Some of those things can still be added in the future like the apartment (but not that big since the Fort is just a small outpost, also I hope for some bathrooms in Tarsis Bioware. It would also be nice to have some of those concepts for javelins being added to the game.
There is always some turtles swiming around the river, close to the waterfall, in the Valley of Tarsis.
You will pee in your suit like the rest of us and like it, Mister!
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Some of those things can still be added in the future like the apartment (but not that big since the Fort is just a small outpost, also I hope for some bathrooms in Tarsis Bioware. It would also be nice to have some of those concepts for javelins being added to the game.
There is always some turtles swiming around the river, close to the waterfall, in the Valley of Tarsis.
You will pee in your suit like the rest of us and like it, Mister!
Reading all this loot talk and I'm fascinated by how different genres can have such different perspectives. In MMOs loot is far more scarce with a lot more effort to obtain them, yet the reaction is far more muted.
Fast-paced action would result in an almost hypertensive need for loot so I think BioWare should just concede and up loot drop rates.
I think the issue is that a lot of these looter shooter players aren’t interested in grinding for Legendaries and Masterworks, they want to grind for the best possible version of them given the semi-random inscriptions.. So making it hard for them to get even one bothers them a lot more.
As someone who has commited many years to MMO games, you are basically correct, at least as to why I take issue with this. In games like WoW, ESO etc. The Legendary items have pathetically small drap rates, like .5% sometimes. You could run a Raid every week for a year and possibly never get that item. However, the stats of that item is Set, we know 100% what benefits it has.
This is why Loot 2.0 was such a game changer for Diablo 3. "Instead of trying to grind for this good piece of loot, I am grinding for a better version of this good piece of loot." The RNG nature of the Loot in this game makes it a lot less enjoyable when you finally do get MW items, because there is a chance it's not gonna be useful to you at all depending on Inscriptions.
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
I think the issue is that a lot of these looter shooter players aren’t interested in grinding for Legendaries and Masterworks, they want to grind for the best possible version of them given the semi-random inscriptions.. So making it hard for them to get even one bothers them a lot more.
As someone who has commited many years to MMO games, you are basically correct, at least as to why I take issue with this. In games like WoW, ESO etc. The Legendary items have pathetically small drap rates, like .5% sometimes. You could run a Raid every week for a year and possibly never get that item. However, the stats of that item is Set, we know 100% what benefits it has.
This is why Loot 2.0 was such a game changer for Diablo 3. "Instead of trying to grind for this good piece of loot, I am grinding for a better version of this good piece of loot." The RNG nature of the Loot in this game makes it a lot less enjoyable when you finally do get MW items, because there is a chance it's not gonna be useful to you at all depending on Inscriptions.
Which is another reason why Bio ought to redesign, streamline & implement its loot system especially since more content is slated down the road.
Morpheus: "know what happened happened and that it could not have happened in any other way".
part of the problem is there is too much variation in the inscriptions. You can get a masterwork bonus of 25 - 175% damage bonus. Well, guess what, once you get one 175, all other masterworks are basically useless in comparison. Same goes for legendary. And whatever other inscription you get pales in comparison to damage boost in the first place.
Personally, My approach to change it would be three-pronged: 1) I'd change inscriptions to have a much more narrow margin (e.g. 100-150% for masterworks and 200 - 250% for legendaries) in that case, if you get a 125 MW item, the grind for the perfect roll is really for hard cores, while casuals are not far behind. if they just get a decent one. 2) fix the type of inscriptions you can get. I mean, don't make it possible for inscriptions to have 2 +damage stats. For MW's/Lg's, 1 inscription is for damage (subcategories javelin damage, gear damage, elemental, fire/ice/lightning/...), the second inscription is for defense (subcategories shield strength, recovery, armor strength, ...) third inscription is for gear (subcategories gear speed, charges, ...) 4th inscription is for tool (thruster life, thruster recovery, pickup radius, luck, ...). The briljant thing about this is that uncommens get only bonuses for the 4th inscriptions, rare for fourth and 3rd, epic for 4th, 3rd and 2nd, and MW+ for all 4, which would actually really see you progress. 3) Increase the drop rates by a lot for high end weapons, and include pity timers. 4) Bonus argument: If you ever go above legendary, make it difficult to get, but the inscriptions fixed.
part of the problem is there is too much variation in the inscriptions. You can get a masterwork bonus of 25 - 175% damage bonus. Well, guess what, once you get one 175, all other masterworks are basically useless in comparison. Same goes for legendary. And whatever other inscription you get pales in comparison to damage boost in the first place.
Personally, My approach to change it would be three-pronged: 1) I'd change inscriptions to have a much more narrow margin (e.g. 100-150% for masterworks and 200 - 250% for legendaries) in that case, if you get a 125 MW item, the grind for the perfect roll is really for hard cores, while casuals are not far behind. if they just get a decent one. 2) fix the type of inscriptions you can get. I mean, don't make it possible for inscriptions to have 2 +damage stats. For MW's/Lg's, 1 inscription is for damage (subcategories javelin damage, gear damage, elemental, fire/ice/lightning/...), the second inscription is for defense (subcategories shield strength, recovery, armor strength, ...) third inscription is for gear (subcategories gear speed, charges, ...) 4th inscription is for tool (thruster life, thruster recovery, pickup radius, luck, ...). The briljant thing about this is that uncommens get only bonuses for the 4th inscriptions, rare for fourth and 3rd, epic for 4th, 3rd and 2nd, and MW+ for all 4, which would actually really see you progress. 3) Increase the drop rates by a lot for high end weapons, and include pity timers. 4) Bonus argument: If you ever go above legendary, make it difficult to get, but the inscriptions fixed.
Well, a complete rethought and overhaul is due, imo. I just don't understand the reason for its current complexity.
From a coding perspective, it's a problem magnet. We had to implement a strict Control and Change Management Policy when too many programmers and analysts were dipping into the common pie. I understand Anthem's dev team was quite large. Perhaps there was a slip. Non sync changes were made and not caught = current unintended consequences when changes are made to the code.
Morpheus: "know what happened happened and that it could not have happened in any other way".
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First, I want to thank you for writing this up. I appreciate the honesty of how you (and others) feel about the current state of things. I also want to say that I can’t talk about everything, simply because it is not my area of expertise, or because I don’t have the information you’re looking for. I stand by our statement of being transparent though and will continue to do so here and on other channels.
Now, I want to address some of your points that I can:
Communication - Pre-game release vs Post game release –
To start, things used to be a lot friendlier here for dev team members who normally don’t talk on social channels or forums. They could answer questions, give information and know that they aren’t going to have people getting upset at them. Why would a dev team member take time away from working on the next update to post when they know it’s likely to be met with hostile replies, or they get flamed because can’t answer other questions that players are asking? I don’t mind posting here when things aren’t so nice, but that’s because it’s my job. For the devs it isn’t their job, and I’d like to ask that people remember that when replying to them. When some people say “be nice or the devs will stop posting” it’s 100% true. Be respectful and constructive with your feedback and more team members will likely reply.
Aggravating the community by acknowledging trivial things over major issues –
I have been acknowledging issues that aren’t the major ones you mentioned, but that’s because I can quickly check in on those and work with the team to see how fast we can get them fixed. I also report major issues, but until I get word back on them there is nothing else I can say. Issues like the Masterwork Embers not dropping I can quickly bring to the attention of the team and we can get fixed. I think it’s better that I address the things I can as quickly as I can instead of nothing at all. Also, I try to avoid saying “thanks for the feedback, I’ll share with the team” too many times in reply to posts 😊
Loot though? All I can do is point out what studio leadership shares on channels. They are very aware of all the conversation going on around loot and when they have more details to share, they will.
Now for the EA Help Tweet about Quickplay. The reason we asked for this information is to help us track down the remaining issues players are experiencing in Quickplay in one location, and to get more specifics on what they were doing when they encountered the issue. Having all of that information helps the team track down the bugs faster, which means they’re more likely to be fixed in the next update, which means they can move on to other parts of the patch sooner (other bugs, content, etc.).
Being confidential about the patch notes –
I said this before, but nothing was hidden on purpose in the patch notes. The truth is patch notes come together late in the update process and I do everything I can to ensure they are accurate, but sometimes things slip by with all the moving pieces. I’d much rather put together patch notes even if they are missing a few things instead of doing generic ones that just say “various bug fixes and improvements”. I’ll work with the team to get this process better, but we still may miss something from time to time, especially if it is something that gets added to an update late in the process. We will never hide a nerf or change in the patch notes on purpose, even if it’s something we know the community won’t like. And if we do put in something that the community doesn’t like we’ll do our best to explain why that particular change was made.
Not Learning from previous mistakes – I’m not going to comment on the first two points because I didn’t work on Andromeda and I know how some players feel about EA, but I do want to talk about you addressing how we’re handling feedback.
For feedback, we’ve made a large number of changes based on what players have told us. Not wanting to run to the Forge every time to launch an expedition? We added the ability to launch anywhere in Fort Tarsis, that was because of player feedback. Wanted to visually see loot drop from bosses in Strongholds? Added because of player feedback. If you are talking about feedback on loot in general (and I’m pretty sure you are) I’ve already said that the team is discussing and that more will be likely be shared in the coming days. I know everyone wants to know when, but I don’t have that answer. We do not ignore any feedback from players, sometimes it just takes a bit longer as things need to be discussed for a longer time. We don’t want to say something we can’t do or give incorrect information. Like Chad Robertson said in a Tweet, we aren’t happy with where loot is either, so know that it’s high on our priority list.
Discarding Feedback – Honestly, reading this stings a bit because I never discard feedback. I love this community and am very thankful for everything that has been brought up such as feedback, bug reports, funny posts (༼ つ ◕◕ ༽つ Summon the loot update ༼ つ ◕◕ ༽つ) and everything in between. I’m open to feedback on what you’d like to see the community team do to make you feel welcomed and appreciated. We do our livestreams, blog posts (like the inscriptions write up), patch notes, helping out with issues when we have the info and more. I am always listening and willing to make changes so please, let us know.
Lack of Content – I’m not going to go into this too much as it’s areas that I don’t have control over, or I don’t have the exact info on how the team is addressing. Know that I relay the feedback from the community to the team on ALL of these issues. The team is aware, and they are doing a lot of work to address these concerns.
Turning a good game bad – All I’ll say on this is that Anthem is here to stay. Do we have a lot of work to do to fix parts of the game? Yes, and the team is committed to making improvements and releasing new content.
Conclusion – Again, I want to thank this community for everything. The team is listening to all of your feedback for Anthem on how you’d like to see the game improve, or how you’d like to see us engage with the community differently. I know that players want to see updates faster, but these things can take time to make sure they are done right. We’re very appreciative of this community and look forward to the days, weeks, months and years ahead. Strong Alone, Stronger Together.
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Jason Schreier @jasonschreier I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?"
Jason Schreier @jasonschreier I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?"
Mark Darrah @biomarkdarrah Make sure you are following @untdrew @darokaz @benirvo and @crobertson_atx for the latest on #Anthem I’m a bit out of the loop at the moment. How far out of the loop?