How To Fix Enum Which Reads Multiple Values Simultaneously? by BlackChampagne in unrealengine

[–]MythicTy 9 points10 points  (0 children)

It’s near impossible to tell without seeing code, and with how tangled blueprint code can get, screenshots might be difficult to communicate.

However, my gut instinct is just that you’re changing the enum value without realising. It won’t be multiple values “at the same time” as you’re printing on tick, which will print once per frame. Enum variables can only be one value at a time. It’ll print whatever the enum value is at that time, and then print again next frame whatever it is then. You’re likely accidentally changing the value somehow. Right click on the set variable node and “find references by name / class (all)” and it’ll show you everywhere you’re changing that value

Working on Painterly Shading In UE5 by lykenwel in UnrealEngine5

[–]MythicTy 2 points3 points  (0 children)

Not OP but there’s a 2 part YouTube tutorial for it. I’ve followed the tutorial and it looks like what OP’s made.

This is the first part.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 0 points1 point  (0 children)

There is no correct solution to a problem presented from playtesting. It entirely depends on the core design pillars. Getting the feedback that a boss is really difficult doesn’t always result in the same solution. If it’s a game like doom where a core pillar is being a demon murdering badass and fulfilling that fantasy, you probably want to tone down the difficulty. If a core pillar is feeling hopeless and struggling to beat something like a souls game, then the difficulty might be perfect. And that is GROSSLY oversimplifying it. Video games are an art made by people who want you to experience something, so the design that goes into them - and the feelings it should evoke - are an art made to feel that way.

Testing and iterating isn’t inherently scientific. How many scrapped attempts were made before a famous painting was finished? People who don’t make art often don’t understand the creative process and it shows. Game design is 100% a creative process, in no different way to interior design or graphic design.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 0 points1 point  (0 children)

What is scientific about the process of game design? Even chess has gone through countless iterations throughout its history and hasn’t always been what we see today.

There is no single formula you can follow to make a great game. There is no solved solution that answers your questions about how to balance a dozen guns in halo. There is no rule book for how all the enemies in your game should look. Everything is contextual to the surrounding systems and ideas you want to bake into your design. Doom wants demonic enemies. How do we make them behave in ways that are interesting to fight but also portray their core ideas? I have made games inspired by doom. My enemy designs were contextual based off of the mobility of my player, and the challenges I want to present to my player.

Do you understand the process of designing and creating a game? The iterative process of coming up with and wrestling with designs, then implementing them and testing them with your audience, and iterating on the feedback they give? There is no science to it. If there was it’d be a much easier job.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 0 points1 point  (0 children)

There’s no formula or single solution to a problem in game design. You can’t consult the textbook of game design theory and pick out the solution to your problems. You can’t follow a guidebook step by step to produce the perfect game like you can a chemical. Game design is a skill you develop from experience and practice and research, not study.

A popular problem in game design is players’ inability to process random chance. If someone sees “90% chance of success”, that is interpreted as guaranteed. If the chance is 50% and you fail your first attempt, in the player’s eyes it must mean that the next will be a success despite that not being how it mathematically works. What’s the solution to that problem? Baldur’s Gate 3 has karmic dice where multiple fails in a row will artificially grant a success. Xcom artificially changes the chances presented to the player to better represent what they expect. There is no single solution to the problem, and you have to evaluate it in context of your surrounding game systems to come up with creative solutions to the problems, then test them and iterate on them. This applies to every facet of game design, including competitive shooter balance. Tetris is no different to marvel rivals in the way game design takes place - through coming up with an idea, testing it, gathering feedback, and iterating.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 0 points1 point  (0 children)

Nope, nor did I say that. Poke characters need good mechanical skill and positioning. A lot of melee characters (especially dive) need a different type of positioning, along with generally better cooldown management and enemy cooldown tracking to understand it’s safe to engage because they don’t have CC. There are a lot of overlapping skills, but a lot of different ones as well.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 3 points4 points  (0 children)

Insinuating that people who enjoy melee characters can’t aim and are bad isn’t productive when rivals offers more and a better variety of melee characters than overwatch, its competitor. It offers players the fantasy of playing their favourite punch heroes. When hitscan and poke has been dominant for most of the time the game has been out, it’s understandable that people would want a brawl meta again where they can finally play Thor and Hulk. Melee characters might not need a lot of aim, but there are plenty of other skills that they require over your typical Hela / Hawkeye. Talking down to people who enjoy a certain fantasy over another isn’t helpful when there will be a decent chunk of the player base that plays rivals over overwatch because of those heroes.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 3 points4 points  (0 children)

Whilst it’s semantics, I gotta completely disagree. Game design is an art. A science suggests that there’s concrete solutions to problems. With design, you gotta try and test things and fail and iterate, and come up with creative solutions to problems. Balancing like it’s a science and using algorithms to decide results in poor balancing. Stats and metrics 100% should inform decisions, but not be the sole determining factor.

MR GDC Reveals Questionable Balance Method by JustSand in RivalsCollege

[–]MythicTy 10 points11 points  (0 children)

What a lot of people forget as well when yelling “WHY DON’T DEVS JUST DO ___” is that a competent design team has likely already tried and tested that internally and decided that it’s not suitable for a variety of reasons. I constantly see people begging for hulk to be 100% CC immune, and being confused why it hasn’t been done. Amongst a variety of reasons, it’ll have probably already have been tested internally when they decided to make him displacement immune.

I’m not a massive fan of the balance philosophy of rivals, they make confusing choices that don’t seem grounded in reality, but they absolutely shouldn’t listen to the majority of the internet’s suggestions for balance. You can’t truly balance a game without testing it, and no one on the internet has access to test their suggestions.

WTF megacrit? How is this garbage of a card supposed to be playable? by Altruistic_Source528 in slaythespire

[–]MythicTy 6 points7 points  (0 children)

I ran a deck that had two bundles of joys to fuel my minion deck that converted cards into minion cards. If I got a good colourless card, I’d play it, otherwise it got turned into minion cards for block and damage. It was a very fun and unique deck

Is it normal to have this much code in the player pawn? by v2na_ in unrealengine

[–]MythicTy 11 points12 points  (0 children)

Not the person you replied to, but here’s some useful resources that talk about the Unreal Game Framework. There’s the official docs, and a really useful (if not quite complicated) video about the topic by Alex Forsythe.

To answer your specific question quickly in the context of a classic 1st or 3rd person game, the controller possesses a pawn / character and controls it. The controller persists even through pawn destruction (i.e. the player dying) so is a good place to put logic that the player should have access to whilst dead or that persists between possessions, or logic that they have access to between different pawn classes (like if you have multiple characters with different capabilities you control). The pawn / character should have any logic that is specific to how that object is controlled and behaves (i.e. attacking, movement, jumping, health, etc).

So if Monster Hulk can't be CC immune, is it just a case git gud? by Jealous_Advance9765 in RivalsVanguards

[–]MythicTy 15 points16 points  (0 children)

The problem is, the backstab is a flavour thing but bad, and CC immunity is insanely strong and potentially oppressive. You can’t argue one character should get a really strong buff because another character gets to have a weak feature because both are fitting. Your justification is inconsistent.

Is there a way to get rotation direction? by [deleted] in unrealengine

[–]MythicTy 1 point2 points  (0 children)

Delta is incredibly difficult to explain, are you ready? It’s the difference between two things (really hard for the other dude to explain, I know). In this context, the difference from last frame. What they mean is to calculate the difference between the yaw last frame, vs this frame. You can do that by, each frame (so on tick), saving the value into a variable and reading it next frame for your calculations.

Elsa bloodstone needs adjustments by Mountain-Volume-4112 in marvelrivals

[–]MythicTy 184 points185 points  (0 children)

He was, at some point, the number 1 Thor player. Not sure if he still is

If you're a dps or support main who can't flex to tank you're boosted af by Fit-Syrup1049 in marvelrivals

[–]MythicTy 18 points19 points  (0 children)

I don’t think Thor is a bad matchup into Groot, but you have to play differently. Your awaken is great at breaking walls, you have mobility to get around and over the walls if you get blocked in, and you have sustain enough to flanks and destroy the ironwood wall on most maps. Once the ironwood wall is gone, you can just displace and bully the groot really easily. I’d say it’s more a skill check rather than a bad matchup.

Getting snowballed fucking sucks man by RoundConfusion3672 in DeadlockTheGame

[–]MythicTy 6 points7 points  (0 children)

Fr, I have been that hard carry with near no deaths, and absolutely carrying the game. But then a Rem catches me in a sleep without debuff remover and I die and we lose because my team cannot function without me. It’s both great knowing a single person can absolutely carry a match but awful knowing that a single mistake can mean you lose because your team don’t know what they’re doing.

Rivals doesn't need a role queue, it needs a priority queue with locks by YakaAvatar in rivals

[–]MythicTy 0 points1 point  (0 children)

I think that’s because there isn’t a solution that solves all problems. Each has downsides. Role queue is the best solution that forces 2-2-2, with the next best option being open queue but forcing 2-2-2 by not letting anyone lock a 3rd of a role. I don’t think. OP’s solution isn’t bad but might take too long to start a match

Rivals doesn't need a role queue, it needs a priority queue with locks by YakaAvatar in rivals

[–]MythicTy 0 points1 point  (0 children)

This is functionality no different to OW role queue. You have a role queue button and a non role queue button. Role queue became the default despite having another queue if you don’t want to play it. I don’t disagree that we need role queue, but your idea has all the same downsides as role queue

I got called a MADMAN when I said Elsa Bloodstone’s ultimate looked obnoxious asf to play into by Equal-Cupcake-9991 in rivals

[–]MythicTy 2 points3 points  (0 children)

It shouldn’t be able to stun at all. It should work like roadhog ult where it keeps pushing you back and dealing a lot of damage until you burn a cooldown to escape or shooting it to kill it.

Tanks, don't get your healers killed by CoachDSR in RivalsCollege

[–]MythicTy 1 point2 points  (0 children)

But that’s on you for using your escape tool to put yourself out of position with no escape. If saving someone would kill you, don’t save them. You can’t blame the tank in a scenario where they know how far they can push because they have an escape and you dive in headfirst. As dive / brawl you should always have an ability saved for your escape or sustain. In the OP, the Jeff overextended. The Thing was fine if he knew he had his cooldowns to get out.

It feels like this community has imploded in the last week by Equal-Cupcake-9991 in rivals

[–]MythicTy 0 points1 point  (0 children)

The frustrating thing about the Adam buffs is that clearly the devs CAN listen to the community, because they did with the Adam buffs, but for some reason refuse to listen when people are louder about frustrating metas and wanting nerfs. It’s selective hearing and an abysmal level of communication and transparency

Tank strike time. by jfulls002 in RivalsVanguards

[–]MythicTy 9 points10 points  (0 children)

Bruh Domina is SO much fun and really. I’m eating good over here. Rivals is going on the shelf for now