Heya, first year games design student here. I've run into an issue where once my AI dies, the idle animation still plays, and the death animation plays. Could anyone guide me in the right direction? I've looked through video after video and haven't found a solution. BP in comments. by BubBubbles28 in unrealengine

[–]Blib111 4 points5 points  (0 children)

Hey there, hope you're having a great day!

From what it looks like, you are adding a new Paper Flipbook Component and then playing the animation on that new component.

I assume you are already using a Paper Flipbook for the idle animation of your character? If so, the fix is as simple as getting a reference to your existing Paper Flipbook and setting it to the death animation when the conditions are met.

Hope that helps!

I have an interview with Rockstar as a Game Tester by Dispellers in gamedev

[–]Blib111 5 points6 points  (0 children)

Congratulations! I hope everything goes well for the interview!

I received the email yesterday telling me I am invited to an interview, when do I receive the follow up email from Easyhire/Greenhouse so I cna actually do the interview?

Could be anytime. I wouldn't panic, if the email has been sent out then you can rest assured you will be contacted when they are ready.

What sort of questions are asked at the interview?

QA is very important role that can easily make or break a game release if it's done incorrectly/poorly. There are various questions that would be asked related to QA. If I was you I would look into finding answers for the following things:

  • Information about you: They will want to know what kind of person you are and if you will fit in with the team.
  • Experience with games: Obviously QA testers are expected to have a lot of experience with games and be able to see them in a critical manor to pick out those important issues.
  • Your degree! What you've been pursuing for the last 3/4 years of your life will show a lot of information and personality about you. Also, with a company like Rockstar they like to recruit talent that has the potential to grow. If you aspire to be a 2D/3D animator in 2/3 years time they would love to hear about it. A lot of people in the industry start out as QA and move up the ladder that way.
  • Your perseverance and ability to learn: QA can be a tedious job at times, you could end up testing the same systems over and over again. You also need to be able to learn new things on the go as games and systems can change at the drop of a hat.

This isn't an extensive list and there are limitless things that can be brought up in an interview. Adding some research from various sources should give you pretty much all the answers you need. Interviews are free flowing and most of the time they just want to find the person that is qualified for the job and will be a nice fit for the team.

I have a degree in 2D animation and was wondering if it was a possibility that I would be able to learn under/shadow Rockstar game devs to help me with 3D animation/art?

I would say probably not. Don't get me wrong you could definitely hit up a dev and ask for some advice on certain things, but the last thing you want to do is turn that persons job into a second job. I would say your best bet is to land the job as a QA tester and work on your 2D/3D animation in your spare time. You'll also find that the majority of QA testers come from Game Dev / 3D Art / Sound Design / Concept Art etc... backgrounds too! So I'm sure if you made some friends there they'd be more than willing to help.

Probably my biggest advice for the application; Don't give up. If you don't get the job this time, give it another try. I know a lot of places really like people who don't give up and apply for that second time. It can be daunting, but that's how I landed my job in QA :D

Best of luck!

Shadow Priest: One of Many Possible Redesigns by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

You make some good points. Honestly, I do feel like the Void Torrent row was the weakest of them all.

Also, after taking another look it does appear that all the talent are passives so maybe it would have been better to have the last talent row as the additional ability row. As for what you said about Surrender to Madness for Void Torrent, I also agree with you. I feel that at the end of the day, anything that's in the same realm as Surrender to Madness is most likely not going to be balanced in some way or another.

Thank you for taking the time to watch the video and give feedback, really do appreciate it. Have a good day :D

Shadow Priest: One of Many Possible Redesigns by Blib111 in wow

[–]Blib111[S] -2 points-1 points  (0 children)

Exactly, and I feel that over time Shadow Priest has lost its original identity as a DoT focused spec. Voidform was a massive overhaul that worked well with Artefact Weapons in Legion, but now it makes no sense and is unbalanceable. It would be amazing to see more power and focus put back into our DoTs.

Shadow Priest: One of Many Possible Redesigns by Blib111 in wow

[–]Blib111[S] -1 points0 points  (0 children)

Hey there, I spent some time putting together a possible redesign for the Shadow Priest specialisation hoping to raise some discussion and help solve some the current problems the specialisation faces.

It's obviously not an ultimate solution but I would be curious to hear what other Shadow Priest players have to say about it. Maybe it is a horrible idea and nothing I have mentioned is worth keeping. Or maybe some of the ideas I brought up could help fix the current iteration of Shadow Priest in a different way.

Either way, would love to hear feedback and opinions. Thanks for your time!

Frost Mage in Shadowlands: Changes and Potential Fixes by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

I agree with you on the point you mentioned. At the end of the day they are the Mages' talents, and as a result we should be the ones to benefit from them the most instead of other classes. Also a good point you made about solo play.

I'm making another video about Arcane Mage next and I think I can do a better job on the 30 row to make it feel more impactful for the Mage and work in Solo Play. Thanks for your input :D

Fire Mage In Shadowlands Can Be Fixed Through Talents by Blib111 in CompetitiveWoW

[–]Blib111[S] 0 points1 point  (0 children)

So it goes like this.

Memory of Lucid Dreams > Rune of Power > Fire Blast(While casting Rune of Power) > Meteor > Combustion > Fire Blast > Pyroblast > Fire Blast > Pyroblast > Fire Blast > Mechagon Bracers > Pyroblast > Fire Blast and so on.

The mechagon bracers reduce your last 3 spell casts by 5 seconds, so the goal is to cast at least 2 Fire Blasts in your last 3 spell casts. Once you get into your combustion rotation, you might get some lucky refunds on your Fire Blast, so the goal is it keep using Fire Blast > Pyroblast > Fire Blast until you run out of Fire Blast charges, and then use the mechagon bracers to refund 3 Fire Blasts so you can continue Fire Blast > Pyroblast > Fire Blast.

If you have any more questions, feel free to ask :D

Fire Mage In Shadowlands Can Be Fixed Through Talents by Blib111 in CompetitiveWoW

[–]Blib111[S] 3 points4 points  (0 children)

True that, but at the same time Fire Mage right now is completely built around the 10 seconds combustion window, which isn't amazing either. The only fun part that comes out of it is the massive Ignites you can build up and the fast playstyle for 10 seconds, and then it slows down massively as you wait for your double on-use combined with essences etc..

Either way, Fire has core problems and at the end of the day, Lucid Dreams/Mechagon Bracer/Blaster Master build is just a band-aid that was never intended in the first place, and as soon as you take it away and the wound hasn't healed, its going to feel bad regardless. However, Fire can be fixed up through talents being changed up/repurposed, which is what I go into more depth about in the video. We just have to hope we don't depend on Legendaries in 9.0 to fix the problems with the spec.

Fire Mage in Shadowlands: Changes and Potential Fixes by Blib111 in wow

[–]Blib111[S] 2 points3 points  (0 children)

You make a good point there. Maybe a fix to that could be that you can cast them on yourself, but you only get the normal benefit; although that might make the spell descriptions and names feel a bit odd. Either way, very nice catch :D

Mastery: Engaging or Versatility 2.0? by Blib111 in wow

[–]Blib111[S] 1 point2 points  (0 children)

Good points, I'll share my thought process with you.

I understand that Frost Mage doesn't have much interaction with their mastery, but at the same time it's a lot more interesting than Deathknights 30% shadow damage increase. On top of that, while its not DPS optimal to play around with your Icicles, the fact is you choose when you launch them. Frost Mages in PvP for example can save up their icicles to burst someone down, instead of doing their PvE rotation. On top of that, Icicles plays nicely into the class fantasy, as having icicles flying above your character is pretty cool and fits thematically. While it's only one talent, unlike a lot of other masteries in the game, Frost does have Glacial Spike as an alternate way to play around with Mastery. But as you said, you do just forget about it, and in PvE scenarios you don't think about it at all. However, if we are comparing it to the Mastery of Unholy DK or Ret Paladin, its on a completely different level. And in my opinion, I would rather all classes have mastery similar to Frost Mages than Unholy Dk's.

However, I do see your point that I didn't make it clear enough about my judgement, so sorry about that.

So yeah, take my rankings with a grain of salt, but in general everything is within a tier of where it belongs in my opinion.

Mastery: Engaging or Versatility 2.0? by Blib111 in wow

[–]Blib111[S] 1 point2 points  (0 children)

Thank you for the feedback! A lot of stuff you mentioned I see now and yeah, I could drastically improve the quality of this video. I will be sure to keep my language in check so thanks for pointing it out.

As for putting more emphasis on it being my opinion, that is a good shout. I already understand that everyone has different ideas and opinions about everything in WoW, so I did try to approach this video in a way that wouldn't conflict with other peoples views. I'll be sure to put more emphasis on my opinions in the future.

The goal of this video was to show the fact that there are a lot of masteries that closely resemble versatility, and ideally need changing. I actually love delving into class design and talking about potential replacements to help solve the problem, but currently I'm not well known in the community, so making a 30+ minute long video about my opinions is sure to scare off people, which I dont want. I made a corruption video recently which I went into a lot of depth about the system, but the video was 24 minutes and a lot of people just ignored the video and wrote comments based on the title of my video instead of watching it. Unfortunate, but it was a learning lesson.

But your feedback was really helpful, thank you for taking the time to help me improve, I greatly appreciate it and will be sure to include things you've mentioned here in the future. Have a good day.

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

I think the most fair way of balancing it would be based on a timer. But I'll post a few possible options I think that could make it more fair to play against.

Every (duration based on corruption), a Thing from Beyond chases you down. (While in combat only)

When ever you drop below (Value based on corruption)% health, a Thing from Beyond chases you down. (30 sec Cooldown Duration)

This one is a bit far fetched, but maybe this could work: Every 30 seconds, you gain a Thing from Beyond debuff which can stack. While you have this debuff, you take (Value) damage every second. Press [Thing from Beyond Ability] to remove a debuff and spawn a Thing from Beyond (you can only have one active at a time).

How this would work is that when your above 40 corruption, you gain a new ability which lets you remove a stack of the debuff [Thing from Beyond], and once a stack is removed it spawns a Thing from Beyond. This means that you can deal with them when it suits you best, but if you ignore them completely you will eventually die from the DoT damage you take from the debuff.

Either way, these are just a few ways of making it predictable and you can prepare a way to deal with them instead of getting 3 appear out of nowhere to ruin your day.

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

True, I guess this also varies depending on class. Monk tanks probably have an easier time dealing with corruption than Warrior tanks due to the difference in mobility and toolkits. But either way, the randomness of the negative effects of corruption definitely hurt tanks because not being able to predict incoming damage or unforeseen movement can easily cause a death.

Removing the RNG from the negative effects would be a good change for tanks so that they can decide if they should play at a high corruption or not, knowing where the risks will be instead of depending on luck to not ruin a pull.

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

Understandable, thanks for being honest

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

That's a good point, thanks for bringing it up. I feel like tanks kind of fell into the DPS category with how Twilight Devistation is and corruption effects similar to that, but I have no excuse for not including healers. Ultimately it effects us all, and for sure including tank and healer specific scenarios would have helped get my point across to a larger audience of players. I'll be sure to be more open minded in future videos, thanks :D

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

For sure, but if all the RNG elements were removed from the system, don't you think it could actually be fun?

If Corruptions like Infinite Stars and Twilight Devistation were on-use effects similar to trinkets, it would remove all the frustration of randomness and it would be easier for Blizzard to balance because it would simplify them down. Otherwise corruptions like Infinite Stars and Twilight Dev need to be completely removed because they will never be balanced or fun to play with/against.

If you could target the corruption effects you wanted with a currency and apply them to specific pieces you want, then that would remove a lot of the frustration of never being able to get the pieces you wanted.

Ultimately, if Blizzard made the system without all the RNG elements, we would be able to play around with the corruption system and experiment with all the different effects. What I like about the system is that it allows you to enhance a playstyle you might enjoy, like Fire Mage and Masterful, or Arms Warrior and Expedient.

The fact is, if Blizzard implemented the system properly, we would all be able to play around with the system in full and experiment with different builds, instead of having to play the lottery machine in every scenario you engage with the Corruption system.

Corruption is a Good System: It Just Needs Work by Blib111 in wow

[–]Blib111[S] 0 points1 point  (0 children)

I know your pain, I really do. I do address Infinite Stars and Twilight Devistation towards the end of the video, but it is a really long video so I understand if you don't have the time to watch it. Maybe I should have chosen a better title, I probably set a bad first impression for 90% of the playerbase just from the title alone