, somehow with a few vague questions and then drift off to get a really big bubble: you need to have something solid at the center, so that even smart people were fooled by the Bubble. But it's the same process that cures diseases: technological progress. But it's probably not that dangerous to start worrying too early that you're default dead, start asking too early. He wanted to do everything himself. And the lever not only grows increasingly long, but the pool allowed to write essays, you need two ingredients: a few topics you've thought about a lot, will probably surprise most readers. Indeed, this is the place to attack them. Morgan was to the horizontal axis, Henry Ford was to the horizontal axis, Henry Ford was to the customers. But what happened next illustrated how much more complicated the world gets, the more you learn, the more hooks you have for new facts to stick onto—which means you accumulate knowledge at what's colloquially called an exponential rate. I've seen that happen with cigarettes.
It was more prestigious to be one of the casualties. But the staff writers of newsmagazines. Which in those days there was practically zero concept of starting what we now call a startup: a business that starts small and grows big. There is another reason founders don't ask themselves whether they're default alive or default dead. So if you want to win by making the best stuff, is the beginning.1 It will actually become a reasonable strategy or a more reasonable strategy to suspect everything new. But was it a precondition for the rise of new kind of company. The only place to look was in the early 20th century, big companies were roll-ups that didn't have clear founders. It ought to work for business too.
A couple years ago my friend Trevor and I went to the right parties in New York. What made the options valuable, for the most part, is that the old way dead, because those few are the best startups. He had all of us roaring with laughter. That sort of thing did not happen to big companies in mid-century most of the time but occasionally cut someone up and bury them in your backyard, you're a bad guy. In startups one person may have to do it well or they can be swapped out for another supplier. This apparently random collection of annoying habits has a single explanation: the power of nerds has grown to reflect it. VCs want to blow you up, in one sense of the word. That had already happened to Slashdot and Digg by the time I paid attention to comment threads there, but I do tend to reproduce the same thoughts later. It's hard to predict in advance which startups will succeed.
I want to explore: great new things often come from the margins? Topic sentence, introductory paragraph, supporting paragraphs, conclusion. P 500 in 1958 had been there an average of 61 years. Now women ask me where they can meet nerds. Well, let's look at the way software gets written in most organizations, it's almost as if they were indications of character rather than talent—as if having a stupid idea made you stupid. Though quite successful, it did not seem as if a lot of time worrying about what I should do. There is a contradiction in the very phrase software company. Oddly enough, scheduled distractions may be worse than unscheduled ones. When I was in college in the mid 1950s it was engulfed in a wave of suburbia that raced down the peninsula. Thanks to Sam Altman, David Greenspan, Aaron Iba, Jessica Livingston, Robert Morris, Peter Norvig, Lisa Randall, Emmett Shear, Sergei Tsarev, and Stephen Wolfram for reading drafts of this. Obviously the spread of literacy and the arrival of TV the golden age of the essay. But after a second's reflection, the answer seemed obvious.
This sort of trolling was in the early 20th century. It often seems to outsiders that the great advantage of insiders is an audience. One can't have quite as little foresight as a river.2 Enough of an effect to triple the value of Nasdaq companies in two years? Some switched from meat loaf to tofu, and others by playing zero-sum games. A round, the round is the top idea in your mind, which means working on the company isn't. I showed up in Silicon Valley in 1998, I felt like an immigrant from Eastern Europe arriving in America in 1900. Instead of working on things the eminent have made prestigious, work on things that could steal that prestige. Plus making them is more fun. Within companies there were powerful forces pushing people toward a single model of how to look and act. But a significant number do, and the result was miraculous.
But, like children's books, TV was also misleading. The fact that a few crooks during the Bubble was the startup created with the intention of selling it. And at least in your lifetime. But for nearly everyone else, spoken language is better. Sometimes, like a VC. Why? There are too many dialects of Lisp. A programmer can leave the office and go and get a sandwich without losing the code in his head. These two senses are already quite far apart. Equity is the fuel that drives technical innovation. Till quite recently, running a major company meant managing an army of individual warriors, no matter how good your growth is great. They raise their first round fairly easily because the founders seem smart and the idea sounds plausible.
It wasn't just as consumers that the big companies paid their best people less than market price. Increasingly, startups are taking charge of their own angel rounds. Nearly all the returns are concentrated in a few big winners. It's a smart move to put a startup in a place with restaurants and people walking around instead of in an office park, because then the people who want them. And that's in the best case. So when investors stop trying to squeeze a little more out of their existing deals, they'll find they're net ahead, because so many more new deals appear. Silicon Valley proper is mostly suburban sprawl. The faster you cycle through projects, the faster you'll evolve. They would seem to have been the idea that professors should do research as well as economic fragmentation.
And this too tended to produce both social and economic cohesion. But don't kill the golden goose. At first glance it doesn't seem there's anything to see. But if angel investors become more active and better known, they'll increasingly be able to coordinate their efforts, and you can manipulate it at will. Which means that as the world becomes more addictive, the two senses in which one can live a normal life will be driven ever further apart. SLAC goes right under 280 a little bit south of Sand Hill Road. Economist J. One can't have quite as little foresight as a river. But that constraint has gone now. What I came up with was: someone who doesn't expend any effort on marketing himself. Investors have no idea that when they maltreat one startup, they're preventing 10 others from happening, but they were more visible during the Bubble is ipso facto unfashionable.
Notes
The actual sentence in the US treat the poor worse than Japanese car companies have little to bring to the extent this means anything, it was raise after Demo Day, there would be to advertise, and his son Robert were each in turn means the slowdown that comes from. The solution is to hand off the task to companies via internship programs.
I'm not claiming variation in wealth in a way that weren't visible in the long tail for sports may be that surprising that colleges can't teach students how to deal with them in advance that you decide the price of an audience makes people feel confused and depressed in their heads, which would cause other problems. 5 was released. At some point has a significant cause, and journalists—have the perfect life, and the company's PR people worked hard to answer the question of whether public company not to have moments of adversity before they ultimately succeed. They also generally say they bear no blame for opinions expressed.
0 notes
mailspoon4-blog · 5 years
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On Baby Changing Areas in a Men’s Bathroom — Curtis McHale
When my oldest daughter started to read on her own it took so much concentration. Every single word involved 120% of her attention. She’d start to sound out a word, get close and guess and then ask me because it wasn’t quite right. I’d tell her what word she was searching for and she’d go off on the next bit. About half way through her first page she was fed up, not because of the effort of reading though.
Whoa, this is a long post. Did you know that Members get it in PDF, and other eBook formats? They also get to join me for discussion on how to improve their business monthly and finally a monthly book group. You should become a member. You can also purchase Getting Unstuck on Amazon.
Sure the work was hard, but the frustrating part for her was that the story didn’t make any sense. The writing wasn’t bad and the story wasn’t over her head. It was a decent kid’s book for a 6-year-old. The problem was that with all of her attention focused on figuring out which word she was looking at, she had no attention to spare to piece the whole sentence together at once.
She couldn’t grasp the flow of the story because she was just barely getting the individual words.
This is where you start with any endeavor. The simple fact of getting the basics done is overwhelming. When I started teaching myself web development while getting my Counselling Degree I could barely get a site up and launched. It was all held together with duct tape and promises.
I couldn’t spare any time to dig into what it took to run an awesome business. I was hanging on praying it didn’t all fall apart around me. I didn’t have a client vetting process, or know how to do great client communication. This is normal. In fact, one of the reasons I suggest you work for an agency or web firm before you head out on your own is so that you can learn a bunch of the lessons while getting paid by someone else.
Then you have less skin in the game. The risk is lower. Once you’re out and running your own business, the risk is all yours. If you make a mistake, you pay the price.
I remember sitting at my screen in my early development days with no one to ask for help. I sat debugging for 8 hours and at the end of the day I still didn’t even know the right questions to ask.
I cried.
You don’t have to do that if you work for someone else to start.
Many people get stuck focusing on the craft of code, or design. They want to sit walled off all day and do that work, but running a business is much more than the specific item you’re selling. Thinking that your business is only about the code is like my 6-year-old spending all her concentration on the words in front of her, with nothing to spare for the bigger picture.
If you’re running a web development shop, or a web design shop, or a freelance writing agency, you are not actually in the business of design, code, or writing.
You’re in the business of sales. You need to know how to figure out the value that the client wants if you want to earn well.
You can’t sit and focus all the time on code like a Maker. You have Manager tasks to do that no one can do but you. I manage these two different types of tasks with The Mullet Method for Deep Work.
With The Mullet Method, I work 6 am – 9 am on Maker tasks. I focus without distraction. Then I take an hour or two off work and get back to it for another three hours where I allow some distractions to be around.
If marketing and sales and managing client relationships all sound like a terrible idea, then keep your job. Stay where you are and do your Maker work, with little worry about sales and management and hiring and billing. Not everyone is cut out to run their own business.
Don’t idealize running a business. It’s a lot of pain and hard work.
photo credit: kwl cc
What You Need To Learn to Run a Successful Freelance Business
You don’t have to stay stuck though. In fact, I assume you’re tired of being stuck and you’re looking to learn to do more than write code. You’re ready to stop focusing on just the design or the writing, and dig into how to run a business that earns well and leaves time for a life outside of working.
You want to start being not only a financial force at home, you want to be a great dad as well. Someone who has the time to build Lego with the kids while not being stressed the whole time about ‘work’ and how it’s going to happen.
You’re in luck then, because we’re going to cover the big areas you need to have a handle on if you want to build an amazing business.
First, we’ll dig into marketing and sales to help make sure that you have a handle on what it’s going to take to handle those well.
Second, we’ll look at what it means to run client relationships well. This is the part where you follow up with prospects and former clients to keep your pipeline full.
Third, we’ll discuss what it means to run a great client project. The tools don’t matter as much as the methods you use to approach the client and keep them in the loop.
Finally, we’ll dig into what it means to be personally productive. When you are on your own it all comes down to you. There is no other team member to jump in and pull you out of the fire. You are either productive and get the work done, or you aren’t. The only person you can blame is yourself.
Now, let’s get started with marketing and sales for the freelancer.
photo credit: clement127 cc
Marketing and Sales for Your Freelance Business
The first place you’ll need to start is to figure out which niche you’re going to serve. I’ve already written a whole book called Finding Your Niche and Marketing which addresses the specifics, so this will be an overview of the high points you better have covered to even be playing the right game.
Why You Need to Niche
Deciding to go for a niche is scary. When you’re starting it feels like you’re going to be saying no to so many prospects that your revenue will dry up.
Your butthole tightens up so hard that it could be played as a snare drum.
I get it. When you’re starting it’s hard to say no to anyone with money because you’re trying to make it all work with duct tape and string. It’s okay to start here. I started there and I haven’t talked to anyone that didn’t. If you want to raise your rates and move out of the barely holding it together financially mindset, you need to start working into a niche.
The thing about a niche, any niche, is that it lets you start to target your marketing. If you decide that you’re going to work with rural farmers, you don’t bother with all the possibilities that market to New York business people. When you’re “for everyone” it’s much harder to make that decision about where to target your marketing.
You’re much more likely to make an inch of progress in 1000 directions and thus gain little traction.
My friend Philip specializes in helping businesses…specialize. He has often said that he’d rather have you pick a niche at random then market to everyone. He’s had clients do this and start earning way more money. They also find out that the random industry has interesting problems to solve. Far from being bored, Philip’s clients dive deeper and enjoy the work with that random niche.
While I agree with Philip that any niche is better than no niche, with a bit of work we can do next, you don’t have to have a random niche. You can be more intentional so your niche builds a freelance business you enjoy.
How to Find a Niche
Let’s start by thinking about what you like to do. What problems do you enjoy solving for clients? Do you love to dive deep into bad code and figure out why it’s terrible and what it should do being so that you can extract a stable system out of it for your client?
Do you love building a basic beautiful and functional site for small businesses?
Are you in love with eCommerce and making more sales?
Each of these is a valid option for a niche, but they’re not an ending point. While you can gain more traction by focusing on eCommerce, you still have to compete against everyone that does eCommerce for any business. It’s even better if you can look to a specific industry.
Do you have a background in farming, or compete in horse jumping? I spent a decade guiding outdoor trips, then 5 years selling canoes and kayaks. This experience puts me in a perfect position to market my eCommerce skills to the outdoor industry and become the leading choice for anyone with an outdoor shop wanting to move into online sales.
Now, it’s time to ask yourself, what provides the most value to prospects out of the things you like. It’s likely that building a basic site for someone is of less value than building them an online store, or increasing their conversions. You need to choose something to work on that has decent interest for you and high value for potential clients.
The final money question to ask yourself as you pick a niche for your beginning freelance business is, who has money to pay for your services.
It’s easy to default to “Fortune 100” companies, but the truth is that along with the high fees you can charge these companies is huge headaches. You get to charge lots because of those headaches.
Instead, think about what scale the business needs to have to pay for your services. You don’t need hundreds of clients a year to build a six-figure business. Five clients with an average project of $20k is a six-figure business. The Fortune 1-million has plenty of money for you and a much larger pool with less headaches. Deal with a niche inside that Fortune 1-million.
Building Persona’s
With your nice defined, it’s time to dig into exactly who you’ll talk to in that niche. Again, you can’t assume you’re going to talk to everyone if you want solid traction. You must pick specific people to talk to and then tailor your marketing to them.
A persona is a named ‘person’ with some basic characteristics defined that you can speak to. As I write this I’m thinking of my “Bob” persona.
Bob has been running a freelance business for a few years. He has had some success, but is ready to start taking the whole thing seriously. He needs to get better processes together around marketing and his own focus time. He’s tired of working 12 hour days. That worked when he didn’t have kids, but he does have kids now and he wants to be a great dad. Phoning it in at dinner while being stressed about the next payment is not what he ever dreamed of.
He dreamed of being around to build cool stuff with his kids. He wanted to roll around on the floor with them and take them sledding in the winter on a random Monday.
That means that as I write this and I’m stuck I can ask myself “what would Bob need to know about this so that he can be more successful.” That question clears up any content blocks right away.
photo credit: clement127 cc
How Do You Build a Persona
If you have any experience in your niche at all, then you have some idea of the people that are around. Start there. My first personas were nothing more than a customer I’d met. I even used their name on the persona and then some bullet points about where they were in business and what the big problems they struggled with were.
Just like any niche is better than no niche, any persona is better than none.
If you’re trying to enter an entirely new market, then you need to start digging into it. Find the blogs, podcasts, forums, and Facebook Groups that serve the industry. As you do this, you’ll see a bunch of the same names pop up. Dig into them and start building your personas off these people.
Look at who they serve as customers and build your persona off your best guess for the customer they serve.
As you’re building persona’s aim for three. I have Brian, the person with a job that wants more freedom to be an awesome parent and is trying to start a freelance business. Bob, has started one and is needing to move it to a business instead of a shoestring and love endeavour. Finally Dave, has been doing 6-Figures consistently, but wants to do more either by building better systems or a team. Dave wants to be able to walk away for a few weeks and still have money coming in.
Each piece of content, each book, each podcast, each guest blog, is aimed at one of these three personas. Some content may be aimed at all three, say something on how to negotiate work and home time with their spouse.
Use Persona’s to Guide Your Content
Now, you’ve got some persona’s which means it’s time to use them in your business. While I don’t claim to be a daily blogger, it pretty much turns out that way. My aim is to have something for each persona in a week.
When I pick the content I’m writing I look at the three persona’s and shape the content to suit them. If I look at a week and only have stuff for that person that wants to run their own business, but isn’t doing it yet, then I look around for other content so that I can hit my other two persona’s. I don’t look at my site content every day. A monthly check in to make sure I’m hitting content relevant to each persona is enough.
Every single piece of content you put out should have these persona’s in mind. Every conference you speak at, should be shaped by these persona’s.
If you’re doing it all in a haphazard way, then you might hit the mark sometimes, maybe. More likely, you’ll scatter your marketing so far and wide that you never reach anyone effectively.
How to Get Your Name Out There
With your persona’s in place, it’s time to get your name out there because it’s possible that your niche has no idea you exist. In fact, it’s almost 100% guaranteed that most of your niche has no idea you exist.
Sure, some of the people in a market have considered you (and even rejected you). But most of the people in the market have never even heard of you. The market doesn’t have just one mind. Different people in the market are seeking different things. – The Dip
The first thing you’re going to have to get over is your fear of selling yourself. If you’re not selling yourself then no one is. There is no freelance god that blesses a beginning freelance business with goodness from the benevolent “awesomeness” of the universe so that it succeeds.
If your plan uses the word “hope” then you’re relying on this god, that doesn’t exist. Hope is not a strategy that’s going to get your beginning freelance business to the next level. It’s going to keep you going at the same barely hanging on level you’re currently at.
Now, let’s look at some of the specific methods you can use to get yourself out there. I’ve written about them in more detail in Finding and Marketing Your Niche, if you need to go deeper.
Blogging
The first place to start is your own site, and blogging on it. This is the place that you control in the easiest manner. If you build a Facebook Group and then Facebook decides that they hate groups and are killing them, your whole following is dead.
While search engines are getting better at reading content that’s not plain words, words are what they’re best at dealing with. Blogging, and being focused in your blogging, will help you get found by your ideal clients.
Start by writing one item a week. If that sounds crazy because writing is hard, you’ll get better. Maybe you need to set aside an hour a week to write and then publish something every other week. The more high quality content you put out there, the faster you’ll see traction from it.
The more you write the faster you get. I can write upwards of 5000 words in two hours, but I have written 5 books and at least 1500 blog posts. Probably more because I have at least 3 old sites that had lots on them which no longer exist. You can get here, it’s going to take a while, but you can get here. All you have to do is start, and then publish.
Once you’ve got a handle on getting content on your site, it’s time to think about guest posting. Strategic guest posting can yield awesome returns. I had one guest post earn me over $50k in a year because people kept reading it and feeling I was the expert they needed. The next year it earned around the same. While I didn’t get paid for the guest post, it was obviously worth the investment of time.
Another great avenue for your content is Medium. I’ve found that republishing my content on Medium, and getting it in a publication, has been a huge driver of traffic to my site. If you’re scared of guest posting and the extra time commitment it may take then start by republishing your content on Medium and trying to get it into a publication.
Podcasting
Podcasting is another great way to get your voice out there. It can be better than blogging because podcasting is a higher trust method of communication. Podcasting is higher trust because people can hear your voice and your mannerisms and they are more likely to trust you. The closer you can get to shaking someone’s hand the better.
In fact, podcasting is so good that I’ve see amazing returns from my podcasting endeavours. Especially when I get one someone else’s podcast. It’s so good that no other method of ‘guesting’ is even in the same league.
I have noticed over the last year that it is getting harder to get on podcasts as a guest. As a podcaster and blogger, I think this is because so many of the requests to get on my site or show are terrible. They’re some generic email I’ve seen a many times. They tell me why whatever the person wants to talk about is perfect for my audience.
It almost always shows that they haven’t even listened to my show or looked at my audience or what I like to talk about with my guests. It’s marketing people trying to get their clients on podcasts.
If you want to start getting on podcasts, then start by finding the most obscure and niche shows possible.
For creators, it is typically easier to reach the smaller, better-defined group. If you reach the smaller group and wow them, there will be many opportunities to spread outward and upward. – Perennial Seller 
If you’ve got your niche defined, and some solid persona’s then you can find these podcasts. Listen to them and figure out who they love to talk to and what they love to talk about. Then armed with this information, send a personal pitch telling them why you think you might fit with their guests.
This is a much slower method than the pump and dump method where you fire off the same email to everyone, but you’re much more likely to hear yes.
Networking
As I said already, the closer you can get to shaking someone’s hand, the more trust you’re going to build. It’s far too easy to sit behind your computer screen, sending off emails, and think that you’re doing an awesome job marketing your business. The fastest way to getting clients will always be getting out and shaking hands.
Now, I’m not saying that you need to go out to every crap marketing event that’s out there. You should be picking any networking event in light of your niche and your persona’s. Only go to the ones that fit in with those two filters.
When you head out to a networking event, go in with a clear plan. If you can get your hands on the guest list, identify a few people that you want to talk to and do a bit of research on their business. Then, walk up to them and talk to them.
Introduce yourself and ask more questions about their business. They’ve been to a bunch of these events and they’re used to the terrible superficial questions, so go deeper and stand out.
These are not the only methods you can use to get your name out in your industry. They’re the ones I’ve seen my coaching clients do and have the most success with. In some cases, that’s been because the other even more effective methods like public speaking are so terrifying that you need a foundation of networking to even consider speaking in front of people.
How to Evaluate Your Marketing Channels
Now that you have some marketing channels going, it’s time to evaluate them. It’s no good to continue to spend time doing outreach when it’s not working. The only place you always keep going is with your own blog or podcast. This is your hub, and no matter how small the audience, it’s the place that you send everyone who interacts with you from your other marketing channels.
Establish Your Goal
The first thing you need to do is establish which channels are hitting your goals. Years ago when Stumbleupon was a thing I had clients asking how to get on it so they could get a bunch of traffic. At no point did I ever recommend wasting their time on Stumbleupon.
The thing with Stumbleupon was that it sent a bunch of traffic, that went away immediately. Sure the traffic numbers looked great, but no one made a purchase and few people converted to email subscribers. It was only a cost since it would use your server cycles and provide no benefit.
You need to think about which metric is the important one for you to measure. Do you want more traffic, or do you want more email subscribers? Are you targeting people to your video course? If you don’t know what metric is most important for your site, then you have no way to measure the success of the marketing channels you are using.
You’ll also need a way to identify users from the different channels. Say you’re on 4 podcasts. Two do little, one sends a bunch of users, but that fourth one sends you 10 solid leads who made a purchase. Which one is the most valuable one? Which one should you be looking at harder to see why it worked best and how to find that audience, or an audience like it again?
You can do this by providing a custom landing page for each audience or a coupon code to use with the purchase.
Which Channels are Hitting the Goals
Now that you have a way to figure out which channels are providing the best conversions on your important metrics, you need to look at the information. Not every day. Not every week. Don’t worry about it for at least six months.
You wait six months because it’s going to take you a while to get the ball rolling. If you’re on a podcast, it may not come out for 4 weeks so checking to see if it’s converting before it’s even out is a waste of your time.
When you look at your metrics you should be trying to figure out a few things. First, which mediums are converting the best? Is it podcasting, or blogging, or speaking, or…? Stick with the ones that convert the best and drop the others.
Second, which blogs or podcast convert best inside their medium. Try to identify their audiences so that you can find more people that might match up, but would listen to or read a different site. Then you can target that site and have some relevant “experience” inside the field to point to when you make a pitch to them.
There is more to marketing your business. This is a primer for those of you what are already freelancing, but need to turn it that beginning freelance business into something that supports you and the life you want to live.
There is a bunch more reading if you’re ready to dig in deep to the topic of marketing your business. If you’re ready for that, check out my reading list on Marketing Your Business.
photo credit: activars cc
Managing Client Relationships in Your Freelance Business
Once you get more than a few prospects on the go, you need a way to keep following up with them. While you may think you had a great discussion and that the prospect will remember you forever, they won’t. Most prospects end up going with the freelancer they most recently came across.
Sure, you’re sort of on the list, but for every month you let go by without reaching out to them you’re further down the list.
This section is going to walk you through what it takes to get on a client’s list and stay on it.
One of the big pitfalls with businesses looking at a CRM is that they start with the tool in mind. Almost every time, the tool doesn’t matter. I use a paper notebook now, but have used a number of digital CRM tools.
The issue you run into by starting with a tool is that you don’t have a process worked out yet. Instead of developing a process for yourself that works, you outsource that hard thinking to the tool and just do what it says assuming that it will work for you.
This may bring a little bit of benefit, but you’ll gain so much more benefit by testing a process first, then looking at the tools that will fit into your process.
How To Do Amazing Prospect Follow Up with Your Freelance Business?
Let’s start with the basic rule that you should be following up more than you think. If you don’t feel a bit uncomfortable with the frequency of the follow up, then you’re not following up enough. I’m not saying that instead of every 3 months you should follow up daily, but for most cases 3 months is way too long to wait. It’s so long that you won’t even be on the prospect’s list anymore.
When a prospect first reaches out to you, you’ll need to follow up with them more often. If a prospect emails me on a Wednesday and I reply I assume I’m emailing them again on Tuesday. In fact, if I’ve emailed a prospect in a week and they’re not on my long term follow up plan yet (we’ll talk about that in a minute) then I email them on Tuesday.
Yes, I might email you on Friday and then on Tuesday to check in. If I don’t hear back from a prospect, then I’ll follow up weekly for four or five weeks. I always send them one final email that goes something like this.
Hey $prospect, hope the day is going awesome. I wanted to touch base because I haven’t heard back from you recently. I’m going to assume that you’re no longer doing the project so I won’t bug you weekly anymore. If that changes, let me know. Have an awesome day! Curtis
Almost every time I send that email I get some response back. Sometimes the prospect opens the conversation back up, and I reset to the four or five week follow up scheme. Sometimes they agree that the project isn’t on the radar right now for some reason, and they give me a timeframe for when it will be on the radar again.
I write their name down for follow up in that window again.
Occasionally I hear nothing from them so I put them on my long term follow up plan.
There are a number of prospects or clients that will fall into the long term follow up schedule. The first one we’ll address is the prospect above. Assuming that nothing in the project seemed crazy, I’ll follow up with them every two months for a year. Even if I never hear back from them in the year, I still send them a check in email every two months for a year.
If I don’t hear back from them in any fashion, I drop them off my list of follow up. More often than not I do hear back in some fashion at some point. When I hear back from them I simply reset the two week counter. If they’ve indicated that they want to move forward with the project now, they go back on the weekly follow up for the four or five emails. Then they’d drop back into the long term follow up plan.
The second group of people that fall into the long term follow up strategy are awesome clients I’d love to work with again. They get an email every two months pretty much forever. Oh I’m sure that some awesome clients have dropped off my list for one reason or another, but I don’t intend for it to happen.
Over my 10-years in business, I’ve had a number of clients end up coming back for a big project because I emailed them. It’s been 5-years since we’ve had any interaction outside of my emails, and maybe the odd reply, but because I’ve been consistent they come right to me with work.
There is no one else even in the running for the work.
If you want a business that will run well and generate leads for you regularly, you need to stay on top of this follow up. I’ll say it again later, but the biggest issue I see when I talk to small business owners about their prospect and client follow up strategy, is that they don’t put aside time in their week to do it.
Make sure you put time aside.
What Should My Client Follow Up Look Like?
Now, what should your client follow up look like? First, you need to write your follow up in a way that suits you. I’m a bit looser than some, but it works for me. I use their possible issues with my terrible jokes in email as a way to filter out the prospects I don’t want to become clients.
A general email to a prospect I’m following up with on either the long term or weekly schedule would follow the format below.
Hey $prospect, hope the day is going awesome. (Maybe insert some banter here) I wanted to touch base to see what the status of the project is on your end. Are you ready to move forward with it? Is there something else that you’re planning on doing instead? Do you have any questions or issues around your site that I can help on? Have an awesome day! Curtis
That’s it, in fact the long term follow up email for great clients only has one addition to the format above, and you can see it. Since I’ve got to know them as clients over a while already I may insert some question about them and their family.
One client I have worked with off and on for 5 years is a triathlete. I always insert a question about his training. He’s also been interested in my outdoor adventures so I’ll tell him about what we’re doing and what I’m training for next. I did this for two years after our first project before he started the next one and then for three years before the last one I worked on with him.
The first project we worked on was $5k. The other two were in excess of $20k.
Yes the continual emails for five years has been worth it. I’m still emailing him every two months asking him how things are going.
Now take 30 minutes and work out your follow up process. Write down the email templates you’re going to use. If you need help with writing better emails to clients, I wrote a guide on how to do that called Effective Client Email. It covers more than just your client follow up emails though. It will give you the emails I’ve honed over 10-years to make sure that I’m weeding out the prospects I don’t want as clients.
What Should my CRM System Look Like?
You should have a prospect and client follow up process written down now, but how do you keep track of it? This section will introduce what I do for my analogue CRM system, and what you should be looking for in a digital tool.
What Does My Analogue CRM Look Like for a Freelance Business?
I’ve tried a bunch of digital tools and I keep coming back to an analogue system. If you keep track of my site, I’ll be writing a long piece about how I use an analogue productivity system for everything but client projects that require collaboration.
My analogue CRM is fairly close to a standard Bullet Journal system. When I have a prospect that needs to get a follow up, I stick their name on the monthly planning page that goes with the month.
If that means they fall out of the current month, I add their name to the future log with a date next to their name.
Beside the name I’ll put a number like 4/5 which means that this email I’m sending is the 4th email out of the five emails I send. That way I know which standard email to use when I send the communication.
For a prospect on long term follow up we drop the number of emails and a date goes there showing me when I stop emailing them. If they respond, then the date gets adjusted.
One thing to remember is that you need enough information beside that name so that you have the context required to find their email in your email application. When I used to outsource finding a prospect to a CRM, more often than not I’d have no idea who I was going to be emailing because I had barely glanced at them instead of needing to spend some brain power figuring out who this was and what we had talked about.
If it’s an awesome client on long term follow up, I just write the name down with the date so that I can find their information. Sometimes I’ve seen some extra information about them on social media which I’ll add beside their name so I can bring it up.
That’s it. It’s not fancy and it requires writing things over and over again, but I find that to be a benefit. It means that I become more familiar with the prospect as I have to expend a bit of mental energy. It also means that I only put the top prospects on the list to follow up with. I don’t bother with all the random low value people that send inquires my way until they jump the first bars in my client vetting process.
What Do I Look For in a Digital CRM for my Beginning Freelance Business?
If you’re not going with an analogue system then the place to start is your process. I’ve already said this, but you need to have a system down. You at least need to have an ‘ideal’ you’re aiming for with follow up. Then you need to look at the available tools and choose one that fits with your process.
If you don’t have a basic system ready, then stop looking and do the personal work first. Write down the problems you’re having and what you think the solutions may be.
Some good options for a digital CRM, all of which I’ve used at different times are:
• Contactually • Streak • Pipedrive
I know there are many others out there, but those are the three I’ve spend at least a few months with that I found valuable. I spent the most time with Contactually at first, but found the extra inbox to track too much overhead so I stopped checking it. Then I worked with Streak which was built directly into my email. For some reason I just never fully “got” their system and while it was checked and followed up lots I still felt like it was a bunch of extra work to stay inside Streak.
Hence my analogue system.
The Biggest Pitfalls in Using a CRM in Your Freelance Business
The biggest issue when using a CRM in your freelance business is using it. Most freelancers hear about the benefits of using a CRM and then get a software recommendation for one and go with it. They use it for a few weeks and then it drops of the radar.
They’re still paying a monthly fee, but not using the CRM they picked. It’s an expense, bringing no benefit.
You won’t use your CRM well, if you don’t have time set aside for it in your week. In a standard 40 hour week, have two hours set aside for following up with prospects. Stick to those two hours. Guard them with your life, because a good follow up system is one of the keys to building a freelance business that succeeds.
A second pitfall with CRM’s and not using them is that they’re often outside of your personal productivity system and your project management system. They fall into the category of “out of site out of mind”. You forget about them.
When you’re choosing a system you must choose something that will integrate into your current productivity workflow in a manner that ensures you will use it.
I’ve chosen to use my paper planner for this. As I described, I follow a mostly Bullet Journal system and move prospect names forward in the future log or on a monthly collection depending on when I want to follow up with them. This means that I always need enough information written down to identify a prospect so I have to understand them and know them.
When I used OmniFocus I would end up with links to emails as tasks and I would use that ease of finding the conversation as a crutch. It meant I rarely understood the client and was rarely invested in moving forward with them. They were simply a name that came up that needed a reply. I’d end up reading through a bunch of email again every time so that I had some context.
By moving to an entirely paper system I must understand the client better. I must decided if they’re worth following up with because it’s a pain to continue to move them forward in the system. I can’t simply bump a date forward, making a promise on my future time, I must evaluate their chances of becoming a paying client as I write down their information again.
This system has resulted in a much smaller list of people that I consider prospects and put time into following up with. My win rate on those prospects is much higher though so it’s a net positive.
You can go deeper on Managing Client Relationships with my resource page.
photo credit: clement127 cc
Project Management For A Beginning Freelance Business
The worst way to manage a project is via email. If there is more than a single task to get done, never manage a project in email. Email is almost always only a list of what others think is important for you to do in a week. It rarely matches up with what is actually important for your week.
The answer to “What is the ONE Thing I can do today that will make the rest of my business easier or irrelevant” is almost never contained in your inbox.
By moving your current projects out into a trusted system that’s not email, and that’s not your personal productivity system, you get to filter your incoming requests. You not longer see a client, who has a current agreement with you, and a prospect, who you have no obligation to, in the same interface.
Prospects have no sway on your time. They’re someone that might maybe have something you’re interested in doing if it’s perfect.
What Process Should You Use for Project Management?
You’ve taken the first step and your projects are no longer being managed in your inbox, but what system do you use?
Do you go old-school and stick with a waterfall method?
Do you get right “up with the times” and go for Scrum or Agile?
Does it matter which method you use?
I’m going to fall on the side of saying that it doesn’t matter so much what method you use. They all have benefits, and drawbacks. I use something close to Agile. I work in short sprints with clients on a fairly well defined set of tasks and we ship them.
Regardless of which methodology you adopt, there are a few thing that you need to get right if you want to ship winning projects.
Project Success Page
The first task that should go in your project management system with a client is for them. You should be giving them a link to your project success page with the instructions that they read it and then resolve the task. What…you don’t have a project success page? Well let’s talk about what that is.
First, the whole goal of the page is to communicate information to your client so that they can help you have a successful project. It’s not about berating them, it’s about giving them the information they need.
Many clients will have never seen a page like this. They’ll realize that they make projects harder, and the never knew it. It’s likely that whoever they worked with just made comments about it behind their back instead of addressing the issues like an adult.
In your project success page include any information the client will need to have a winning project. Inform them what a good task looks like. That a task which includes three different action items is one that will probably have something missed.
Tell them not to email you, and make sure you provide another link to whichever project management software you use.
Have them decide on the single point of contact, and any other people that need to be in the project management system. The fewer the better, and there always needs to be one person on their end that is responsible for making sure their team gets stuff done.
You can look at my Project Success Page if you need to see one in action. One I added this, and asked clients to read it, my problems in project management went way down.
photo credit: clement127 cc
Get Something Up As Fast As Possible
Next, get something up for your client to see as fast as possible. When I’m building a WordPress theme, I’ll have as much of the homepage as possible done as fast as possible. Usually within a day or two.
One of the biggest fears that clients have is that you’re going to take their deposits and then flake out. It’s happened to them before. You’ve probably taken way longer than you thought on a project before, so that means you did it as well.
By getting something up quickly for them to see, you build trust. Then you can keep plugging away on the work at a slower pace, so long as you have progress to show regularly and you meet the dates that you’ve agreed upon.
How Often Do We Communicate?
Something that developers are especially good at is going into “mole mode”. They get involved in a project and just keep focused on it for weeks and end. They barely come up for air, and are getting lots of work done.
I get it, code is a Maker task and Maker’s need lots of time to do their work without interruption. But your client isn’t a Maker. They can’t look over your shoulder every few days to see what’s up.
They figure you’ve flaked out on them unless you keep them up to date. Keeping them up to date starts with a weekly phone call. Yes, you’re going to pick one day a week and use part of it to talk to your current clients and give them an update. I use Tuesday as my day.
But that’s not all you’re going to do. You’re going to update them as a comment in whichever PM system you use on Friday and Monday. On Friday, you’re going to give them a recap of how the week went and remind them what’s on the list for next week.
On Monday, you’re going to remind them again what’s on the list for the week and when they’ve booked their weekly check in. If you need to see a format for this communication then check out Effective Client Email. I provide the templates I use there.
This communication is on top of anything you do to update the project management system as you complete tasks. The Monday/Friday email and the call are the bare minimum you should be doing to communicate with your clients. It’s the least they expect, and it will be about 10000% more than they got from their last freelancer.
Avoiding Scope Creep In your Beginning Freelance Business
The final thing that kills a project is scope creep. That list of things that sound like they’re awesome and just get added to the list. Yes, some of them are good ideas, but the longer that list gets the less likely it is that you’ll launch the project.
When I setup a project I have four lists in Trello. They’re labelled:
This Week
Tasks
Future
Questions/Other
‘This Week’ is updated every Friday and has all the tasks that are going to be done in the next week long cycle. That means on Friday you need to look at your ‘Tasks’ list and decide what can reasonably get done in a week. Only those items go on the list.
This is not a list of the hopes and dreams you have for a week. It’s a list of wha you know you can get done. I’d rather see a smaller list that gets done than a big list that you finish 50% of. When your client see that 50% done list, they’re going to loose faith in you and the project.
The second list is all of the tasks that are in the project. I usually have them organized in the order I think they’ll need to be done in. On Friday, I survey the list and move ever any items that I plan on doing the next week.
Those two lists comprise the whole project that was estimated on. The other two lists should contain nothing that was originally agreed upon.
Next, the “Questions/Other” list. This is where your client puts any questions they have on the project or any other stuff that they enter. In general, clients shouldn’t be updating any of the other lists at all unless they’re responding to something I’ve asked them about or approving and resolving a task.
From the “Questions/Other” list I may move something into the “Tasks” if it is something that is included in the project, but needs to be spelled out better for the client. Most of the stuff that comes up here though ends up in the “Future” list.
The “Future” list is for everything that’s a great idea, but isn’t part of the current project. It’s where all the crazy ideas and nice-to-have things end up. They stay there until you’ve shipped the original project and then produced and estimated and been paid for the new items you’re going to work on.
Even if there is something that sounds like an amazing idea, it doesn’t go in to the current project if it can be helped at all. The more items you move from “Future” into the current project the less likely it is that your project will ever see the light of day.
Your job is to ship a successful project for your client which means you need to help reign them in so that the project is indeed successful. It’s your fault if they run wild with extra items and the project never launches.
photo credit: clement127 cc
What Good Project Management Tools Look Like
Now that we know what the highlights of running a good project are, we need to look at what you should be looking for in a project management tool. As much as I love and use analogue productivity, I don’t use an analogue system when it comes to managing my projects.
The biggest weakness of analogue systems is that they offer no way to collaborate with your clients. You need to share screenshots, videos, links, and comments all around the tasks that need to get done for the project. We know email is a terrible way to do this, and that an analogue system like a notebook doesn’t allow for any sharing.
So we turn to software.
Easy to Use
The first stopping point is that you and your clients need to find the system easy to use. For some, that may mean that basic Github tickets can work, for others Github is going to be way to complex.
Since you’re going to be in the PM system regularly, it’s important to find one with a nice spread of keyboard shortcuts. Sticking with the keyboard navigation will save you little bits of time all over. That adds up over the year and turns into a large time savings.
Make sure that there are some training videos for your system as well. You’ll need to provide links to them for your clients to use so that they can wrap their head around the system. If your client finds it hard to use the PM system, they won’t use it and you’ll be getting a whole bunch of emails you don’t want to see.
Has Some Templates
Another key in a good project management system is it’s ability to provide you with project templates. You’re likely going to do similar projects and a bunch of the tasks are going to be the same.
You want a system that doesn’t force you to type every little piece in every time. If you have to type in every task for every project, you’re going to forget stuff. Even if you have your own list in a separate application, you’ll forget to move something at some point and then since it’s not written down, it might as well never have happened.
Link to Tickets
One of the crucial parts of your personal productivity (which we’ll cover in a bit) is pulling the tasks out of the tickets and into your own system. You do this so that client updates don’t derail you.
Remember, we pulled out of email into a PM system to make sure that we didn’t get distracted a whole bunch by the emails that come in and don’t relate to the project. The notification inbox of your PM system can turn into the same thing, especially if you have multiple projects running.
You may have your time set aside for Project A, but Project B keeps pinging you and that draws you into answering things for Project B while Project A languishes.
This is why I think that links to tickets is crucial. Then you can take the link and put it in OmniFocus or 2Do or … whatever and work on the single ticket out of your personal system. Then, when you’re done you can click the ticket link and update the single item. Now, close the browser and get to the next task.
Organizing this way will let you get work done as you had planned. It will allow you to focus on the tasks at hand instead of getting derailed constantly.
Wait, I just referenced OmniFocus which is a digital tool and I said I don’t use them. I realize that I’m an outlier here and you’re most likely using Todoist or 2Do or…something. I’ll talk about the specifics of what I do shortly.
Doesn’t Always Interrupt You
One of the best features that BaseCamp introduced was the idea that you can ‘snooze’ your notifications. They allow you to set hours where you won’t get any notifications of any kind. Your boss can’t even change that setting for the company. This means that you can set the no distraction hours up for the whole day even, and never get interrupted.
Which ever system you use, you need to make sure that it can be silenced. Some of that will come from how you work with it. If you use the system I described above, then it’s going to be hard for anything to distract you because you’ve pulled the tasks out for the day and are focusing on them instead of whatever happens to come up.
That also assumes that you silence your phone and tablet and Amazon Echo notifications. All the space you’re building is a waste if you allow other notifications to jump into your life.
How to Integrate Your Project Management System and Personal Productivity
I’ve already provided you a workflow for updating your tasks if you’re using a digital task management system like 2Do or Todoist, but I don’t use either. My personal system is a notebook and mostly follows Bullet Journal.
So, how do I use that system to stay focused on the tasks at hand and then update Trello, which is my PM system of choice.
It Starts with Planning
For about a year before I went with an analogue system I did use the methods above with OmniFocus. I would pull out the ticket link and put in the detail required in OmniFocus so that I could work on a task.
The problem was, I didn’t always get the right information. Somewhere in the back of my head I relied on the link to the ticket for the information I needed. I kept finding that I hadn’t thought through what the task would take before I committed to doing it. That left me with bigger tasks than expected and a day that felt like it was always off the rails.
I still take a task out of Trello and put it in my notebook, but I have to write down a quick sketch of the task, and any conversation that happened around it so that I’m sure I know where it’s at. If there are screenshots that may go with it, I pull them out of Trello and drop them in a folder in my Downloads folder. I label that folder the same as the task I’m working on so that I know they go together. That title matches the Trello card.
Then, I get down to work and when I’m done and need to update the task I open the Trello macOS application and search for the card to update it.
This does take a bit of discipline because I have to ignore the little red bell that Trello shows me when there are updates, but I don’t find that to be a problem. The advantages that have come from pulling out the task, and making sure I understand it the night before I’m going to work on it far outweigh the small friction that results from not being able to click a link directly to the ticket.
For the most up to date reading on Managing Projects for a Freelance Business, see my reading list.
photo credit: clement127 cc
Personal Productivity in Your Freelance Business
Another component to having an awesome freelance business is getting down to the nitty gritty of getting work done. You can have the best PM system, the best CRM workflow and the best marketing, but if you’re not shipping projects to clients your business will suck.
You won’t be getting any referrals because you’re late all the time.
This is where personal productivity comes in. You need to have a good system, and the discipline to use it so that you can get work done for clients on time and on budget.
The first question that most people ask is some variation of “Should I use Getting Thinks Done or…”. They’re worried about the specific system and tools that they should be using.
Tools almost don’t matter, what matters is you and the process. Does the process fit how you work? Are you going to do it? Most of the systems around provide you with everything you need, if you do the work.
Let’s start by looking at some key concepts in personal productivity so that you can start this journey from the right frame of mind.
I’ll be writing much more about personal productivity coming in February, like 50k words more.
Key Concepts in Personal Productivity for Freelancers
Before you can dive into your personal productivity system there are a few things you need to get straight first. I’ll be covering these key items in short here, as I’ll be covering them in great depth in February.
If you don’t have a handle on these things, then it doesn’t matter what system you use. It will always suck and you’ll never get good work done.
First, you need to embrace constraints. I’ve already talked about how using a paper based system has forced me to better understand the tasks I need to do. The constraint of paper has also stopped me from making a bunch of commitments for ‘future Curtis’ that I can’t meet right now.
Second, you need to be solving a problem if you’re going to change. Most times the issue with a productivity system is you. You change from Todoist to 2Do and feel relief because you have made a bunch of commitments in the form of lists in Todoist. When you change you feel free to abandon those commitments which you never should have made in the first place. The problem is you and the next task manager you use will feel the same way in a bit.
Third, nothing is going to solve every problem. There are things that I don’t love about my paper solution but it has so many benefits that I just deal with the things that it doesn’t do well. The freedom it gives me far outweighs any drawbacks. Give up on finding the perfect system.
Fourth, you have to be willing to make decisions. All those crappy lists you hate, just delete them. Stop pushing it off on the future. Admit you’re not going to do it and leave it there.
Fifth, you need to work based on priority. Ask yourself every day “What is the single thing I can do today that will make the rest of my job easier or irrelevant?”. Then do that thing and be okay with sucking at other things.
Sixth, plan to the now. Just because you started an internal project 6-months ago doesn’t mean it’s the thing to do now. Don’t fall for the sunk cost fallacy. When you look at your goals every quarter, just do the ones that provide the most value now.
Seventh, write it down or it didn’t happen. If you’re not tracking your tasks then it didn’t happen. You won’t remember it and that can be a good thing because so often we write down crap that sits on our back and stops us from getting something awesome done.
Eight, manage based on energy. Not all of your day is equal. Sometimes you have the energy for hard tasks and sometimes you don’t. Make sure you schedule your ‘hard’ work in to the times that you have lots of energy. Brent Hammond and I had a great discussion about tasks and energy. I’ve also written more about managing your tasks based on energy in a bigger series on deep work.
Ninth, make sure that your environment is set up for focus. If you have a bunch of crap distracting you all the time then you won’t be doing awesome work. Set your phone and tablet up for the tasks they’re meant for. Set your laptop up for no distractions. Make sure your work environment is clean and clear.
Now, if you’ve got a handle on these things, you’re ready to start digging into personal productivity. If you don’t have those things dealt with, then no system is going to work for you.
You have too much crap in the way of getting good creative work done.
Which Personal Productivity System is Right for You?
While you may be looking for a specific tool recommendation, you won’t find that here. In February, I’ll walk you through what I do, but even that may not work for you. Most of the time, looking for a new tool is a waste of your time.
For most people, the problem with your current system isn’t the tools it’s you. You don’t do your weekly planning or your daily planning or review all your projects. You maybe make a task list for the day, but maybe not. You might default to email and what it thinks is important for you.
Then you wonder why you feel overwhelmed all the time, but you shouldn’t. You do it to yourself and the next tool you choose will have the same issues.
As you think about your personal productivity here are a few more rules to think about.
photo credit: curtismchale cc
As Few Pieces as Possible
A great system has as few pieces as possible to be productive. My system has a pocket notebook for on the go notes. A Bullet Journal from Leuchtturm1917 for my planning and task management day to day and finally Trello for my project collaboration.
There is nothing else that deals with any of the tasks I have day today.
I don’t have a CRM tool that’s stand alone anymore because it was an inbox I never checked and thus wasn’t getting any value out of. I moved my CRM into my notebook along side all the other tasks that I need to get done in a day.
One item I didn’t mention here is my other notebook, the one that only handles my notes on books. This is outside of my Bullet Journal because it’s got it’s own function. The only thing that goes there are notes on books and ideas for writing that are sparked by the reading I’m doing.
I like analogue systems because it entirely breaks me out of the possibility of anyone dictating what’s important in my day. Yes it makes more work because I have to take detailed notes on what needs to get done so that I don’t have to dive back into Trello or email, but planning is key to having a day that accomplishes something worthwhile.
Adapt it
Your system must also suit how you work. You can’t import my system and figure it’s going to rock your world. Maybe it will but not in a good way. Look at the ideas that come from other people and use what works for you. Throw out the rest.
I don’t use the Bullet Journal system by the letter. I don’t use GTD either, or Kanban or stuff from the 12 Week Year. I use a mash up of all those systems that works for me.
As you journey through building out your own personal productivity system, make sure you refer to the key principles in the last section. Make sure that you write down the problems you have and as you go looking at what others are doing, you import what looks like it might fix your problems and toss the rest.
Keep piloting change in your system. Your personal productivity system is not stagnant. Your work will change. You will change. Your system should change with you.
Review and Planning is Key
Out of all the systems out there, I think that the one common required piece is a review process. A good weekly review of everything you have on your plate is crucial to success. A plan for the week ahead and a daily review and replan in a key element in getting things done.
You can’t wing it and hope to have a bunch of great output. Winging it will mean that you continue to be stuck in the weeds trying to find your way out as you drown in your work.
You Must Create Space In Your Day to be Productive
If you want to get things done, you need space in your day. With a day that’s planned down to the minute with must do tasks, you’re never going to feel like you’re getting enough done.
One of those tasks will go longer and then all the other commitments you just made to yourself will stack up until you’re working late again and still not getting everything done.
The maximum percentage of your day that should have must do items is 60%. Anymore than that and you’re planning yourself into problems.
One of the key reasons that this happens to people is because they allow distractions to creep into their day. All your planning should surround the need to get focused amazing work done. With four hours of focus, you can get more done than most people can in eight hours.
You have to cut all the distractions to get that focus though and to do that you need to be familiar with the two modes of work.
photo credit: clement127 cc
You’re a Maker and a Manager
You’re both a Maker and a Manager. Makers need large blocks of time to do focused work. That’s writing, design, thinking, coding, or anything creative.
If you’re running a business, you’re a Maker and you need to make sure you have time aside to focus on the tasks that are important.
But, you’re also a Manager. You probably have to have sales calls and meetings with clients. You need to answer and respond to email and maybe even jump on social media to update some profiles and such.
The problem comes because most people go Manager first and Maker second. This is a problem because Manager tasks easily overflow into Maker tasks. Email always takes longer than you think, and it always brings up random crap that others think is important.
Instead, go for Mullet Productivity, Maker in the morning and Manager in the afternoon. When you plan your day, make sure you have the details needed so you don’t have to dip into the manager spaces in your work. Give yourself at least three hours of focused time to do your Maker work.
Then be open to Manager work in the afternoons when your brain is tired and has less energy to dive deep into big thinking tasks. I do this and I plan in a 2 – 3 hour break in between my two modes of work so that I can recharge my brain and have the energy required to dive into more work later.
You can’t be on for eight hours thinking hard about your work. You progressively make worse decisions and you can’t afford that. Give yourself a planned break in the day and when you’re working only work. Ignore distractions and focus on the most important tasks at hand.
Plan Space
Outside of planning your tasks out for the day, there are other items that need to get in your week. First, you need unplanned time every day to deal with the extra stuff that gets tossed your way. Second, you need rest so that you can focus. Finally, you need at least three hours a week dedicated to self-improvement.
No day is ideal. In fact while you may have an idea day plan, it will almost never happen. Kids will get sick. A client will have a legitimate emergency that you need to deal with. Your computer will crash and you’ll have to figure out why. If you pack your day hour by hour with tasks, you have no flex to deal with these things. Make sure you have a working hour every day that has nothing officially planned for it. Leave it for overflow so you can deal with what life throws at you.
Second, you need rest every day so that you can focus. Your schedule may not suit three hour chunks of rest between working blocks like mine does, but it certainly can support a 20 minute walk. If it doesn’t, your business is broken. Admit it and start the hard work to restructure it so you can have that walk every day.
Finally, a solid business means you have three hours every week to improve yourself. If you’re a developer, that’s not just looking at new code, that’s learning to run an amazing business. Same goes for designers or writers. You must be reading and learning about marketing your business, planning better, how to write better proposals. If you don’t have time every week to do that, then you’re on a long slow death spiral. You won’t be getting ahead like dream without the hard work required to be better in the fields that aren’t directly your work.
If you can build in this space, and stick to the processes required to have awesome personal productivity, you can get the work done you need to without needing 12 hours a day.
photo credit: ummwho cc
Are You Going to Build a Viable Freelance Business?
Now ask yourself, who are you?
Are you someone that just wants to focus on the craft of code?
Do you want to write, and hate marketing?
Who are you going to partner with to do the stuff you don’t like? Who is perfectly suited to filling in your gaps?
Back at the beginning of this, I said that you needed to figure out who you are. Are you willing to do the work needed to build a business? Are you going to admit you’re in sales and must address marketing in your week?
Are you only interested in writing code day in day out and want to deal with clients as little as possible?
One other option we didn’t go into if you just want to do your craft, is that you can find a partner. Someone that loves the sales and that you trust to take care of the things you don’t like.
If you’re not sure who you can tap on the shoulder, then start looking for them. Look with intention. Find someone that loves the parts you hate.
If even that step sounds like work you don’t want to do, get ready to fail. If you hate the marketing and selling of your business, then no one will be doing it for you.
If you struggle with client relationships and getting projects done on time, then you’ll have a dry well of referrals. Why would anyone refer work to you if you’re over budget and late all the time?
If you want to run a successful business, you’re in sales. You must get into the marketing tasks. You must plan time every week to get better at the tasks that aren’t directly a part of the work you sell.
You must have a plan each week to be focused on doing awesome work and you must stick to it. You must say no to the distractions that are around so that you can get awesome work done.
If you’re not going to do these things, go find a job and stick to what you love. There is no shame in that. It’s the right choice for some people. It might be the right choice for you, if you’re not willing to do the hard work it takes to run that business you dream of.
Have an awesome day!
Curtis
PS: If you’re looking to start filling in some of your holes, you should join my 8 Week Business BootCamp. It will help you set goals and build the processes you need to have a kick ass freelance business.
first photo credit: elstruthio cc
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samiledom · 5 years
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Failings and Flaws (Part 1) — Why D&D 5th Edition is bad
We’re starting off with a bang aren’t we? Seeing how criticizing the things people like makes them feel defensive, I find it might be best to open up with a disclaimer:
Regardless of the flaws your system has and how bad it actually is, that does not mean you cannot enjoy it!
It is a common, but mistaken notion that anything someone likes is absolute good and that it cannot be bad. In a future post I’ll tackle a system I actually love. Just to make things fair!
Enough procrastinating though, let’s see why I cannot stand D&D 5th edition and why I do not think it to be the renaissance of tabletop. I will be handling this chapter-by-chapter for the most part. There will be varying lengths as some chapters simply have more to talk about than others. I will keep foul language and vitriol to a minimum, but...
Let’s just say I’m passionate about a hobby I love.
 Chapter 1  Introduction
I was going to skip this because no one really reads these, but already we have a giant red flag. Skipping the bulk of racist references from Dark Sun, explanations of situations that the rules don’t account for, and other things, we place our focus right on the ‘Wonders of Magic’ section. Already we can see magic being placed on a rather high pedestal, while also being strangely outlined as “rare”.
Considering there are entire church organizations of clerics, schools of magic, and nearly every village having a hedge mage of some sort, I’d hardly call it rare. Uncommon, sure, but rare? Not in Greyhawk. The default setting is still Greyhawk, right? We’ll have to find that one out later.
I realize it sounds like a nitpick over language—and it is, to a degree—but the place where language matters the most is in the introduction! This is where you tell people what your system is about and describing a franchise that has long been about high magic and heroic fantasy as having a scarcity of magic (that is what “rare” means) shows a deep misunderstanding about it. This is actually integral to understanding D&D 5e’s failings and why, even if it is an okay game (and that’s being generous), it is a terrible iteration of D&D.
But let’s move on and ignore how this section contradicts itself. For sanity’s sake.
Chapter 1 (for real this time)
It is actually very rare for a section dedicated to making a character to have some severe flaw with it. Sometimes it’s a good example of how not to make a character, but that is not as common as one might think. Ultimately it comes down to a few things I’ve noticed as being treated as the default.
Such as rolling ability scores. It is honestly something I take a lot of umbrage with. You can harp on about how there is no ‘winning or losing’ in D&D, but let’s face it: people like to feel like they’re accomplishing things. When you introduce a stat rolling system as the primary means of finding out your attribute scores, you are potentially denying people that. It is possible for a highly mediocre character to accomplish things, but more often than not they end up either dying in an unsatisfying way or they end up having to get coddled. Which seems to defeat the purpose of rolling stats in the first place.
At the very least they still have point buy, but why is this not the default? Perhaps Mearls was wary due to the rather misplaced thought among the community that it’s for “min-maxers”, a common bogeyman among tabletop groups. A bogeyman I actually find absurd on its own, but that is a discussion for another time.
The only other thing that really stands out is that small change to “finesse” melee weapons and ranged weapons. That being Dexterity to both attack rolls and damage rolls. I have mixed opinions on this. Making things simpler is fine, but Dexterity is often considered a “god stat” due to how much it’s worth.
Well, there’s also the advancement table barely being helpful, but this is the flaw of making a system “modular”. Let’s keep going.
Chapter 2 : Races
Now we’re going to talk about races. I will refrain from being a “grognard” so to speak, but I will be looking at the mechanics of them closely.
I’m also going to ignore the constant use of “diversity” throughout this book. Diversity is good and desperately needed in the hobby, but the way it’s constantly signaled at feels like it’s trying to draw attention away from something. We already got a nice dose of some archaic 90s racism with the previous blurb about Dark Sun.
This isn’t a social issues blog, so I’ll keep that to a minimum.
Already it seems we are trying to appease both the “old” D&D crowds of pre-4e and the 4e crowds. At least people will be ecstatic to know that Gnomes are back to being a race in the core rulebook, but the raceplosion of 3.5 and 4e has still been dialed back. They often do that to sell more books, but it took a while for 5th edition to start truly releasing content compared to its predecessors. In fact, D&D 5e used to be so devoid of content and took so long to come out and presented such little information that on many boards it was considered to be vaporware.
I’ll confess to being one of those people and I still think that what we have gotten is a sign of a definite decline. However, tabletop as a hobby in general has been shrinking. It does that sometimes and the absolute wealth of specialized board games has been cutting into traditional RPGs quite heavily.
Anyways, I’m losing track of the topic here. Let’s see how 5th edition handles races.
First we have Dwarves. Or Dwarfs, if you prefer. No huge issues with their description, it’s typical and generic, but that’s the default. All I have to say is this:
What? Female Dwarves don’t have beards?
Joking aside, it’s very typical- hold up.
Darkvision got nerfed, huh? In older versions, Darkvision let you see within a threshold of darkness as if it were normal lighting. Now it only lets you see it as dim light. Interesting.
Racial combat bonuses against Giants and Goblins are gone. I would argue that this is a good thing as it separates culture from race and allows for things like dwarves who live in overworld urban centers who would probably not have this kind of combat training...
But then they still give them obviously cultural bonuses. Oof. I would argue that race and culture should be separate, but we can ignore the problems that arise from them being treated as similar and instead move onto Elves.
Who are still perfect. Good grief.
Nothing else- wait a moment. Darkvision? Now things are starting to make sense. It seems that Low-Light Vision from older versions and Darkvision have been pushed back together into something resembling Infravision from the AD&D days. Except a little less evocative. A weird change, but I guess we wanted to make things easier on new players and “sees farther in dim light” and “sees in darkness” are too complicated of distinctions.
Another curiosity is that racial penalties appear to be missing. This is definitely something of a hold over from 4e and I am fine with it. It’s a definite positive for people who might find an entire group of people being dumber to be offensive.
Now we are onto Halflings and what the hell is that?!
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Ugh. Ugly design and art aside, let’s see. They try to avoid making the obvious faux pas that Halflings often have by making them nomadic thieves who travel on colorful wagons. You don’t get points if you guess what that’s a caricature of. In fact, they emphasize the default Halflings being Hobbits with the serial numbers filed off. This is what they originally were, so it’s a return to form of sorts.
They are even better at saving throws now. A reroll on a natural 1? With no daily limit? That’s fucking amazing. The Stout Halfling is also a rather clear winner here. Being survivable is valuable in D&D.
It’s time for Humans. Yawn. Not because Humans are dull, but it is very hard for a fantasy setting to make them exciting it seems. Either they are just the generic everyman or there is an almost uncomfortable and, dare I say, cringe level of “humanity fuck yeah!” to them. There is also a curious level of Forgotten Realms discussion in the blurb-
Wait. Is the default setting fucking Faerun? Did Mearls seriously, in the same breath, use Faerun as a base and then imply that D&D is low magic? Holy shit.
Moving on from my brief stint of acidic bile, we see that Humans are still the everyman. Big yawn. However, something draws my attention. Particularly that ‘variant rule’ box. Two piddling attribute score bonuses (but they can still be valuable increases, especially with a hard cap on stats) are nothing special, but proficiency in a skill (akin to 3.5′s free skill point) and a feat of their choice?
Given 5e’s feat design (we’ll be tackling that one later) that is a significant boon. In fact, it’s safe to say that humans are most likely one of the strongest races again. Some things never change.
Dragonborn are next. They essentially became the gateway furry race in 4e and it seems that we are keeping them here. Now, I don’t have a huge problem with Dragonborn, big dragon people are cool, but I can see how some people might have an issue with it, especially given their old and new lore. Whatever. We get a little blurb that people might be afraid of Dragonborn because your average peasant is kind of racist. Sure. Though I feel like if you are normalizing oddities like this enough for them to viable character options, only the most rural of folks would act like this.
Then again, probably not.
Their stats are typical and what you’d expect. There’s also a blurb about Draconians from Dragonlance now being evil Dragonborn. Okay? They say that they lack breath weapons and have unique spells instead, but they don’t say what these are so it’s an actual waste of fucking space to mention. There aren’t any subraces or actual variants, which is a bit egregious due to how different dragons are.
Now we are at Gnomes. I don’t like them. I find it funny how they have been downgraded from a core race to an unusual one. I also find it bizarre and I am curious about the reasoning behind it. People may find a sense of dread in the “Seeing the World” section outright saying that Gnomes tend to be obnoxious pieces of shit and I would agree with them.
Fuck Gnomes.
Mechanically speaking they are odd in that the base race barely applies anything at all whereas the subraces add in the vast bulk of it. All Gnomes are more intelligent than others, but for the most part it seems that they are keeping the differences between them significant. Which is fine.
Half-Elves are kind of whatever. No subraces, despite Elves being different from one another. Okay.
One of the most problematic races of them all, Half-Orcs, are still in. They’ve been a core thing for a while, but it can make some people uncomfortable. Whether it’s due to the typical circumstances of their birth or the near-alcoholic levels of urges to commit violence, they are worth a lot of complaints. You can tell good stories involving these, but it’s a hot topic that may not be worth tackling.
As usual they are oriented entirely towards hitting things good and being hard to kill. Halflings are more survivable though.
Now here’s something interesting: Tieflings, but no Aasimar. Surely with the subrace system an overall Half-Outsider with subraces involving the main planes would be better? I guess not. Oh well. Surely Mearls has used this subrace system to allow for Tieflings that have descended from different devilish lineages? No?
What a fucking waste of potential. Again. I really have nothing more to say about this.
They’re what you expect.
That’s about it for this post. The next one will pretty much be solely dedicated to classes. There’s a lot to go through there and this post is already painfully long. Long enough that I may break it up into two parts in the future. We’ll see. Until next time!
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componentplanet · 4 years
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Why Are Game Installation Sizes Still Increasing?
Updated (6/1/2020): With new consoles on the way, the question of why game installation sizes are perpetually growing feels more relevant than ever. Sony and Microsoft are emphasizing the speed of their next-generation SSDs, but capacities are only growing modestly — 825GB (up from 500GB) for Sony, and 1TB (up from 500GB) for Microsoft. The problem is, game installs have grown at a significant clip even during the PS4/Xbox One era.
Titanfall may have been a bunker-buster of a video game when it launched, but the game’s 48GB installation size seems positively quaint compared with Call of Duty: Modern Warfare, which weighs in at 183GB. Developers have discussed new compression methods and the benefit of data de-deduplication as a method of improving storage efficiency and reducing file sizes, but the massive size of 4K textures is going to work directly against these methods. Historically, the mammoth file sizes win. Gamers who want to keep more than 3-4 titles installed simultaneously are going to be buying external drives to do so. Below, we discuss some of the reasons why.
One note, regarding the end of this story: While it considered the question, the FCC did not change the speed requirements for broadband service. We do now know, however, that rural areas have far less access to internet service than previously believed due to deficiencies in data collection methods.
Original story below:
In 1989, the first Sierra game I ever played, Space Quest III, shipped on six 5.25-inch double-density, double-sided floppy disks. A hard drive was optional, though copying the game files to the HDD substantially improved performance. The total game install was between 3.5 and 4MB–but that was significant when a computer from the same time period only had between 10 or 20MB of HDD space.
Fast forward nearly 30 years, and games of today commonly eat dozens of gigabytes per install, dwarfing the sizes that were common as recently as five years ago, at the end of the PlayStation 3 and Xbox 360 era. To some extent, this is to be expected. As consoles and PCs have become more powerful, they’ve added support for higher resolutions and more detailed graphics. These higher-quality detail levels require higher-quality assets, which means the game installation grows as a result. Increasing the size of a game world or adding additional content also increases the total installation size. If a (sadly hypothetical) Skyrim II uses art assets that are four times larger on average than Skyrim’s and is twice the geographical size, the final game is going to be far larger than its predecessor.
There are two crazy things about this image. First, that’s every single location in Space Quest III. Second, the game didn’t feel particularly short, despite fitting into the modern storage equivalent of a postage stamp.
But while it was normal to expect game installation sizes to jump from the PS3/Xbox 360 era to the PS4/Xbox One era, they’ve continued growing at a brisk clip. Forza 7 is now 100GB for a single title, as Digital Trends reports. When Titanfall shipped several years ago, that game was nearly 50GB. According to Forza’s developers, the game is actually quite well-compressed by default, which makes that 100GB installation size even more of an eye-popper.
“All of our heavy assets, including image and geometry data, as well as all audio and video assets, are compressed with the leading compression technologies in the industry, and many are compressed with multiple techniques to minimize their size on disc, all the while balancing size and overall quality,” Turn10 told Digital Trends.
There are a variety of causes behind this problem, as the report points out, including developers not dedicating resources to making certain that the game files are properly compressed, games shipping with the audio for every single language included, games developers failing to consider some people don’t have fiber (or taking bandwidth caps into consideration), and games that ship with uncompressed audio resources because low-end machines can’t decompress the audio on the fly. There are ways to deal with all of these concerns, and a game could even offer the option to uncompress its audio streams for lower-end hardware with plenty of HDD space, as opposed to just keeping the files in that state by default.
But there’s a cause Digital Trends doesn’t mention that may deserve consideration of its own: The death of disc-based media. So long as games shipped on physical media, the installation size of any given title was limited to the maximum capacity of its storage. While companies have shipped multi-disc games in the past, most prefer to avoid the additional cost of including more than one disc, and more and more games are shifting towards a digital-only distribution model. Titanfall 2 on PC never included a disc at all, and Forza 7 only includes a physical disc if you buy the Ultimate version of the game. Moreover, the “Play Anywhere” option that lets you share the game between a PC and an Xbox is only available if you buy the game digitally; the disc-based version lacks that feature.
One way games have gotten around the physical installation size limit is by requiring substantial updates or downloads after the disc-based installer has begun, but this isn’t a popular option. Most people don’t like paying for physical media only to be forced to download a few dozen GB of data as part of the process. Furthermore, this solution can still leave customers with bandwidth caps unable to use the media they may have specifically purchased to avoid the bandwidth cap issue. Faster connections can blunt the impact of larger game installation times. But they do nothing for capped customers, and the time it takes to download the installation files is only part of the installation time.
As physical media is phased out of gaming, I suspect we’ll see game installation sizes grow, not shrink. Without the need to cram the entire title on a single physical disc, developers will have less reason than ever to be particularly concerned about how big their titles are. The fact that we’re already seeing 100GB installs in the current cycle suggests they’ll continue to grow over the next few years.
The FCC has made clear it will not continue Tom Wheeler’s attempts to push the broadband industry into rolling faster speeds out across the United States. Under Wheeler, an Obama appointee, the FCC defined broadband as a 25Mbps down and 3Mbps up connection. Wheeler’s successor, Ajit Pai, has proposed slashing these rates to 10Mbps down and 1Mbps up. Hopefully, game developers will start paying a little more attention to their own file sizes, if we see broadband definitions start rolling back to qualify slower speeds in the next few years. Between the factors DT identifies and the slow phase-out of physical media, gamers on slower broadband connections will feel increasingly pinched as the years go by.
Now read:
How to Troubleshoot Your Slow PC
How to Boost Your Older Graphics Card’s Performance
Build This ‘Doom Eternal’ 1080p Gaming PC for Under $500
from ExtremeTechExtremeTech https://www.extremetech.com/gaming/256790-game-installation-sizes-still-exploding-upwards from Blogger http://componentplanet.blogspot.com/2020/06/why-are-game-installation-sizes-still.html
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