Hi, and welcome to the lecture for chapter two, groups as structured open systems. In the next few slides, we will spend some time talking about how groups function as parts of larger systems, as well as applying something called systems theory as a construct that we will use over the course of this semester to better make sense of what and why groups do what they do. With that, let's go ahead and get things started. So first off is a chance to kind of stop and take a look at the term theory. Now, many of you have probably heard the term theory used in common everyday usage. However, it's important for us to contextualize this in how we use theory in the sciences. Now, Griffin describes theory as a map of reality and that can be a bit intimidating. What does that mean, a map of reality? Let's go ahead and simplify this down. Theories are ideas or hypothesis, hypotheses about how things work inside the world. They can do two key things. One, they can either explain why we think things happen or they can give us the ability to predict in a given situation of what might happen. Theories tend to be based upon lots and lots of research and empirical observation, meaning that we actually have ideas and hypotheses of how things might work. We test them and we make sure this holds to be true. And for something to become a theory, we have to have a lot of evidence of why things would actually take place and that they actually are empirically having inside of that. So for us, as we study different concepts, theories are good because they are practical for us as well as reliable, meaning that we know that more often than not, the things that we expect to see in a given situation should actually turn out to be true. So inside this chapter, we talk a lot about systems theory and it's important to gain a little bit of background and history of what systems theory is before we kind of dive into how it's used inside groups. So first off, systems theory was actually a theory that was developed in biology. The original purpose of systems theory was to gain insights into how systems in nature and later inside like organisms such as human beings interacted and worked with one another. So for example, the human body is a great, great example of this.  All of these systems function together to keep the whole of you operating and working throughout your life. And if something happens to one of those systems, it ultimately chains out and impacts the other systems. So for example, if you get a bad cold, that's probably going to lead to aches in your muscular system or if you break a bone that could trigger immune response as your body goes and attempts to repair those things. And so we see this interconnectedness and that's why systems theory is useful to us when we apply it to groups as we're going to see next. So when we talk about groups, we think of groups being composed of smaller pieces, specifically individuals. We talk about these individuals being interdependent on one another. And you're gonna see this term continuously popping up in this course, so try to get an idea of what this means. So when we talk about independence, this is a type of mutual dependence upon one another. There is influencing of one another, it takes place as well as a need and importance of one another taking place. Groups come together to form the social system that eventually becomes its own entity. So if you think of a group and then you think of the human body as being these metaphors for systems, groups contain systems, but also are part of larger systems inside of that. So let's dive in a little bit deeper and see if we can make sense of this. So when we think about the way systems theory works, there's a couple key parts. And there's a lot of parts that we're gonna go through, but let me take you through the most simplistic parts as well. Systems theory involves inputs, throughput processes and outputs, and then an impact of an environment. So when we talk about inputs of a groups, what we're talking about is all the things that are available at the outset of group work, right? This means that this is the individual members of the group. This is the experiences and skills that they have, as well as their attitudes and their ideas, basically everything that is there at the beginning of group work. The throughput process, however, is the actual work of the group. This is the group taking all of those inputs, those ideas, those experiences, those expertise and putting them together to actually do the work of the group. Now, if throughput processes are successful, they would then create outputs, and outputs can be a wide variety of things. For example, they might be tangible things. If you had a group that had come together and their goal was to assemble a playground and gym at a local community park, the actual completed playground might be the output of that group work. However, it's also possible for outputs to be less physical than that, right? It could be a sense of accomplishment or community that's created through doing that work. So it's everything that is the result of the group work. Now, environment is also important because systems do not exist in a vacuum but actually are embedded in multiple surroundings and contexts, right? So like when you consider some of the places where you do learning at school, the environment can actually act on that. Many of classrooms that you would see in traditional institutions tend to have white beige walls and no windows. And this as a side note relates to an idea years ago that if you had too much going on in a classroom that students wouldn't pay attention, we've since kind of decided that is not as true as we used to think it was unless we were still left with some of these old buildings that have this. But ultimately, that environment impacts the functioning of the group. And so when groups find themselves in different environments, ultimately that changes the dynamic of how they go through throughput processes and can ultimately change the outputs that they create inside that. So just a quick review. Inputs are the things that we start out with. Throughput processes is the actual work of the group. Outputs are the things that the group creates and the number they can be physical such as creating a presentation that you're going to give to this class or they can be less physical such as the feeling of excellence, of having done something really well. And ultimately, all of these things are affected by the environment in which they are taking place. One of the things that's important to understand with systems theory being applied to the groups is this idea of the bona fide group perspective. What this means is that when we look at groups and we look at individuals inside of the groups being members of an interdependent relationship is that groups influence and help shape the same environments that shape the group, right? And so as group members inside this class, as you influence and shape one another and give your presentations, you're also going to shape the other members inside this class. But since groups don't exist inside vacuums that you're also going to shape the individuals who will then go into other groups and other interactions in their lives and ultimately that will change out. So the communicative interaction that takes place in the group impacts outside perspectives and likewise, things that happen outside the group can also impact things taking place on the group. So if there was a big storm on campus and a lot of people had property damage and impact in their cars were taking place and then we got together in class, these things that are external to the classroom are ultimately going to filter in and influence the things that are taking place in the group. But the attitudes and discussions that we might have in class might ultimately impact the other individuals that we operate with outside class. So everything mutually is influencing each other and moves in and out of these different systems. Again, another touch on technology for this chapter is that systems theory can actually function inside virtual groups. So just a quick definition here, virtual groups are groups in which members don't actually communicate with each other at the same time and place. In the kind of changing realm of business, we're starting to see more and more individuals not living in the same city that they work in and instead of driving or commuting, they will telecommute and conduct their business in an offsite location becoming more and more common. And yet there are still work teams and there are still groups of individuals working together interdependently to accomplish tasks using technology to connect. Now, why this can alter some of the traditional small group concepts specifically in relational formation and ideas, we still see these groups as systems where they interdependently changing each other. And since they might be in different places, there might be even more of a possibility for people to become more and more connected. So we're seeing systems theory in these open systems that exist, having the ability for people to influence and change each other even across great distances. So a couple key characteristics of systems that you should make sure that you have a good understanding with. First is the difference between an open system and a closed system. So first off, just to kind of mitigate this a little bit, there's no such thing in social systems as a completely open or a completely closed system. It's more of a continuum where systems tend to be more open or more closed. But what we're talking about when we talk about open and closed is the flow of information and ideas in and out of these systems, right? So when we talk about an open system, this could be a business that is really, really interested in what its clients and what its customers have to say about how they operate and how they do and are adapting and changing to those. So this could be a company that is soliciting feedback and surveys and customer response and feedback forms to gain ideas and then communicating those changes back out. That might be an example of a more open system. A closed system on the other hand is a organization or a group that is taking specific measures to close off the flow of information in and out of the system. So if you're talking about secret government organizations that deal on highly classified information, they're going to try to close the flow of information. They don't want secrets slipping out and there's gonna be different security clearances and in the United States it could even be considered an act of treason for members of the armed services to talk about classified information they know. Or for example, a jury that has been sequestered is a really good example of this. In order to prevent people from being influenced by the news, the media, they might try to take this group of people that is deliberating on a trial, put them in a hotel room, cut them off from the internet and the TV so that they won't be unduly influenced of ideas separate from what is being presented in the courtroom. Again, moving on to interdependence, this is something that is gonna keep popping up. So again, we talk about interdependence inside of this, we're talking about the elements of a system and how they're interdependent that not all elements mutually influence each other but there is a connection. So for example, geese flying in formation is a really good example of this. Alone, a goose would not be able to fly as far as they can when they come together as groups. And by flying in that kind of typical V formation that we see, they reduce the wind resistance and work that they have to do. In studies of this they see that if the main goose gets tired, that he or she will just fall back and another goose will move to the head of the formation and take the lead. So if you observe geese flying, you will notice that a single goose never breaks off from the flock. If a goose is injured or tired, several others will break off with it because it's in their mutual benefit to go together inside of that. Feedback is another important concept. In the previous slide, a couple of slides ago we talked about the basic process of systems theory, having inputs, going through throughput processes and creating outputs. What feedback is, is the process by which an output can again become an input. So consider giving a presentation in a class.  Why that grade and that finished rubric is a output of what you did. It is a solid piece of idea that you have ultimately created by doing your presentation. It also can become an input to influence and change how you do the next things the next time around. So systems tend to reconnect back on themselves and hopefully if you do things well, they'll allow you to improve and do even better on future outputs. As we move down here, the next two concepts, multiple causes and multiple paths are important to systems theory. Multiple causes means that there are a variety of ways for groups to get from A to Z, right? They don't always have to go about it the same way to get there. And likewise, there's this idea that there's multiple ways for groups to be successful and groups to be unsuccessful. And so when we break these down, here are the key things that you wanna know. First off, multiple causes. Multiple causes directly relates to how different paths can lead groups to one situation or another. Specifically, we might talk about this as a successful situation or an unsuccessful situation. Different things can influence the same groups with the same makeups to end up in different places. Likewise, the similar but different idea is that of multiple paths. And multiple paths mean that there are multiple ways to get to the same outcome, right? Different ways that you can go about doing this. My favorite metaphor for this is making a peanut butter and jelly sandwich. If your ultimate goal is to have a nutritious snack that is going to satisfy you, there are a lot of different ways that you can make it, right? Some people like rye bread, some people like sourdough bread, some people like jiffy peanut butter, some people like Laura Scooters all natural peanut butter. And why there are different pros and different cons, ultimately these different methodologies can still lead you to the same end result of having a snack. And we can weigh the benefits of that output, but there are multiple ways to accomplish any task. The last key characteristics of systems theory is this idea of non-summitivity and specifically the related concept of synergy. The idea here is that groups are not simply a sum of their parts. As group members come together, it is possible for those group members to accomplish more in a group than they would be able to do as individuals. However, there is a caution here. When groups are successful and they accomplish more than they would be able to do as individuals, we call that synergy or positive synergy. However, sometimes the dynamics of the groups, such as having lots of tension or conflict can actually lead groups to be less successful than they would have been as individuals. When that happens, it is possible for groups to actually accomplish less than they could have accomplished if they were just working on their own. In that case, we would call it a negative synergy. All right, once again, I wanna thank you for watching. If you have any questions, please, please feel free to contact me in any of the ways that have been made available to you.


Welcome back. Let us continue our discussion on heat capacity. In the previous lecture we have discussed heat capacity at constant volume and heat capacity at constant pressure for a monatomic perfect gas. Monatomic perfect gas will have translational contribution, rotational and vibrational contributions are not there. Now in case the system which is beyond the monatomic system there are rotational contributions and if there are vibrational contribution then how to account for that that we are going to discuss in this lecture. Now you consider rotation of a molecule. There are two type of rotors we have discussed one is a linear rotor like carbon monoxide, carbon dioxide or a non-linear rotor example is water molecule. We have to again use the expressions which are for the mean energy CVM is equal to NA tell E I will put R here because we are talking rotational contribution at constant volume. So, therefore, I need the expression for the mean rotational energy. Same way we can use directly equipartition value that is when the temperature is very very high. High temperature means you remember that we have discussed that H C B is equal to K theta R and this theta R is the rotational temperature. When temperature is much higher than the rotational temperature then we have already discussed that the mean rotational energy is equal to K T which matches with the equipartition value. So, let us use CVM rotational is NA del the value is K T del T at constant volume which is equal to K times NA which is equal to R. This is an easy way of directly putting the equipartition value otherwise E R which is equal to U minus U 0 by N can be calculated from U minus U 0 is equal to minus N by Q del Q R del beta at constant volume. And if the temperature is high much higher than the rotational temperature then for a linear rotor your sigma which is the symmetry number will factor into Q R is equal to 1 upon sigma H C beta and once you substitute this Q R into this expression you are going to get this equal to K T for a linear molecule. So, therefore, for a linear rotor linear rotor some examples as I just said CO HCl carbon dioxide nitrogen oxide these kind of systems the CVM R will be equal to R provided the temperature is much higher than the rotational temperature. However, for a non-linear rotor you can use the similar exercise you can do similar exercise or if the temperature is very very high then you can use the equipartition value and show that the constant volume heat capacity for a non-linear rotor is equal to 3 by 2 R. The mean energy rotational mean rotational energy is 3 by 2 K T and the constant volume heat capacity is 3 by 2 R. So, whenever you are talking about rotational contribution you have to worry about linear rotor versus non-linear rotor. For a linear rotor the value will be equal to R and for a non-linear rotor it will be 3 by 2 R provided the temperature is much higher than the rotational temperature alright. Now, if the temperature is not high then how do we deal with it? If the temperature is not high if the temperature is lesser than the characteristic rotational temperature then the expression for mean energy is this cumbersome expression which we have discussed earlier in the previous lectures. You have to take temperature derivative of this and then the expression for heat capacity will be further cumbersome. Remember that this expression has been obtained based upon the rotational partition function by direct summation method. Once you substitute this expression here you will get a complicated kind of equation for CVM and that equation when you plot then CVM against R versus temperature T by theta R the limiting value when the temperature is extremely high when the temperature is so high that temperature is much higher than theta R then this value is approaching a value this CVM by R is approaching a value of 1 that is CVM is equal to R. However when the temperature is not high you see here when the temperature is close to 0 there is no rotation the value is mean energy rotational energy is 0 and in the intermediate temperature you see how this heat capacity rises in the region when the temperature experimental temperature is less than the rotational temperature. I hope it is clear that when the temperature is not high in that case your heat capacity at constant volume will not be equal to fully R value but it will be somewhere in between 0 and R this is how you get alright. This is rotational contribution now let us talk about the vibrational contribution. We have discussed from time to time that the energy separations are in the following order translational then rotational then vibrational then electron in the increasing order. Translational contributions as we just discussed some time ago is always there for a gas at room temperature. Rotational contribution will also be there provided the system is more than monatomic and if the system is diatomic triatomic polyatomic in addition to rotational contribution vibrational contributions are also there. Now you look at the comment it is very unusual for the vibrations to be so highly excited that equipartition is valid and it is more appropriate to use the full expression for the vibrational heat capacity by using the following expression for mean vibrational energy. What is the meaning of this comment that the vibrational energy separations are so far apart under normal conditions of temperature that equipartition will not be valid that value will not be valid and therefore it is more appropriate to actually use this direct expression mean vibrational energy expression for which we have discussed in one of the previous lectures is equal to h c nu bar divided by exponential beta h c nu bar minus 1 and we want c v m vibrational is equal to n a into del we need to take temperature derivative of this and once again the derivation or derivative of this with respect to temperature or with respect to beta whatever expression you want to use now you see here your expression is in terms of beta. So, therefore it will be a good idea to use the other form of c v in which the derivation derivative is with respect to beta. So, when you take a derivative of this with respect to temperature or with respect to beta eventually you come up with c v m is equal to r f square and in this case m represents vibration this m. In fact, a correct notation for this will be c v m vibration here this m will mean molar ok.  What is the equipartition number equipartition number is complete k t mean vibrational energy.  Here also in this case if you plot c v m by r versus t when the temperature is close to 0 there is no vibration. Therefore, heat capacity is approximately 0 and as the temperature increases you see it reaches towards a full value of r which is predicted by the equipartition theorem. I hope it is clear c v m vibrational is equal to r f square this is what we discussed in the previous slide here c v m is r f square and I am using this over here where f is given by this and when you plot c v m by r against t t by theta v or t you get this kind of behavior. That means when the temperature is not very high the contribution is also not very high. So, what we have done we have now discussed translational we have discussed rotational we have discussed vibrational translational and rotational. Translational the value was 3 by 2 r this is contribution to heat capacity c v m we are talking about c v m then we talked about rotational it was either r or 3 by 2 r depending upon whether the system is a linear rotor or it is a non-linear rotor then vibrational this is equal to complete r, but this is only possible if all modes are fully active by fully active means the temperature is much above the characteristic rotational temperature or characteristic vibrational temperature. Translational contribution is anyways always there for a gas. So, what about if the temperature is not high then you have to see what the temperature is and the corresponding value of c v can be taken from this kind of plots. Now there is one more contribution which one can talk about is electronic contribution to the constant volume heat capacity. Once again if the vibrational energy levels are so far apart that even under normal conditions of temperature if the vibrational contribution to heat capacity is very very small then the electronic which are further apart some up further apart from each other the electronic contribution is negligible. So, therefore in our normal discussion we will include translational contribution to constant volume heat capacity we will include rotational contribution we will include vibrational contribution.  C v m vibrational is equal to r for each mode and this is possible if all modes are fully active mode. So, therefore if you are dealing with a monatomic system let us say monatomic perfect gas we say that the constant volume heat capacity is 3 by 2 r why because when you have monatomic system the only degree of freedom is translation and then if the only degree of freedom is translation we stop here 3 by 2 r. And now if you are dealing with the diatomic system linear let us say then another contribution if rotation is fully active then another r adds up. So, 3 by 2 r plus r is 5 by 2 r right. So, this is how the contributions to constant volume heat capacity will increase. So, therefore now if you carefully look at this figure let us try to interpret this figure. Rotational contribution is always there and what you are doing is you are plotting c v m by r that means 3 by 2 3 by 2 r r you are consumed here. So, 3 by 2 is always there c v m by r is equal to 3 by 2 is always there. So, when you start increasing the temperature you are plotting against temperature when you start increasing the temperature rotational contribution will enter in and when the temperature is much above theta r another r from here we are talking about linear system here another r will enter in. So, 3 by 2 plus r is 5 by 2 r now when you further increase the temperature we are here at 5 by 2 r we are here when you further increase the temperature another vibrational contribution will enter in another up to another value of r. So, 5 by 2 plus r is 7 by 2 r I hope this is clear we started with 3 by 2 r because translational contribution is always there increase the temperature rotational contribution will in will come in and a full r when the temperature is much higher than rotational temperature will enter in. So, taking 3 by 2 r to 5 by 2 r and when you further increase the temperature vibrational contributions will enter in another r will add up and you have 7 by 2 r and when you capture all these in the form of an equation we can write this form of equation that C v if I further modify C v m is equal to 1 by 2 into 3 plus nu r star plus 2 nu v star into r. How to read this? This star which is represented here is star means fully active mode that means this equation when the temperature depending upon the temperature you can decide if all the modes are fully active then nu r star can be 2 or 3 let me write down nu r star 2 4. Linear and 3 for non-linear rotor and nu v star is equal to 1 if the mode is fully active. So, since you are having 2 here and 2 outside. So, it is actually giving you a contribution of r therefore, this equation is a good equation to estimate the value of C v m I am not saying to calculate the value of C v m there is a difference between estimation and calculation estimate is an approximation. Why I am saying approximation because you can use this expression only if you know whether nu r star is equal to 1 or 0 if you know nu v star is equal to 1 or 0 because there is no intermediate value which you can substitute here from a given temperature. So, what you need to do is you need to compare T and theta and decide here you can see theta r theta v it is beyond theta v or theta r that full r contribution enters into heat capacity at constant volume all right. So, what we have discussed you start with 3 by 2 1 r adds up for a linear rotor. So, 5 by 2 r another r adds up for vibration if the temperature is high enough 7 by 2 r now you keep on heating you have a diatomic molecule you keep on heating vibrations are fully set up and what happens when you further increase the temperature the thermal energy is. So, high that the bond breaks and that is dissociation when the dissociation takes place it is like a phase transition like the heat capacity at phase transition is infinite. So, when the dissociation takes place the temperature is used up in dissociating the molecule rather than increasing the temperature therefore, heat capacity becomes infinite what you have you have x 2 a diatomic molecule is dissociating into 2 x that means, what you are getting here in the end is 2 times atoms and atom will only have translational degree of freedom translational degree of freedom means only 3 by 2 r that is what is shown over here 3 by 2 into 2 which is 3 r that right. So, this is 3 r twice into contribution due to atoms to atoms translational contribution is 3 by 2 r. So, 2 into 3 by 2 r is equal to 3 r. So, this figure explains how constant volume heat capacity changes as a function of temperature for a system which is more than a monatomic system. The expression which is mentioned over here as I mentioned can be approximately used to estimate the value of c v m that means, we have to know whether the rotational modes are fully active or they are not active. We have to know whether the vibrational modes are fully active or not active and why I said that it is a you know nu v star is for one normal mode. Why I said so because if there are more than one atoms of course, there has to be more than one atom for a molecule to vibrate if it is linear or non-linear then you have to use 3 n minus 5 or 3 n minus 6 formula to calculate the total number of normal modes of vibration and then substitute the value over here. This requires a little bit more discussion, but what I have discussed is give have given you an exposure to how to treat with the different modes of motion while discussing constant volume heat capacity. We have to consider translation, we have to consider rotation, we have to consider vibration and if the temperature is even higher much higher then we have to even consider dissociation. We will be discussing more about heat capacities by taking suitable numerical problems, but that we will discuss in the next lecture. Thank you very much.


Hello everyone and welcome back to For The Minions Episode 24, the weekly show where we talk about all the spiritual successors to Paragon, the games that might be able to take the place of Paragon, maybe, maybe. But anyway, this week we have news and updates, as always we have the poll results, the poll being who was your favorite Paragon hero, and then after that we're going to roll in the tech time, this time with Ruba, thank god because he's going to show me what I did wrong in last week's tech time. After that, the topic for discussion, we're going to be talking about the roles that the various companies are kind of perceived as, like some of them are perceived as the frontrunner, some of them are kind of the underdog, and we're just going to discuss that a little bit further. But anyway, I am your host, Mangus, joining me as always is pro streamer, Mandy Mal, how are you doing Mandy? I am doing so good, we got another good show lined up for you guys, and another great guest host joining us today. We have Mr. DKT Gaming, but his friends call him DK, how are you sir? I am doing wonderful, wonderful, thank you so much for having me on the show today. Oh, thank you for being with us, why don't you tell us a little bit about how you got started with Paragon, who your favorite character was to play, all that good stuff. So how I got started with Paragon, I fell in love with Mario, when I first saw that trailer and her coming down and her wings and everything, it was beautiful, and then when I got in the game, I played her, I was like, yeah, that's not for me, almost quick, because I was like, what is this, like, I'm thinking, it's my first MOBA, I never played a MOBA, didn't know what they were, and Paragon came and Mario was just beautiful, and I'm like, all right, I gotta play as that, I gotta play as her. And then I got it, I started to play with her, and I was like, no, I can't do it, and then I met Kalari, and Kalari was just my favorite, yeah, my favorite character is Kalari, and I like playing her in Jungle and Offlane. Very cool, that is such a cool story. I wonder how many, because my story is similar as far as I've never played a MOBA before, I just saw one character and was like, what is that, I have to get, you know, get in on that. So I wonder how many people that was, you know, the case for, they just saw how beautiful the game was and wanted to get in on it. Muriel's such a very hard starting character too, especially if you've never played a MOBA before coming in on Muriel. Trying to play support, yeah. Yeah, didn't know what support was, got in there, and I'm in a lane, by myself, I'm trying to chase down people, and I'm like, I don't think this is the game for me. Yeah, and then I had to do some homework. I came in, probably like in, like round crunch, in the legacy, somewhere around there, yeah, and then from my live on, I started playing and streaming it. Yeah, and you streamed right up until, right up until the servers closed, like. We were the last stream, we did a 24 hour stream, we're the last ones to play until the server closed. Wow, that is really cool. Yeah, extremely, DKT is extremely knowledgeable, has probably more hours in Paragon than anybody I know, so. Yeah, yeah. Definitely gonna be a good guest for us today. Gonna be a great show, yeah. But let's move on to news and updates. Made a buff, I was talking to them a little bit, I was asking them about input lag, because we know Predacessor's Alpha had some input lag, and they're saying that the way they built their game, they're not going to have to deal with any kind of input lag, so that's something we can look forward to whenever they finally release their Alpha. Hopefully sometime, so hopefully we'll get some information sometime soon. They did say that they'll have some big information for us at the end of the month. End of the month is coming up pretty quick. Let's hope they have some cool stuff planned for us. And I did ask them as well if they plan to do any more roster swaps, because you know, they swapped out FaZe and Quang for Decker and Fing Mal, and they swapped out Revenant for Sparrow. Just wanted to see if they had anything like that kind of up their sleeves and planned, and it sounds like they do not. What are you guys' feelings on the input lag and on the roster swaps? DK, I'll let you go first. You know, the roster I think is fine. The original heroes want to play as those guys, get them out there. As far as the input lag, hopefully it's smooth. My money will go and my backer will go behind the first one to give me a playable version in my hand that feels like Paragon used to feel legacy or monolith, and that's who I'm behind. Then moving on to Omega Studios. Smokey was out on a business trip, so there wasn't a lot that got done for them. He's just kind of been streaming his work on Murdoch. So if you want to check out the development streams for predecessor and get a better feel for how far along they are, you can do that on Smokey's Twitch, which I will have linked down in the video description. Any thoughts on Omega Studios and predecessor? I'm really happy that they're streaming again. I had kind of mentioned that before that I missed the streams. They're really fun. They're a really good source for like little bits of knowledge. He's, Smokey's pretty open to answering anything that he can answer, you know, when people ask questions. If you guys aren't checking out those streams, I highly recommend them. They're really a good little source. You have questions about the game. They're a good source of knowledge. I don't think it's too much of a secret that Omida is kind of my favorite. So I'm always rooting for them and always excited to hear what they have to say. Yeah, it definitely helps having them stream. It eases the time, eases the pain in the heart that Paragon's gone and then it makes you feel good that someone's actually working on it. So like, I enjoy watching them too. I just like, I'm just like, I want it, I want it. But he helps, he helps deal with the pain. Very true. Yeah, it is kind of like getting a little snack.  Let's move on to Ethereal. They gave us a few examples of what UG Tricolor, not Tricolo. I was calling him Tricolo last week. It's Tricolor. For some reason I didn't see the R, whatever. I like Tricolo better. But anyway, UG Tricolor is going to be at the Colossal Con in Sandusky, Ohio, like we announced last week. And they gave us this malware sort of animation splash art sort of thing. So I'll have that up and displayed. So it's pretty cool. I didn't know that he was going. I knew he was a marksman. I didn't know he was going to have a bow. Like that's like, he's like that the weird sentient computer virus thing. And he's going to be shooting like virus arrows out of a bow. That's awesome. What do you guys think about malware? I think that splash art looks amazing. That was really, really cool. It's an interesting choice, I think. Like I would, I guess I would kind of expect him to have a, I don't know, more magic energy type of weapon. But I like, you know me, I love a bow. That's how I got into Paragon with Sparrow and her bow. So I'm excited. I think he will probably be one that I will definitely be checking out first among the myths that I want to play first. So what about you, DK? Yeah, it looked awesome. It looked really awesome. Like I'm just thinking about his abilities like malware. Like I'm shooting an ability and it can be like this shrub or confused. Right. So I want to make them go backwards and invert their abilities. Like, you know, invert everything. When they try to cast, they shoot something else or they walk backwards when they try to cast. Like that just looks, man, it looks perfect. It's really good looking arrow. That's something you don't see in a lot of mobas and I think that's a cool concept. I know it's been in Warcraft a few times. This is the only way I know of it. But yeah, like that confusion ability where it just mixes up all your controls. Yeah, that would be really a really awesome form of a crowd control, I think. Yeah, that would be, I love that idea. Who knows what they've got up their sleeves? And then they wanted me to remind you guys, all their myth models that they show, like I'll show Nikolai right now, those are real in-game renders. Those are from the game. Those are not cinematics or anything like that. So pretty cool stuff. They're very good looking art and very good looking characters. And also, I just want to remind you guys too, you don't see as much progress from ethereal and visionary games as you do with core and predecessor. They didn't start with assets. Like they're creating all their own new stuff. And as we've explained, building the game with the assets is already hard enough. It's not a simple task at all. But if you're building from scratch, from ground one with your map, your characters, your ability sets, your lore, everything, that's going to take a little more time. So if it seems like visionary games with Phoenix Rising and Undying Games with ethereal are a little bit behind the others, that is why. Yeah, I think Apollos had a really good kind of analogy of like Epic basically handed them like a window crank and said, here now you can build a Maserati type thing. So that's a really good example of, you know, yes, the assets were a little bit of a help, but they're not a lot. It's still a monumental project for them to take on. So just imagine not having that little bit of a leg up.  So it takes a lot of time and creativity and hard work. And so yeah, I definitely understand where they're coming from with that. Yep. What do you think about ethereal, DK? You know, I don't know a lot about it, but I mean, besides what you show and what you talk about every week, I like the heroes. I hope that, you know, they're starting to scratch and there's so much to build, like Paragon took forever. If you know, and just hopefully, I'm just rooting them on. I want them to come out and show something just a little bit. So, you know, just to just soften that blow, but it's, I don't know, man, it's hopefully, good luck to them. Good luck. Yeah, good luck. Definitely. Then moving on to visionary games and Phoenix Rising. Nothing really from them, just a lot of positive vibes. Christian seems very pleased with himself, and I don't know what it's about, but I'll kind of want to know. I'm hoping that we get to see something from them soon. They put out so much information whenever they first released their, you know, announced that they were going to be creating a Paragon-like game. It's not going to be using the assets or going to use their own assets, but yeah, a lot of cool stuff came out of them. And then, of course, they shut kind of shut down in November, but they're back up and running. And I want to see what they have been up to since then, because there really hasn't been a whole much release from them since then. Yeah, I believe his exact words were just no, it's lit. So that's going to move us along to the poll results for this week. And we changed up the poll this week. What we're going to be doing is going to... I had everybody vote on who their favorite Paragon hero was, and I offered every single hero as an option. And let's take a look, and I will go full screen with this. So let's take a look and see who won. So it looks like Gideon came in first, followed closely by Kalari. And then there was a tie for third place between Crunch and the Fey, which really kind of threw me for a loop. I mean, it is my subs that are voting on this, so that might have something to do with Crunch and the Fey being so high up. But I will post the results. Some of the ones that kind of surprised me were ones that didn't receive any votes. Like Drongo got a vote. He got at least one vote. That's good. Let's see if there's anybody that just didn't get any votes. Tara. Tara did not get any votes. Sparrow got one vote. So I guess you... Vote me. I was going to say, I guess you actually voted. That's so funny. It's kind of surprising that Sparrow only got one vote though. And Zinx got zero votes. So Zinx and Tara, no Zinx or Tara love. Interesting. Tara's like my second favorite too. Oh really? Tara has been a very polarizing character. People either love her or hate her, so that's, you know, I guess not too surprising. And then of course Richter wasn't eligible to win because like I always said, he wasn't a hero.  Love me some Richter. So that's going to bring us on to tech time with Ruba. Last week I loaded up a hero into the Unreal Engine and was kind of playing around with him. I was yin. I kind of decided on yin and gave her the crypt. Was it crypt goddess skin or whatever? But anyway, I did some things wrong. But luckily we got Ruba and Ruba is going to explain to me what I did wrong, show me how to do that and how to do the animation. So enjoy tech time everyone. And I hope you guys take the next series of tech times and apply them yourselves. Just it's not that hard to download the Unreal Engine. And once you get a feel for it and you watch, you know, you just watch Ruba showing me how to load the characters up and how to put them in like a third person game, you guys can take your heroes and and run around with them. You're not going to be able to do much with them, maybe not yet, but you can at least run around and experience a little taste of Paragon for yourself. So let's move on to tech time. Hey, what's up everybody? Welcome back to tech time. As I mentioned last week, we're going to be going through figuring out how to get a character into the Unreal Engine, load it up and moving around. As you can see, I've got I've got this yin kind of moving around a little bit, but she has no animations. But that's why I've got Ruba at my back. That's right. We got Ruba back for this week and he's going to tell me what I did wrong last week and then show me how to apply some animations to yin. So it looks like she's running instead of just sliding around in a weird pose. So Ruba, take it away, my man. Hey, well, good. Thanks for having me back. Yeah. So below where we're going to start. So I suppose the first thing we should probably do, if you're interested in like getting into Unreal and kind of getting first steps. First thing we have to probably do is set some basic up. So if you want to have a scape mongoose and then go up to settings at the top, the button just down in the middle and go to project settings. Different windows. I'm going to pull that over. Excellent. OK, so OK, so if you look on the left, you have a maps and modes button. Just underneath gameplay tags. It's fourth one down underneath project. Up, up, up, up. Maps and modes. There we go. OK. Yeah, click it. OK, so this pops up. Like these are all like the base settings for the game that you're running.  Right here. Just to the left versus selected game mode. That one and then down one. There you go. Click that. So all these things here are like the boilerplate. So they're like the key pieces for when you're setting up an Unreal project. So your PON class. So PONs are just like anything in Unreal Engine that can move around in its movements. HUD is like your UI, the controller controls all your inputs. The one that we're interested in is the default PON class. So if you can click that and by default it's using the third person character, which is like the dummy one that comes with the Unreal Engine third person project. We are going to choose yin player character. Which is at the bottom. Yep, do that one. I think everything else will work fine for what we're going to do. So you can, if you go up to the top versus project settings and close the window. Top left. You can set it a little x. There we go. So what we've now done, if you double click in the browser window at the bottom, the last one that says yin player character, the blue one. The window is actually in the middle above yin. It says went really small. If you click the middle button, it'll, okay. Okay, so we're in. So the yin player character is known as an actor. Which is anything in the Unreal Engine's an actor. So a player, a minion, a tower, anything like that is considered an actor. And in particular yin is a, or this player character ring just now is a particular type of actor known as a player character, as you can tell by the name, yin player character. So up left it's kind of hard to see.  So what you can do is you can attach things to your player character. So the capsule component is like the mesh or the area that yin exists in the world. So that's used for things like when yin hits or not. The arrow component, okay, I know if we're just now. The mesh is where we want to go though. So we click on mesh and then double click. There we go. So this is your mesh. And by default you can see like the arrows. So that's to see how yin's pointing. You can see her whip. The box that's around the whip is known as a collision component. So what that does is when you hit with yin's whip, anything that gets hit by that box is considered hit. So Unreal uses that box for hitting stuff. This is like the default part. So this isn't the one that you used. You copied in the mummy yin. So this is like the basic controller where it handles the camera. So you can see that blue box on the left. That's your player controller. If you hold right click, you can drag around as well and move around inside that window and see everything. So you've got your camera there. Look at this. You've got your camera controller. So that's the camera there. So when you play in the world, this is all the parts that you've got set up. The first thing that is actually already set up. So the player character that we're using needs something known as an animation blueprint. And the animation blueprint, we've talked about that in tech time a couple of times. That's where you control all the animations and how one animation blends into another and so on. By default, if you're using the player controller and the animation blueprint that come with the assets from the marketplace, the epic ones, they're not bad to get started off. You can build them completely from scratch, but a lot of the logic and stuff is in there already. So on the left, where you see the other left, the right, where it says animation. So you've got that list of details, animation. So you'll use animation blueprint. You won't use the other one. The other one's for if you want to do a single animation. So I don't know. You've got a tree that's blowing in the wind. You just have one animation before you use that. The animation blueprint has logic in it that lets us move around stuff. And then if you go to anim class and animation blueprint, you can see that we've already got the default epic one set there. So the yin animation blueprint, they're all like the dummy ones that come with it. But yeah, so she's already set up. If you want to change the skin or the mesh just below where you are just now, set to yin, you can do that and click on that. I believe if you choose anyone other than, I was going to say mummy, but the crypt goddess. If you choose any other than that, it's going to load up all your shaders again. So you can either stick with this one or you can switch to your crypt goddess. Let's just switch to crypt goddess. So we're not loading up shaders all day. Perfect. So that's already set up. So every time you open up a skin, like it loads up all the shaders, which are like all the textures and all the lighting and all that. So we are good. So the last thing we have to do because we've made changes to this is up the top left, where it says compile. If you hover over that, it'll tell you that you're, I'd stop. It'll tell you that your blueprint's dirty. Dirty yin. Which means you've made changes and we have to basically say save these changes, but not save. So hit compile and then save. That will kind of commit all the changes that you made hit save. And then you can close that window the same way you did the last one. Okay. No, now we're still in T. Wasn't it? If you, on the right, where it says world outliner, so these are all the elements that are in your world. So you've got stuff like, you've got, what have we got? Where it says third person on the ground, that's the text box, which is somewhere in the list, you've got cubes, you've got all your piston pieces, but we do have one, and it'll probably be in the list, and it'll be called third person, something, something. There we go. Third person character. So you can click that and then delete it.  We don't need it. You three above, where you just deleted, there's one called network player start. What that does is that's, I don't know if you can see it, but it should be in the map somewhere.  That's where, that's where we basically tell them is, that's where we will say, start here when you spawn. So in Paragon, that would be on the fountain pads. If you're playing like any other sort of game, this is like, this is where I want to spawn. So now if you hit play at the top, hey. Oh, and she does her intro animation too. Nice. She does. Now her whip looks a bit weird, but if you left click, you should have an attack on time. So if you keep left clicking, you'll find that she, there we go. Oh, nice. Oh, Yen's back. Look at her. Yeah. So unfortunately, there's no sound effects. The only sound effects that come with the Paragon assets are the horrendous, well, mostly horrendous voice acting. There's no abilities. There's nothing else to it. I think you can jump. Oh, yeah, you go. You can jump. And you can also move left and right. So some of the animations are hooked up, but not all of the animations are hooked up. And what you've probably noticed as well is that the camera's weird. A little bit, yeah. So you'll find that if you actually move towards yourself, you can actually run towards the camera. Yeah, I see. And that's not the way that Paragon's set up. So what we'll quickly do is we'll fix that and we'll fix something else. And that should be almost like everything kind of, it should feel kind of like Paragon. So you can run around the camera and be locked in the same way. So if you hit escape, and then double click on where it says Yen that player character. Down the bottom and the, yep, and the blue front. Now, if you zoom out, I'll quickly talk about what this is. We're not going to actually do anything in here. So this is the event graph, which is where you store all the logic for the character. And by default, this logic works with a third person template. So if you're doing this yourself, if you use third person template in Unreal Engine, all this stuff will kind of hook in. So you've got movement input. There's a box there. So that's like when I press W, move forward, when I move press D move right and so on. Down the bottom, you've got your combos. So this is like all your, all your like where you would look up all the logic for your character if you're going to do it in blue prints. What we're going to do is we need to fix some of her stuff. So on the left, where the components are, if you scroll down, there's a component that's just hiding below our list called that's the one. So this is the character movement or our character movement component. This is another, like this is another component that's introduced in Unreal. And this is how you control character movement. If you click on it, you then have on the right there, you have a ton of settings that you can set for your particular character. So you've got jumping falling.  So like the speed of your jump. So you can turn that up and jump really high. You've got the level of air control. So if you want to have a character where you can kind of move in the air and glide, you control that, you got boosts. And you can scroll all the way down to like tons and tons and tons of settings here that you can play about with. And this is a good place if you want to get like speed. Further down, you've got like gravity, acceleration, breaking, mass is used to like, you can increase the mass of certain things like boulders. So they appear heavier. Ground frictions there as well. Max walk speed is a useful one as well under walking, that lets you set your speed. Paragon used various different movement speeds at the end of monolith. I think most heroes use between 650 and 720. So if you want to play about, you can do that. So I think that if you keep scrolling down, there's a setting in here. I just want to double check. Okay, so that one there that says orientate rotation to, it's in character movement rotation settings. That one there, two down. That's the one there. So this is one of the settings. So that's orientation, orientate rotation to controller, you all believe. We turn that one off. And then if you go back to the left and go to component, we're going to go up to the very top and then click on the in player character. And then up the top where it says search, on the right, if you click on search and type in yaw, y-a-w, there we go. That says use controller rotation yaw. We're going to put a tick in that. And then we're going to do our compiling save. And then you can close that window and then hit play. And we'll see if I remember to do that right, because it's been a while. So now if you click in and then you can move around. Okay, yeah. So she doesn't turn backwards towards the camera anymore. No, you'll find that when you look up and look down. Oh yeah, I said her jump. Pretty high there. So if you look down towards the ground, you'll probably see she does something weird. No, she's okay. She's okay. The aim offset. So one of the things you might notice as well is she doesn't do side-to-side motion anymore though. So she didn't, she technically didn't do it before. What she was actually doing was she was always running forward. And this is part of the problem that happens with the Paragon Animation Assets is that they don't include side-to-side animations. But if you're okay with that, I think that's probably a good point to stop, that we've got camera set up. We've got the character going. We have some attack animations. And then if you want in the next episode, we can go over how you start getting her movement animations looking right. That sounds great. This was actually, this was a lot simpler than I was making it. I mean, there's a lot that's going to go into this, but actually just getting a character in here and getting her moving around and playing with her is pretty easy. Guys, I encourage you to download the Unreal Engine and mess around with this on your own. Follow along with Ruba's instructions. Use what I did as a base. And yeah, you'll have your favorite hero up and running with whatever skin you want him in in no time. So I really appreciate it, Ruba. I guess I will see you next week where we'll get her running side-to-side instead of doing what she's doing now. Instead of that. All right, no worries, Manga. See you and everyone next week. I hope you guys enjoyed that little segment of tech time. We're going to take a pause for a second to welcome two new patrons to our Patreon. We got Joyceinator Gaming and Foolish Blood Hunter. Thank you very much, Mandy. Let's give him the heart. So they joined Unhappy Camper. That's awesome. Thanks a lot, guys. Hopefully soon we'll have enough money to buy Mandy some charisma. So let's move on to our topic for discussion, which is what we're going to be talking about today are the perceived roles of the company, kind of the way everybody is looking at these different developers. For example, Core, I think, is sort of looked at as the front runner here. Like they've got the most support behind them. People seem to think that they are the ones that are definitely going to be able to bring that Paragon experience back to us.  And then, but then a theory they're kind of looked at as the dark horse, like nobody really knows anything about the game that they're producing because it's going to be, you know, so ambitious and so crazy and new. So they're they're a bit of the dark horse here. And then Phoenix Rising is, of course, the underdog. And they have been since November. And I just kind of wanted to talk about that, get you guys thoughts. DK, how do you how do you look at the do you classify any of these games as a role? Have they taken on any role in your mind? Yeah, well, yeah, Core is definitely the one that like it looks like it's going to be the one that's going to come out first, I hope. It's it's definitely the one that looks the most professional in my eyes. Like the website looks really good. It's very, you know, you can go through and click on everything. It takes you to another menu predecessor looks looks good. And, you know, the great thing I like about the predecessor it because because he streams every week and they and they give us a little bit. It feel like they're they're definitely the underdog here. I think that, you know, it's family owned and they're going to be able to provide us with a great, great MOBA. I don't really know a lot about ethereal and the other one, Phoenix Rising. I don't really know a lot about them. So I haven't really followed them. I just I'm just hoping that Metabuff can put out something quick. And my predecessor, I enjoy watching the weekly shows. I just enjoy, enjoy watching those weekly segments. Mandy, what are your thoughts? Yeah, definitely. I think you really hit the nail on the head with your assessment that they they almost if you were to look at them as a business or like a corporation, which I guess that's kind of what they are. But how you made the example of like Walmart versus a family business. That's kind of how core and predecessor have kind of come to look in in my eyes. But sometimes I even look at core and predecessor in a category by themselves and ethereal and Phoenix Rising in a category by themselves because simply because two are using asset Paragon assets and trying to replicate Paragon much more so than the other two. Whereas ethereal and Phoenix Rising are just making a third person MOBA that is maybe reminiscent or has a feel or has aspects of Paragon. So sometimes I even separate them in that way because it just seems like, you know, especially when we get to talking about the viability of all of these companies and you start talking about competition, it's it's hard for me to see Phoenix Rising competing with core when they're making different products, in my opinion. So that's kind of how I have started to to view some of these guys. That's a very good point. That's something a lot of people that was a criticism a lot of people had about the polls that I was doing before was really shouldn't have ethereal and Phoenix Rising lumped in with core and predecessor because it's they're they're very different like core and predecessor. I think we can everybody can say that they're not competitors, they're competitors that are they're they're trying to remake they're both trying to remake their own versions of Paragon with, you know, various differences and ethereal and Phoenix Rising that kind of make it their own thing. Everybody's sort of competing for the same player base. I think ethereal a little less so but Phoenix Rising, you know, they were directly saying that they wanted to create a game like Paragon. They just wanted to use their own assets. So yeah, that's a very good point. Ethereal Phoenix Rising are definitely kind of separate from core and predecessor. And I just I just want to make make it clear too that I don't think like when I say core is like Walmart and predecessor is like a family business. I don't mean to say that like core is like a big huge evil corporation that's trying to oppress the little man. No, they're all small. They are all small little indie companies.  And yeah, I don't I don't want to kind of give that impression. But predecessor does really kind of give that like family owned business sort of feel to it. Like you can go in and talk to their talk to their developer and his live streams and he'll call you out by name. And he gets to know everybody. Whereas you don't really see that as much from core, but you do see a lot of results from core. So like core is kind of like Walmart in that, you know that when you go there, you're going to get what you want if you know what I mean. How do you guys see when it comes to competition between core and predecessor with predecessor being more heavily influenced by legacy and core being more influenced by monolith? Do you think that alone is going to split people? Like the more legacy people who love the legacy are going to go towards predecessor and people who love monolith will go towards core or how do you guys view that? I think it's definitely going to split people. And I think a lot of us forget how like legacy was huge. And I'm not much of a fan of legacy math. It was just the games went on very long. I really like monolith because there are short games and I know I'm going to get a lot of hate for that. Not as much as you would think, not as much as you would think. But I think that, you know, and that's what separates the two. You know, we got a much larger map and a smaller map. And when you go to get on those maps and see which one goes faster and which one you prefer, it's going to really change things. And people are going to start going in one direction. One's going to start, you know, going the other. And I think, yeah, I think it's going to be good for us to have two different map sizes. Then you get the, you know, you got your choices out there. So you can play two different mobas and get two different maps. So, you know, down with one map, just go over to the other one. So I think it's good competition all around. It only benefits us, right? It only benefits us. Yeah, exactly. That's kind of my hope is that everybody will play both. And they'll be, you know, everybody will be happy and everybody wins. Everybody gets a participation award. They'll say that's not going to happen. One of them's going to lose. Yeah, somebody's going to lose. It's also important to remember, this is the very tip of the iceberg, the very, very tip of the iceberg. We haven't even seen these games yet. So we can't really, like, like predecessors Alpha, the kind of debacle with that. Like, I don't, I don't think it was a debacle for them. It was, you know, the Alpha is a tool for them to use to develop the game. I don't think anybody's going to remember that. Like a year down the road when predecessors, like, you know, up and running in an actual game. Like the roster swaps that people got pissed off about with core. Ain't nobody going to remember that like a year from now, you know? Nobody really remembers the very first Alpha iteration of Paragon. I mean, some people kind of do, but there's like a lot of stuff I forgot. Like I forgot that Decker had a passive ability that would let people regen mana every time she used an ability. Like, who remembers that shit?  No, no, don't remember it. I'm just happy that they put something out for us. You know, it's something for the test. You know, I'm grateful for that. Maybe I'm streaming and stuff every week. That's just awesome. That's awesome. The map tests from core have been really fun. Yeah, they have. Yeah. So, uh, you guys at home, if you have any comments, any, any, anything to say about, you know, the various roles that these companies have taken in your minds, I'll be very curious to find out, you know, what, how you guys perceive these different gaming companies. That would be a fun thing to discuss. And I do, you know, my opinions can sway. They can change quite a bit based on input from you guys. I do not consider myself to be a Paragon expert at all. And, uh, let's all, you know, if we, if we all put our heads together and come together as community, we can really help these companies create a better Paragon for, for, for all of us. So yeah, just a, let's start up a discussion in the comments below. And, um, yeah, that's about all I got to say about that. Does anybody have any closing thoughts on the topic for discussion? I definitely was excited when we were kind of going over that this was going to be our topic for discussion. That was my immediate thought is that the chat, the viewers are going to have a really cool input on this, I know, because just like you said, your opinions can kind of be swayed. Sometimes someone in the chat will say something and it's like, Oh yeah, I never thought of it that way, but that is so true. That's such a good point. So I'm really excited to hear what everybody thinks and what their opinions are on this topic for discussion. Right on DK, you got anything else to say? Uh, no, no, I don't have anything else. Okay, right on. No, um, I wasn't able, I was a little busy this week. As you guys probably saw from the little live streams I've been doing, but, uh, I wasn't able to get, uh, the community suggestions done up. But, uh, if you guys have any suggestions for community suggestions, let me know and, you know, I'll throw them in there. Also wasn't able to do a community builder. Um, the community builder, I, my channel has always been about building the community and that includes other content creators. So if you're a content creator and you think you have, you know, good content and good, and good, good videos that you want people to see and, you know, just, you're just having a hard time getting them out there. Let me know, um, I'll check it out. If, if I enjoy your content, I'll put it on there.  But yeah, just, just let me know and I'll, and I'll, uh, I'll hook you up. But, uh, I think that's gonna be it. Let's move on to plugs. Mandy, professional streamer extraordinaire. You got anything to plug? Uh, I guess my Twitch, um, I actually wanted to take the opportunity to thank Queen Elvira, which if you guys don't know Queen Elvira, she is Sarja Smoky's, um, wife, and she is a streamer, a phenomenal streamer. And thanks to her, she doubled my, uh, Twitch followers. So I definitely wanted to take a moment to say a big, big thank you to her and to everybody who, in her community who followed me. And, um, she is fantastic. You guys definitely need to go check her out if you don't follow her already. So my plug, I'm plugging Queen Elvira. Doubled. So you have two now? The cat liked it. Yeah. Yeah, that's your only fan. DKT gave me, you got anything you want to plug, man?  I appreciate you bringing me on the show. I thank you. Thank you so much, man.  So it's a lot of, a lot of, a lot of legacy, a lot of monolith on there. And I'll just come on out to DKT gaming. They are hilarious, by the way. I was fracking up so bad. Make sure you go and listen to our Paragon ritual before every match Paragon ritual. Go, go listen to it. Yeah, definitely go check it out guys. Great content from DKT gaming. What have you been playing recently? I know there's a lot of blackout and... Yeah, blackout. That's pretty much what I've been like, surviving my channel on. I try to get into smite. I can't do it. Yeah, I can't either, man. I can't either. Yeah, I tried so hard. I just can't do it. But yeah, blackout and I'm playing Dauntless now. Dauntless is a new Monster Hunter-like game.  Console, yeah. Okay. It's boring, yeah. Aw. It's cross. It's cross-platform now, yeah. Cross-platform and cross-progressions. I've been thinking about picking up Dauntless, so... Dude, it's good. It's really good. It's free to play and play with PC, Xbox, PS4, all of them together. Awesome.  I'm gonna get it now. I'm gonna get it. I really got nothing to plug. I'll plug you guys. You guys are awesome. You guys are great. I love the fans. I love all the comments you guys leave. Really appreciate it. For now, this is gonna be the end of the show. This is the Four of the Minions team signing off. You guys, have a good one. Mangooos! Man. We're Coochie Grape. You know how... Well, I don't know if you guys will know this. That clothing line that's called Juicy Couture. I don't know if you guys have ever heard of this.  I've seen those before, yeah. Yeah. Well, my aunt, the first time she ever saw it, she's like Juicy Cooter. Why would you call yourself Juicy Cooter? That was amazing. Juicy Cooter and Coochie Gravy. Awesome. Great. It's Coochie Gravy. Coochie Gravy. Gigi. That's what Gigi stands for. Gigi is Coochie Gravy. I'm gonna start saying CG Coochie Gravy. Yeah, man. Coochie Gravy, right? People will be like, what? What did you just say? Or it might catch on. You never know. I think it will. Coochie Gravy will catch it. Well, and that's a t-shirt right there. That's gonna be our next t-shirt. Oh, yeah. That's what I wanted to... Oh, man.