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Post by dropzofcrimzon on Dec 6, 2017 20:35:56 GMT
uhm....someone should really ask about how in depth the "single player experience" is going to be. I do not want another 5-hours-campaign-158751494648-hours-soulless-grind-Destiny-clone game.... That's what the OP sort of tried to reflect in the admittedly uber-long and windy Questions 2-3 that remained unanswered: bsn.boards.net/post/936300/threadSorry, no, I cannot agree with that. Those questions do not read anything like "how in depth is the single player experience" even in a round about way if you ask me. These questions need to be asked point blank otherwise there is no point in asking (especially with Bioware).
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Post by Deleted on Dec 6, 2017 20:41:02 GMT
Sorry, no, I cannot agree with that. Those questions do not read anything like "how in depth is the single player experience" even in a round about way if you ask me. These questions need to be asked point blank otherwise there is no point in asking (especially with Bioware). Well, even if those two remained unanswered, I doubt the point blank will be till the game ships and we get reviews that give you the full skinny. It’s only a matter of time till the full disclosure.
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Post by dropzofcrimzon on Dec 6, 2017 20:58:26 GMT
Sorry, no, I cannot agree with that. Those questions do not read anything like "how in depth is the single player experience" even in a round about way if you ask me. These questions need to be asked point blank otherwise there is no point in asking (especially with Bioware). Well, even if those two remained unanswered, I doubt the point blank will be till the game ships and we get reviews that give you the full skinny. It’s only a matter of time till the full disclosure. with a difference, if the media creates a negative narrative that gains bad publicity to a game then marketing and branding departments are faced with a choice "do we piss people off by remaining silent or do we piss people off by telling the truth?" And generally force a statement. For instance imagine the headline "Bioware refuses to talk about Anthem's campaign length...should the single player userses be expecting a substandard experience" Because you see, if the answer had been a truthful "yeah this game will a campaign similar in length and thoroughness to ME1 marketing would jump to the occasion to boast about it. Silence is usually an indication that the real answer would piss people off...
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Post by biggydx on Dec 7, 2017 5:52:17 GMT
Understand guys that, when I provide some of the responses here, I'm not oblivious to the fact that I'm asking questions that most of the hardcore community don't care about. For me, I want to get an idea of where the developers head is at. It's also important to understand that they probably aren't allowed to say anything about Anthem because of Star Wars: Battlefront 2. EA likely didn't want any attention drawn away from their new Star Wars title, so they likely informed Bioware to keep new content information to themselves. That isn't me saying I like it, it just seems the most likely reason for why we haven't heard anything tangible yet. Hell, even when Brenon Holmes came out and talked about the companies internal beliefs on lootboxes and Manveer Heir's comments, that alone still generated a lot of buzz; for people paying attention.
Just understand that I'd very much like to ask: What's in your game, how long is it, and is it worth playing? But the likely response is going to: "Wait and see." With all that said and done, I've been more active on the Anthem reddit recently, and so far, Brenon Holmes has been very engaged with the community; when it comes to answering questions. Here's a list of responses I got from him regarding some technical questions I had.
Me: "I had a question regarding inventory space in looter-shooters. The genre typically gives you access to hundreds of weapons and gear items to use, and players will obviously want to be able to collect those items, either because: 1) they like said item, 2) for collections sake, and/or 3) for sentimental reasons. Something I've always wondered about is: Why do some loot-based games seemingly have little storage space; relative to the amount of items possible to collect?"
Brenon Holmes: In a more general sense, it might have to do with a few things - storage, UX, bandwidth, architecture (?). If you think about it, your character data... all of the plot data about what you've done, all of your weapons, mods, vanity items, etc... all of these things take up space - probably not a lot, mind you... but it adds up. Especially when you're talking about storing all that data for every player that has ever played your game. Let's say that your character data takes up 5MB, if over the lifetime of your product you have 15 million players that's 75 terabytes. It's not a ridiculous cost, but it's one that you need to bear for the lifetime of the product. It needs to be archived, upgraded, maintained, etc. Another consideration is around the UX (User Experience), designing an interface for 40 items is different from designing an interface for 400 items. At some critical mass, you start to need the ability to categorize, to filter, to search, etc. That can increase complexity and cost for your UIs. Another consideration is around bandwidth, if you have at most 20 items (for example)... you know that your cost for sending a character from a server to a client is fixed. That means that the transmission time is generally also fixed. If it can grow much larger... you now have other types of problems to deal with. Do you need load screens now? There are platform certification requirements around how long you can display screens without activity, at ship if someone has 20 items you may be fine... but if at some point you have 200 items, maybe the load is too long now and you're technically violating platform certification rules. This is also before we even get to talking about the fact that you have to pay for the bandwidth... 😊 Lastly, game companies often have in-house technology that we use to drive a lot of our back-end servers. These come with their own sets of quirks or limitations... there may be something in here that imposes limitations on what is possible without significant cost. Hopefully this helps shed a bit of light on the types of things that may be happening. Often simple things like "Why can't I store 100 items instead of 40" are often dependent on a lot of different factors. 😊
Me: In a thread that talked about what Bioware meant by "Dynamic Open World," Brenon Holmes jumped in to say that some of the assumptions given by the threads posters were correct, and that he'd like to know what else we'd like to see to make the world more dynamic. I gave a response regarding seasonal events and changes to the weather; like snow accumulation (as an extreme). Below is his response.
Brenon Holmes: Interestingly, this is technology that we have... it's unclear whether we'll ship with it or not, but the graphics guys have done some pretty amazing stuff with snow accumulation. Basically, we can accumulate snow on surfaces over time... it looks pretty cool. That said, we're a bit more tropical now... so it may not make as much sense to have this kind of thing. But it's still pretty neat. 😊 I'd love it if we could show it off, as it's a pretty neat bit of tech.
Me: In a thread I made regarding Bioware communicating and engaging with the community, one reddit poster gave the suggestion of PC PTR's. After me replying to the comment, Brenon Holmes gave the following response
Brenon Holmes: This is something I think we're pretty interested in - we're still working out a lot of the details but I'll make sure I bring this up in our next sync. 😊
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Post by Pounce de León on Dec 7, 2017 13:40:33 GMT
Understand guys that, when I provide some of the responses here, I'm not oblivious to the fact that I'm asking questions that most of the hardcore community don't care about. For me, I want to get an idea of where the developers head is at. It's also important to understand that they probably aren't allowed to say anything about Anthem because of Star Wars: Battlefront 2. EA likely didn't want any attention drawn away from their new Star Wars title, so they likely informed Bioware to keep new content information to themselves. That isn't me saying I like it, it just seems the most likely reason for why we haven't heard anything tangible yet. Hell, even when Brenon Holmes came out and talked about the companies internal beliefs on lootboxes and Manveer Heir's comments, that alone still generated a lot of buzz; for people paying attention. Just understand that I'd very much like to ask: What's in your game, how long is it, and is it worth playing? But the likely response is going to: "Wait and see." With all that said and done, I've been more active on the Anthem reddit recently, and so far, Brenon Holmes has been very engaged with the community; when it comes to answering questions. Here's a list of responses I got from him regarding some technical questions I had. Me: "I had a question regarding inventory space in looter-shooters. The genre typically gives you access to hundreds of weapons and gear items to use, and players will obviously want to be able to collect those items, either because: 1) they like said item, 2) for collections sake, and/or 3) for sentimental reasons. Something I've always wondered about is: Why do some loot-based games seemingly have little storage space; relative to the amount of items possible to collect?"Brenon Holmes: In a more general sense, it might have to do with a few things - storage, UX, bandwidth, architecture (?). If you think about it, your character data... all of the plot data about what you've done, all of your weapons, mods, vanity items, etc... all of these things take up space - probably not a lot, mind you... but it adds up. Especially when you're talking about storing all that data for every player that has ever played your game. Let's say that your character data takes up 5MB, if over the lifetime of your product you have 15 million players that's 75 terabytes. It's not a ridiculous cost, but it's one that you need to bear for the lifetime of the product. It needs to be archived, upgraded, maintained, etc. Another consideration is around the UX (User Experience), designing an interface for 40 items is different from designing an interface for 400 items. At some critical mass, you start to need the ability to categorize, to filter, to search, etc. That can increase complexity and cost for your UIs. Another consideration is around bandwidth, if you have at most 20 items (for example)... you know that your cost for sending a character from a server to a client is fixed. That means that the transmission time is generally also fixed. If it can grow much larger... you now have other types of problems to deal with. Do you need load screens now? There are platform certification requirements around how long you can display screens without activity, at ship if someone has 20 items you may be fine... but if at some point you have 200 items, maybe the load is too long now and you're technically violating platform certification rules. This is also before we even get to talking about the fact that you have to pay for the bandwidth... 😊 Lastly, game companies often have in-house technology that we use to drive a lot of our back-end servers. These come with their own sets of quirks or limitations... there may be something in here that imposes limitations on what is possible without significant cost. Hopefully this helps shed a bit of light on the types of things that may be happening. Often simple things like "Why can't I store 100 items instead of 40" are often dependent on a lot of different factors. 😊 Me: In a thread that talked about what Bioware meant by "Dynamic Open World," Brenon Holmes jumped in to say that some of the assumptions given by the threads posters were correct, and that he'd like to know what else we'd like to see to make the world more dynamic. I gave a response regarding seasonal events and changes to the weather; like snow accumulation (as an extreme). Below is his response.Brenon Holmes: Interestingly, this is technology that we have... it's unclear whether we'll ship with it or not, but the graphics guys have done some pretty amazing stuff with snow accumulation. Basically, we can accumulate snow on surfaces over time... it looks pretty cool. That said, we're a bit more tropical now... so it may not make as much sense to have this kind of thing. But it's still pretty neat. 😊 I'd love it if we could show it off, as it's a pretty neat bit of tech. Me: In a thread I made regarding Bioware communicating and engaging with the community, one reddit poster gave the suggestion of PC PTR's. After me replying to the comment, Brenon Holmes gave the following responseBrenon Holmes: This is something I think we're pretty interested in - we're still working out a lot of the details but I'll make sure I bring this up in our next sync. 😊 Inventory space is kinda tied to Warframe's MT model. You start off with a limited amount of "slots" and as you accumulate items and stuff, you need to buy new slots to store them. It they are only payable in premium currency. Whereas Elite Dangerous is standard fee for game model. It later introduced a form of crafting and required some more storage - to that point only your cash and ships and their locations were stored. There was no cargo storage e.g. If you swapped ship and the new ship had less cargo space you needed to get rid of it. Now the crafting system came with a bloat of ingredients and numbers quickly rose where the material cap didn't cut it anymore. I bet there is some storage server thing limitation behind it - having to throw away hard to come by ingredients sure isn't fun. --- Accumulating snow doesn't really throw me out of my seat, but alpine regions and mountains do. So if they want to show off their tech, do some decent mountains to climb and we're all happy. --- What's a PTR?
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Post by Deleted on Dec 7, 2017 15:08:56 GMT
Understand guys that, when I provide some of the responses here, I'm not oblivious to the fact that I'm asking questions that most of the hardcore community don't care about. For me, I want to get an idea of where the developers head is at. Oh, how you tempt me... But in all honesty, thank you for engaging BioWARE in chatting about the game, and bringing it back here from reddit.
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Post by SofaJockey on Dec 7, 2017 15:14:27 GMT
I want to get an idea of where the developers head is at. Indeed, a helpful aim. I would like to think much more is coming, we're just a little too far out for detail. (we don't want to repeat 'Crestwoodgate')
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Post by biggydx on Dec 7, 2017 16:12:50 GMT
But in all honesty, thank you for engaging BioWARE in chatting about the game, and bringing it back here from reddit. No problem. Something else that way brought up by Brenon, was that they are currently experimenting with you having to resupply your ammunition after extended play on the field. Here's Brenons quote on the matter: Brenon Holmes: Currently you can run out of ammunition, we're playing around with different mechanics for resupply. Examples: Returning to the HUB Consumables Drops Restock locations Special caches Suit Abilities etc... We want it to be something that you're aware of, but maybe not necessarily the sole thing that drives you back to your base. We had a much more punitive version of this a while back, but it was a pretty terrible feeling to have to go home because you ran out of bullets. Out of curiosity - and this might be better suited to a different thread... what are you guys' thoughts on this kind of stuff?
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Post by Deleted on Dec 7, 2017 16:22:21 GMT
I like my infinite supplies or good old-fashioned drops and alternative to keep fighting a good fight.
Hells, they had it all figured out back in BG1 times. When you ran out of darts, you used your dagger till you picked more darts from the dead xvarts, and eventually you got your magic Quiver of Modest but Infinite Arrows +2 and the Return to Your Hand Totally-Not-Mjolnir +3.
Why fix what ain't broken? Was the Eight Potions of Holy F**k Inquisition so awesome we have to apply it across the board?
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Post by Heimdall on Dec 7, 2017 16:30:25 GMT
I like how Mass Effect 3 dealt with it: a mix of drops from appropriate enemies (I don’t want to be getting ammo from wildlife) and resupply locations.
I don’t want to feel too punished by running out of ammunition.
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Post by biggydx on Dec 7, 2017 18:42:58 GMT
PC Test Realm. It's basically another way of saying alpha testing. Players are introduced - and provide feedback on - new mechanics, gameplay balancing, etc, that a particular developer has in the works. It's a way for developers to 1) see if the content they developed is engaging for the player, 2) test the balance of said content, and 3) also detect and mitigate any bugs/glitches that could come along with said content.
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Post by Pounce de León on Dec 7, 2017 19:55:25 GMT
PC Test Realm. It's basically another way of saying alpha testing. Players are introduced - and provide feedback on - new mechanics, gameplay balancing, etc, that a particular developer has in the works. It's basically a way for developers to A) see if the content they developed is engaging for the player, test the balance of said content, and C) also detect and mitigate any bugs/glitches that could come along with said content. They had something like that in Battlefield.
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Post by dropzofcrimzon on Dec 11, 2017 20:22:35 GMT
I like how Mass Effect 3 dealt with it: a mix of drops from appropriate enemies (I don’t want to be getting ammo from wildlife) and resupply locations. I don’t want to feel too punished by running out of ammunition. 1: MEA should not have had ammo for most of its weapons
2: hopefully there are infinite ammo weapons and/or good melee
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Post by Heimdall on Dec 11, 2017 20:27:10 GMT
I like how Mass Effect 3 dealt with it: a mix of drops from appropriate enemies (I don’t want to be getting ammo from wildlife) and resupply locations. I don’t want to feel too punished by running out of ammunition. 1: MEA should not have had ammo for most of its weapons
2: hopefully there are infinite ammo weapons and/or good melee
I did say ME3, not MEA. I’m note sure I understand why you’re quoting my post.
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Post by PillarBiter on Dec 12, 2017 7:14:57 GMT
1: MEA should not have had ammo for most of its weapons
2: hopefully there are infinite ammo weapons and/or good melee
I did say ME3, not MEA. I’m note sure I understand why you’re quoting my post. Honestly, mass effect 1 had it right the first time. Infinite ammo. They just have to work out how to balance that fact across the board.
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Post by Heimdall on Dec 12, 2017 8:54:28 GMT
I did say ME3, not MEA. I’m note sure I understand why you’re quoting my post. Honestly, mass effect 1 had it right the first time. Infinite ammo. They just have to work out how to balance that fact across the board. I disagree. I don’t think infinite ammo was a particularly interesting way of doing things aside from the lore traipings.
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Post by PillarBiter on Dec 12, 2017 9:22:31 GMT
Honestly, mass effect 1 had it right the first time. Infinite ammo. They just have to work out how to balance that fact across the board. I disagree. I don’t think infinite ammo was a particularly interesting way of doing things aside from the lore traipings. agree to disagree then.
The reasons are mostly lore, indeed: - no random ammoboxes everywhere - no magic ammo clips dropping from enemies - no "we're 500 years in the future bot soldiers STILL use ammo clips for some weird reason, even though we see other races no longer do this" - great lore in tandem with the 'mass effect'
But I do believe a good system could be worked out using infinite ammo. I envision it like this: - You still use the heat clips, but they all work on overheating instead of ammo. - when not firing, your loaded heat clip cools down - if you overheat, you can switch your overheated clip with another cooled one you're carrying on your back - the back-clips cool off as well, but more slowly - soldiers can carry more of the back-clips than biotics. - engineers have faster cooldown of the clips
And where my imagination goes wild, is if you add in superweapons for creativity, e.g.: - the CainTM uses a special giant heat clip which takes 20 minutes to regenerate. - there's a plasma beam which actually uses the energy of your overheated clips to fire, and cools them down! - a rocket launcher which fires off an overheated ammo clip, for huge damage, but makes you lose a clip until you find an equipment point.
Also, heated clips may be treated as 'power cells', charging skills or adding special effects: - a skill which uses the energy of the clip to restore shield function (fortify/adrenaline boost?) - turbocharge lets you vent trhough your suit and fire without overheating, but heats up the ammo clips on your back. - tech skills can be increased in power by using overheated clips - ammo clips may be used as grenades, but makes you lose a clip until you find an equipment point - ...
So, to sum up, I don'view the infinite ammo as binary and simply that. I want a whole gameplay designed around it.
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Post by Pounce de León on Dec 12, 2017 12:12:55 GMT
I liked the ammoless combat. It was a new take and fit into the narration. However silly magic eezo is - but I can suspend my belief pretty will if I get blue rioting Justicars as reward.
The whole game was riddled with the idea of thermal management. iirc, the stealth drive of Normandy also relied on storing the heat rather than emitting it. And still they kept that theme running for ammo clips aren't ammo clips, but rather disposable heat sinks.
The whole ammoless / heatsink supply would have been interesting on a more survival-focussed Andromeda game, I feel.
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Post by correctamundo on Dec 12, 2017 14:09:32 GMT
PC Test Realm. It's basically another way of saying alpha testing. Players are introduced - and provide feedback on - new mechanics, gameplay balancing, etc, that a particular developer has in the works. It's a way for developers to 1) see if the content they developed is engaging for the player, 2) test the balance of said content, and 3) also detect and mitigate any bugs/glitches that could come along with said content. Public test realm really. So they should be able to implement it on console as well. I think? Anthem will be on console as well right?
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Post by biggydx on Dec 12, 2017 18:45:28 GMT
PC Test Realm. It's basically another way of saying alpha testing. Players are introduced - and provide feedback on - new mechanics, gameplay balancing, etc, that a particular developer has in the works. It's a way for developers to 1) see if the content they developed is engaging for the player, 2) test the balance of said content, and 3) also detect and mitigate any bugs/glitches that could come along with said content. Public test realm really. So they should be able to implement it on console as well. I think? Anthem will be on console as well right? Definitely. They even showcased the game running on the Xbox One X at E3. I'm not entirely sure how console PTR's would work though. Especially since the players still needs to give feedback to Bioware. I'm sure some of the behind the scenes data can be sent directly to them though.
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Post by midnight tea on Dec 12, 2017 19:43:43 GMT
PC Test Realm. It's basically another way of saying alpha testing. Players are introduced - and provide feedback on - new mechanics, gameplay balancing, etc, that a particular developer has in the works. It's a way for developers to 1) see if the content they developed is engaging for the player, 2) test the balance of said content, and 3) also detect and mitigate any bugs/glitches that could come along with said content. Public test realm really. So they should be able to implement it on console as well. I think? Anthem will be on console as well right? Not sure about that. Public test servers are fairly common on PC - including the MMO I play (ESO). But ESO has only its PTS on PC. I think it has mostly to do with the fact that PC, as a platform, doesn't need things like certifications or approvals from above - it's hard and expensive enough to certify patches and DLC, so I think it may be just too much of an effort and expense to put PTS/PTR on consoles.
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Post by themikefest on Dec 13, 2017 16:41:35 GMT
Wrong thread. Nevermind
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Post by Deleted on Dec 13, 2017 16:51:45 GMT
The scene below will be key to stopping Solas Why here? Why now? Puzzled.
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Post by themikefest on Dec 13, 2017 16:57:47 GMT
Why here? Why now? Puzzled. Crap. Posted in the wrong thread. My bad
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Post by SofaJockey on Dec 13, 2017 17:26:07 GMT
Public test realm really. So they should be able to implement it on console as well. I think? Anthem will be on console as well right? I would expect Anthem's beta to be on console only.
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