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Post by PapaCharlie9 on Jan 21, 2019 15:46:19 GMT
A few details about classification of enemies confirmed: PapaCharlie9 I probably have the nomenclature wrong, but it looks like enemies have a three-part classification that defines its "species" (for lack of a better word), its type, and its rank. For example: Skorpion - Elite Worker Where Skorpion is the species, Worker is the type, and Elite is the rank. Correct? BioCamden Development Manager (same Camden that was on the last dev livestream) There may be exceptions to this rule but generally yeah this is correct. We want to convey rank, faction, and creature type so you’ve got the information you need before engaging. In most cases I think it is usually Rank -> Species/Faction -> Type. Edit: So I took another look and in some cases we don't show species/faction. So Skorpion Digester usually just displays as "Digester". Source
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Post by Hrungr on Jan 21, 2019 16:25:10 GMT
Logan crawford @logancr99146321@bio_Warner so this is a really important question, when a javelin uses their ultimate ability, are they immune to damage. Because with the ultimate animation the health bars disappear even tho the interceptor would be in the midst of the battle, I thank you for the answer Jonathan Warner @bio_WarnerYes Renegade Mystro @renegademystro@benirvo and @gamblemike will you be able to change the appearance of your weapons along with your javelin? Can’t remember if you guys covered this in your javelin personalization livestream. Michael Gamble✔@gamblemikeNot at launch. Weapons are individually unique Your Anthem @anthemyour@benirvo quick question: will there be a way to relive the cinematics/cutscenes we experience during the critical path like a theater mode or something like that, or can story missions be replayed and the cinematics experienced again through that. Michael Gamble✔ @gamblemikeYup, you can make a new pilot and do it all over again, and you can quickplay into friends missions playing crit path Devon neverfearAny chance we can try grandmaster difficultly in the demos? Ben Irving @benirvoGrand master opens at level 30, can’t get level 30 in demo Gordon Isler @gordonisler@benirvo @gamblemike @bio_Warner I’ve been wondering about how the debuffs you can apply will work. If one of my friends uses acid on an enemy and I freeze them does the acid go away? Ben Irving @benirvoYou can have multiple status effect types on one creature Geno @fsuccington@benirvo will you guys add more abilities for each of the javelins down the road? So maybe instead of only two choices for support abilities we would have 4 or 5? Ben Irving @benirvoMost likely [HASH]ANT
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Post by Deleted on Jan 21, 2019 18:39:44 GMT
Multiple debuffs/status effects …
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Post by PapaCharlie9 on Jan 21, 2019 20:35:05 GMT
Multiple debuffs/status effects … Burning and Frozen? Muh immersion!
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Post by melbella on Jan 21, 2019 20:37:17 GMT
Your Anthem @anthemyour@benirvo quick question: will there be a way to relive the cinematics/cutscenes we experience during the critical path like a theater mode or something like that, or can story missions be replayed and the cinematics experienced again through that. Michael Gamble✔ @gamblemikeYup, you can make a new pilot and do it all over again, and you can quickplay into friends missions playing crit path That doesn't seem like a yes to me. I think he was asking if you can just watch the cinematics again, like go to a menu, select movies, and re-watch what's been unlocked already. Just replaying the game to see everything again (or joining someone else's mission) isn't what he was after, I don't think.
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Post by Hrungr on Jan 21, 2019 20:37:41 GMT
Multiple debuffs/status effects … Burning and Frozen? Muh immersion!
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Post by monkeylungs on Jan 22, 2019 3:32:54 GMT
Your Anthem @anthemyour@benirvo quick question: will there be a way to relive the cinematics/cutscenes we experience during the critical path like a theater mode or something like that, or can story missions be replayed and the cinematics experienced again through that. Michael Gamble✔ @gamblemikeYup, you can make a new pilot and do it all over again, and you can quickplay into friends missions playing crit path That doesn't seem like a yes to me. I think he was asking if you can just watch the cinematics again, like go to a menu, select movies, and re-watch what's been unlocked already. Just replaying the game to see everything again (or joining someone else's mission) isn't what he was after, I don't think. I think they should add a cinematics theatre! Somebody tweeter that!
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Post by Hrungr on Jan 22, 2019 14:17:32 GMT
Alexander Friis @tralexandermeee @gamblemike @benirvo @anthemgame does any elements deal more damage to some enemies, than others? Like fire vs spiders
Ben Irving @benirvo Lightning and frost stronger on shields. Acid and fire stronger on armor.
[HASH]ANT
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Post by biggydx on Jan 22, 2019 16:05:35 GMT
Alexander Friis @tralexandermeee@gamblemike @benirvo @anthemgame does any elements deal more damage to some enemies, than others? Like fire vs spiders Ben Irving @benirvoLightning and frost stronger on shields. Acid and fire stronger on armor. [HASH]ANT Definitely taking cues from Mass Effect ,though Ice status effects were generally best against Armored/Unarmored enemies in the ME series.
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Post by rikimaru on Jan 22, 2019 18:25:00 GMT
Alexander Friis @tralexandermeee@gamblemike @benirvo @anthemgame does any elements deal more damage to some enemies, than others? Like fire vs spiders Ben Irving @benirvoLightning and frost stronger on shields. Acid and fire stronger on armor. [HASH]ANT that is some really good information. Now i have a good idea on what to use while i'm free roaming.
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Post by Hrungr on Jan 22, 2019 20:17:39 GMT
Ryan Smith @arksmith @biomarkdarrah @anthemgame @benirvo What is the difference between lightning and frost status effects caused by primer abilities?
Ben Irving @benirvo Frost freezes (hard CC), lightning creates an AOE damage pulse around the target
[HASH]ANT
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Post by Hrungr on Jan 23, 2019 13:59:39 GMT
Hachikobtw @hachikobtww @benirvo Are you planning to add higher difficulty in the future, fx Grandmaster 4,5,6 and so on?
Ben Irving @benirvo At some point, yes.
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Post by Quickpaw on Jan 27, 2019 18:10:20 GMT
I have noticed no option to fix the "safe space" settings for the screen itself on XB1X so far, either in the alpha or in this demo. Kind of annoying when some of the icons are halfway offscreen and I can't even SEE the loading bar at the top to know if I've frozen or not.
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Post by Quickpaw on Jan 29, 2019 2:11:24 GMT
Also are the Shaper Storms still a thing? I haven't seen any real confirmation yay or nay about them almost since the game's reveal back in '17.
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Post by Hrungr on Jan 29, 2019 3:51:14 GMT
Also are the Shaper Storms still a thing? I haven't seen any real confirmation yay or nay about them almost since the game's reveal back in '17. Yup, they are still a thing.
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Post by PillarBiter on Jan 30, 2019 6:43:48 GMT
Alexander Friis @tralexandermeee@gamblemike @benirvo @anthemgame does any elements deal more damage to some enemies, than others? Like fire vs spiders Ben Irving @benirvoLightning and frost stronger on shields. Acid and fire stronger on armor. [HASH]ANT Definitely taking cues from Mass Effect ,though Ice status effects were generally best against Armored/Unarmored enemies in the ME series. In the demo, frost did jack sh*t to shields. I.e. if I throw a freeze grenade on one of them flying shielded jerkwads, it does nothing.
Lighting on the other hand... . Best way to deal with them is the storm with 2 lightning abilities, followed by a melee, followed by gunfire until it stops moving.
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Post by rikimaru on Jan 30, 2019 14:08:55 GMT
Definitely taking cues from Mass Effect ,though Ice status effects were generally best against Armored/Unarmored enemies in the ME series. In the demo, frost did jack sh*t to shields. I.e. if I throw a freeze grenade on one of them flying shielded jerkwads, it does nothing.
Lighting on the other hand... . Best way to deal with them is the storm with 2 lightning abilities, followed by a melee, followed by gunfire until it stops moving.
for me when i use the Ranger i found it rather easy to kick their a**. I use the sticky grenade, then use the spark beam. After using that those punk b***h have less than half life.
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Post by biggydx on Jan 31, 2019 18:11:26 GMT
Here's some information about the recently released open demo patch (courtesy of BioWare's Brenon Holmes):
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Post by rikimaru on Jan 31, 2019 20:02:53 GMT
Here's some information about the recently released open demo patch (courtesy of BioWare's Brenon Holmes): that's good news, just hope BW servers are ready for the boat load of people on Friday - Sunday.
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Post by PillarBiter on Feb 1, 2019 12:43:53 GMT
Here's some information about the recently released open demo patch (courtesy of BioWare's Brenon Holmes): that's good news, just hope BW servers are ready for the boat load of people on Friday - Sunday. Kill the servers!!!
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Post by Hrungr on Feb 1, 2019 17:32:10 GMT
PC Controls Update - Aiming and FlightHey All, Thanks to all of the amazing feedback last weekend during the VIP Demo, we have some updates to share on PC Controls. These are updates for LAUNCH (15th Feb / 22nd Feb). Unfortunately we couldn't get these fixes in for the open demo this weekend. TL;DR - Aiming uses raw mouse input. Flight & Swim controls are improved and more responsive. Aiming - Raw Mouse Input Fixed - We found and fixed a bug that caused the symptom of negative acceleration Flight and Swimming - Increase Available Range for Mouse Sensitivity Options - Flight and swim sensitivity sliders now allow for more than double the range it offered before. This allows different mouse DPI settings (specifically extremely high or low) to better fit into our in-game swim/flight sensitivity settings. PC Flight Box is now a Circle - PC Flight Cursor is now constrained by a circle boundary instead of a box. This allows better turn/speed management as the distance away from center dot (which dictates the speed of your turn) is always the same maximum amount in any direction. Added Auto-Centering for PC Flight - Added auto-centering behavior on swimming and flying by default for PC. - When mouse input stops (after a delay) the crosshair will automatically return to center. Resolved bug with Sprint/Fly on Button Press - We’ve resolve a jittering/FX spam issue bug that players would receive when playing with hold-to-fly (rather than toggle) option for flight. Raw Mouse Input is now achievable in PC Flight - By setting Flight/Swim Response and Precision settings sliders to 0% you can now achieve raw mouse input. Default Flight and Swim Sensitivity Settings Updated - All default PC flight and swim sensitivity settings are now tuned to 1200 DPI instead of 1800 DPI. - Default flight and swim sensitivity changed from 50% and 35% respectively, to both being 40%. - This is the same as having both set to 100% with our previous sensitivity tuning, and since swimming was lower sensitivity than flight it’s seen an even bigger boost in responsiveness at default settings. Tuned Flight/Swim Response and Precision Default Settings and Curves - The defaults are now much closer to raw mouse input. - Adjusted defaults for Precision / Response: 25% for flight and swim precision down to 15% 50% for flight and swim response down to 30% - Tweaked flight and swim response to ease into the slowing down behavior close to center in a less steep way than before. Once the game launches, we look forward to getting more feedback and we are prepared to make more improvements as needed Thanks again for all your help! Ben @benirvo
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Post by Hrungr on Feb 1, 2019 18:09:51 GMT
PC UI Updates for LaunchHey All, Similar to the PC controls thread, thank you all so much for your feedback on the UI for PC players. Below are some changes we are making for LAUNCH. We were unable to get these in for the open demo this weekend Summary We have made numerous updates to menu and Forge navigation with mouse and keyboard on PC since the Demo build. In Early Access (15th Feb), you will see improvements like using Q and E to navigate tabs and being able to drill into menus by clicking the visible options on the right side (except Social menus which are coming for the Worldwide Launch 22nd Feb). In the Forge you will notice that rotating and zooming your character are more responsive. We are also working on improving our graphics options on PC. For Worldwide Launch (22nd Feb) the issues with Motion Blur will be addressed along with adding an option to toggle HDR on or off. We are adding the ability to adjust camera shake with a slider to help alleviate any issues with motion sickness for Worldwide launch (Feb 22). We are also actively investigating adding an FOV slider to the game. We understand the importance of this option for a large numbers of players. In addition we are investigating adding options for FPS Limit and HDR Brightness in future patches. More information on that when we have it. List of Changes for Launch (15th Feb / 22nd Feb)- UI Clicking on visible options in menus fixed for 15th Feb (except social which is 22nd Feb) - Navigating Menu tabs with Q and E instead of old keybindings fixed for 15th FeForge rotation speed with mouse improved - 15th Feb - Scrolling with mouse wheel wont zoom your javelin AND scroll the menu (will be contextual based on where your mouse is) - 15th Feb - D-Pad will show as keyboard bindings - 15th Feb - Turning off Motion Blur in settings now works (decoupled from post processing) - 22nd Feb - HDR toggle available - 22nd Feb - Camera Shake slider added - 22nd Feb Thanks again for all of your feedback, we look forward to continuing to listen and make changes as needed. Ben @benirvo
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Post by PapaCharlie9 on Feb 1, 2019 20:10:18 GMT
PC Controls Update - Aiming and FlightHey All, Thanks to all of the amazing feedback last weekend during the VIP Demo, we have some updates to share on PC Controls. These are updates for LAUNCH (15th Feb / 22nd Feb). Unfortunately we couldn't get these fixes in for the open demo this weekend. TL;DR - Aiming uses raw mouse input. Flight & Swim controls are improved and more responsive. Aiming - Raw Mouse Input Fixed - We found and fixed a bug that caused the symptom of negative acceleration Flight and Swimming - Increase Available Range for Mouse Sensitivity Options - Flight and swim sensitivity sliders now allow for more than double the range it offered before. This allows different mouse DPI settings (specifically extremely high or low) to better fit into our in-game swim/flight sensitivity settings. PC Flight Box is now a Circle - PC Flight Cursor is now constrained by a circle boundary instead of a box. This allows better turn/speed management as the distance away from center dot (which dictates the speed of your turn) is always the same maximum amount in any direction. Added Auto-Centering for PC Flight - Added auto-centering behavior on swimming and flying by default for PC. - When mouse input stops (after a delay) the crosshair will automatically return to center. Resolved bug with Sprint/Fly on Button Press - We’ve resolve a jittering/FX spam issue bug that players would receive when playing with hold-to-fly (rather than toggle) option for flight. Raw Mouse Input is now achievable in PC Flight - By setting Flight/Swim Response and Precision settings sliders to 0% you can now achieve raw mouse input. Default Flight and Swim Sensitivity Settings Updated - All default PC flight and swim sensitivity settings are now tuned to 1200 DPI instead of 1800 DPI. - Default flight and swim sensitivity changed from 50% and 35% respectively, to both being 40%. - This is the same as having both set to 100% with our previous sensitivity tuning, and since swimming was lower sensitivity than flight it’s seen an even bigger boost in responsiveness at default settings. Tuned Flight/Swim Response and Precision Default Settings and Curves - The defaults are now much closer to raw mouse input. - Adjusted defaults for Precision / Response: 25% for flight and swim precision down to 15% 50% for flight and swim response down to 30% - Tweaked flight and swim response to ease into the slowing down behavior close to center in a less steep way than before. Once the game launches, we look forward to getting more feedback and we are prepared to make more improvements as needed Thanks again for all your help! Ben @benirvo Source link for this update? It’s a good one, needs to be disseminated broadly.
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Post by Hrungr on Feb 1, 2019 20:23:30 GMT
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 31,100 Likes: 113,525
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113,525
Hrungr
More coffee...? More coffee.
31,100
August 2016
hrungr
Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Hrungr
18,258
65,767
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Post by Hrungr on Feb 1, 2019 23:09:53 GMT
Update on Alliance System and Guildswww.reddit.com/r/AnthemTheGame/comments/am7wx2/update_on_alliance_system_and_guilds/Hey! Some of you have been asking about more details when it comes to our Alliance System, Guilds and general awards for playing together. We believe Anthem is a game best played with friends and to make that experience awesome, we need to have social systems to make playing with friends easier. With that in mind, I figured I would drop in here and offer up some extra details on what that experience will look like at launch and beyond. The Alliance System – “What is That & How Does it Work?”The Alliance system is a way for you and your friends to be rewarded for playing the game. Anytime you complete an expedition (Mission, Contract, Freeplay, Stronghold) you earn experience. That experience also goes into the Alliance system. Even better, the experience from the OTHER people in your group also goes into the alliance system. Even better STILL, players on your friends list who play without you - THEIR experience also goes into the Alliance System. At the end of every week, you are awarded Coin (our in-game earned currency, used to purchase various items throughout the game) based on how much experience was contributed to the Alliance System. There are several tiers you can work through each week as well as a weekly cap. We want to encourage players to form friendships and play together and we’ve created the Alliance System to do just that! Guilds – “What About Those?”The short answer is, Guilds will not be available at launch. While we believe the Alliance System is a great way to encourage social interaction with Anthem, we also understand Guilds play a critical role in helping players form organized groups with people of similar interests and play styles. Our goal is to release guilds as soon after launch as we can. Details on timing will come as soon as we have our plan locked in. We want this to be awesome. Thank you all for being a part of this awesome community. I hope you’re all enjoying our Open Demo. More soon! Ben @benirvo
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