He was definitely a good looking guy and you can't even say he's aging badly or anything.
Absolutely can. He was attractive 10 years ago, when he looked 30 years younger.
He was definitely a good looking guy and you can't even say he's aging badly or anything.
Lol He blames old skool.fans fir his choices even though he bashed and mocked them while changing things fir no reason. Like the ol muscle mages. How is that old skool dnd fans' fault? Nobody asked fir that bullshit. Not surprising coming from someone who absolutely hates dnd and old school Rpger's. Lol
Hay babe, yeah I know Chris Avellone. I might call arrange for you to see him... but what are you going to do for me first?Seriously, what is it with him looking like a woman who decided to transition at 60yo. It's even more disturbing than his game design ideas.Sorry but posts like these are cope. He's a tall dude who works out, that look gets top tier West Coast art hoe pussy if he wants it.He looks like 1970s pedophile who just got released after 40 years in prison.
Per-rest resources were all changed to be per-encounter (exception is the added Empower ability). The Endurance mechanic was removed, and characters get a full heal after every combat. The only lasting consequences from any given encounter are injuries that you sustain if your health drops to 0. There are no more camping supplies, but you can consume any generic food while resting (Why is resting still a mechanic? Only Josh knows.) to remove all injuries.How did Pillars 2 change, mechanics wise, from Pillars 1?
See, this to me is what a lot of the grognard types, blinded by their miffed fury, are missing about the games. Because of that close attention to action speeds in particular, they are much better RTwP games, they flow better than the massaged tabletop of the BG/IWD RTwP games (and even the Owlcat games today). And in some senses, once you get the initially odd-seeming stats ingrained in your mind, even quite good simulationist games (except in the sense that the old games allowed fail builds - analogous to, e.g., a klutzy thief irl - and these games are deliberately more egalitarian and try to avoid that possibility).
The whole detour into RTwP with the BG/IWD was an aberration in fact. Anything based on D&D type rules should always have been turn-based, the way the rules were designed, that's their home. But once RTwP was invented, the possibility of developing game systems around that game mode opened up, and Sawyer tried to rethink it - and with POE2 pretty much succeeded.
I've come to really enjoy POE2 more each time I've played it. POE1 was okay (esp. the DLC) but for me is unbearable to play because of the hideous visual soup. But POE2 is a great game all-round. The fact that it "failed" (though note that because it's a huge game that's always there, its relative popularity has climbed steadily over the years, as non-drama-invested bored players eventually get around to trying it and like it - e.g. there's a steady flow of "Hey this is actually pretty good" YT vids) is not a reflection of its quality, but rather a reflection of the relatively small popularity of RPGs. Once the hardcore audience had given up on the series after the first game, there wasn't much of a natural audience left, and Larian had more or less soaked up whatever fringe normie audience CRPGs have with their surprise, innovative hit and its follow-up.
Big, popular CRPGs are like the saxophone hits of the gaming world, and as my ex. said about those, you're only allowed one per decade
I thought the six second round was an abstraction made necessary by the turn-based nature of D&D? I mean, technically all actions are taking place simultaneously, but because each player (and each npc/monster) acts according to initiative, some people/monsters get to react to what other people/monsters did on their turn. Making things more complicated, 2nd edition D&D used "turn" to mean "10 rounds."See, this to me is what a lot of the grognard types, blinded by their miffed fury, are missing about the games. Because of that close attention to action speeds in particular, they are much better RTwP games, they flow better than the massaged tabletop of the BG/IWD RTwP games (and even the Owlcat games today). And in some senses, once you get the initially odd-seeming stats ingrained in your mind, even quite good simulationist games (except in the sense that the old games allowed fail builds - analogous to, e.g., a klutzy thief irl - and these games are deliberately more egalitarian and try to avoid that possibility).
The whole detour into RTwP with the BG/IWD was an aberration in fact. Anything based on D&D type rules should always have been turn-based, the way the rules were designed, that's their home. But once RTwP was invented, the possibility of developing game systems around that game mode opened up, and Sawyer tried to rethink it - and with POE2 pretty much succeeded.
I've come to really enjoy POE2 more each time I've played it. POE1 was okay (esp. the DLC) but for me is unbearable to play because of the hideous visual soup. But POE2 is a great game all-round. The fact that it "failed" (though note that because it's a huge game that's always there, its relative popularity has climbed steadily over the years, as non-drama-invested bored players eventually get around to trying it and like it - e.g. there's a steady flow of "Hey this is actually pretty good" YT vids) is not a reflection of its quality, but rather a reflection of the relatively small popularity of RPGs. Once the hardcore audience had given up on the series after the first game, there wasn't much of a natural audience left, and Larian had more or less soaked up whatever fringe normie audience CRPGs have with their surprise, innovative hit and its follow-up.
Big, popular CRPGs are like the saxophone hits of the gaming world, and as my ex. said about those, you're only allowed one per decade
Six second rounds are easier to comprehend. Once you get into the realm of measuring time in fractions of seconds, it's clear the system designer doesn't actually expect or even want you to pay much attention to it.
See, this to me is what a lot of the grognard types, blinded by their miffed fury, are missing about the games. Because of that close attention to action speeds in particular, they are much better RTwP games, they flow better than the massaged tabletop of the BG/IWD RTwP games (and even the Owlcat games today). And in some senses, once you get the initially odd-seeming stats ingrained in your mind, even quite good simulationist games (except in the sense that the old games allowed fail builds - analogous to, e.g., a klutzy thief irl - and these games are deliberately more egalitarian and try to avoid that possibility).
The whole detour into RTwP with the BG/IWD was an aberration in fact. Anything based on D&D type rules should always have been turn-based, the way the rules were designed, that's their home. But once RTwP was invented, the possibility of developing game systems around that game mode opened up, and Sawyer tried to rethink it - and with POE2 pretty much succeeded.
I've come to really enjoy POE2 more each time I've played it. POE1 was okay (esp. the DLC) but for me is unbearable to play because of the hideous visual soup. But POE2 is a great game all-round. The fact that it "failed" (though note that because it's a huge game that's always there, its relative popularity has climbed steadily over the years, as non-drama-invested bored players eventually get around to trying it and like it - e.g. there's a steady flow of "Hey this is actually pretty good" YT vids) is not a reflection of its quality, but rather a reflection of the relatively small popularity of RPGs. Once the hardcore audience had given up on the series after the first game, there wasn't much of a natural audience left, and Larian had more or less soaked up whatever fringe normie audience CRPGs have with their surprise, innovative hit and its follow-up.
Big, popular CRPGs are like the saxophone hits of the gaming world, and as my ex. said about those, you're only allowed one per decade
Six second rounds are easier to comprehend. Once you get into the realm of measuring time in fractions of seconds, it's clear the system designer doesn't actually expect or even want you to pay much attention to it.
On the contrary. If every action takes six seconds and every effect lasts for a multiple of six seconds, it may as well be turn based. The only real reason to make it RTwP is if actions and effects have varying durations.Six second rounds are easier to comprehend. Once you get into the realm of measuring time in fractions of seconds, it's clear the system designer doesn't actually expect or even want you to pay much attention to it.
It's just more things to keep track of. In the Infinity Engine games, a spell like bless is 6 rounds/36 seconds always. In Sawyer's games, the base is 20 seconds but it can be a little less or a little more depending on the caster's intelligence.I grew up on it so I'm completely comfortable using a system like that but it's hard to call it "easier to comprehend" than using actual units of time that everyone, whether they've played D&D or not, can understand.
There is a clear difference in feel playing the Pathfinders in real time or turn based.On the contrary. If every action takes six seconds and every effect lasts for a multiple of six seconds, it may as well be turn based. The only real reason to make it RTwP is if actions and effects have varying durations.
If audience doesn't like experimenting and trying new rulesets, I wonder how does Soyer explain the success of P:K and P:WOTR which are basically grognard porn games.
I don't disagree, but I get the motivation to build a new system designed for real-time combat rather than trying to adapt a system that is inherently turn-based to RTwP. I didn't like the combat systems in the PoE games because they were chaotic and part of that is probably because I was turned off by how opaque everything seemed to be. I remember at some point I figured the whole thing out sufficiently that I could win the game on higher difficulties, but I didn't enjoy the learning process as much as I should have.It's just more things to keep track of. In the Infinity Engine games, a spell like bless is 6 rounds/36 seconds always. In Sawyer's games, the base is 20 seconds but it can be a little less or a little more depending on the caster's intelligence.I grew up on it so I'm completely comfortable using a system like that but it's hard to call it "easier to comprehend" than using actual units of time that everyone, whether they've played D&D or not, can understand.
Isn't the real reason to make RPGs real-time because that's what developers believe the market wants? I love the IE games, but I sometimes have this daydream that Troika's Temple of Elemental Evil had been cooked for another six months or a year, released in a polished state and that we could have played three or four more games in that engine.There is a clear difference in feel playing the Pathfinders in real time or turn based.On the contrary. If every action takes six seconds and every effect lasts for a multiple of six seconds, it may as well be turn based. The only real reason to make it RTwP is if actions and effects have varying durations.
I mean, that's not a contradiction. If the audience 'doesn't like experimenting and trying new rulesets', then it's not a shocker they'd enjoy D&D 3E The Revenge, innit. Kingmaker and Wrathfinder are closer, at least, to IWD2 than either Pillars.If audience doesn't like experimenting and trying new rulesets, I wonder how does Soyer explain the success of P:K and P:WOTR which are basically grognard porn games.
No point in experimenting with the latter due to Sawyer's autism. His design philosophy is to cap the possibilities of experimentation to potentially having some uncommon yet average quality builds (with any prospective great builds being nerfed once discovered by the devs). Unlike with the Pathfinder titles where you can get some insane builds since Owlcat devs aren't no fun allowed spergs and multiclassing isn't limited to just two classes (which makes it more or less impossible to pull a Sawyer given the vastness of possible permutations that result in builds that can range from subpar to average to great).This. I love experimenting with new builds / designs / rulesets.. just not sawyer builds / designs / rulesets.
West Coast art hoe pussy
"Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
Per-rest resources were all changed to be per-encounter (exception is the added Empower ability). The Endurance mechanic was removed, and characters get a full heal after every combat. The only lasting consequences from any given encounter are injuries that you sustain if your health drops to 0. There are no more camping supplies, but you can consume any generic food while resting (Why is resting still a mechanic? Only Josh knows.) to remove all injuries.How did Pillars 2 change, mechanics wise, from Pillars 1?
Buffs and debuffs were completely reworked. Now every buff and debuff is tied to an attribute and given a tier from 1 to 3. Tier 1 Perception buff removes Tier 1 Perception debuff, or downgrades Tier 2 Perception debuff to Tier 1, etc.
Damage reduction was completely reworked to be more abstract. Now every weapon and spell has a penetration value, and this is compared to the target's armor value for the specific damage type. If penetration is < armor, damage is reduced by 25% per point missing. If penetration is 2x armor or higher, damage is increased by 30%.
Concentration and Interrupt were reworked. Concentration is now a buff that completely protects you from one instance of Interrupt.
Am I too drunk or does he vaguely look like DE’s Harry in this photo?Truly the owner of a rippling physique:Seriously, what is it with him looking like a woman who decided to transition at 60yo. It's even more disturbing than his game design ideas.Sorry but posts like these are cope. He's a tall dude who works out, that look gets top tier West Coast art hoe pussy if he wants it.He looks like 1970s pedophile who just got released after 40 years in prison.
Infinitron DYEL? Someone has gotta, because it doesn't look like Sawyer does much himself.
Am I too drunk or does he vaguely look like DE’s Harry in this photo?
Am I too drunk or does he vaguely look like DE’s Harry in this photo?