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Post by therevanchist25 on Feb 19, 2019 10:58:05 GMT
Day one update details www.reddit.com/r/AnthemTheGame/comments/as5jnd/day_one_update_details/Just got sent these by PR. Don't have any inside info, just got the email (I'm press) and thought I'd share. (Thanks for the gold, kind anonymous redditor!) Day One Update DetailsHigh level fixes Improved loading times Fixed many infinite loading screens Fixed multiple challenges not tracking properly A number of issues have been fixed that were causing players to disconnect or crash Weapons and gear now have numbers present for modifiers General Fixes and ImprovementsLoot Reveal and Expedition Summary now correctly play during the end of expedition screen. The gather party mechanic has been made more lenient in a number of situations At the end of expedition screen players will no longer get stuck on "Recording Victories" or "Skipping All". Game no longer hangs in Javelin menu when unlocking the second, third or fourth javelin During the mission “What Freelancers Do” dying after killing Junkmaw & freeing Arcanists leaves you unable to progress, this has been fixed Challenges now unlock for players at the correct levels Fixed some camera issues during cutscenes Legendary Contracts can now be accepted from the Social Hub contract board Some enemies have had their shield values decreased Loot now properly drops for players who are downed The texture quality on the NPC Prospero has been improved\ Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen Fixed the time outs on echoes and relics to prevent griefing and to handle disconnections properly Players can no longer fall through the floor during the 3rd trial in the Fortress of Dawn Completing the tutorial expedition will now show the correct Ranger appearance After disconnecting, rejoining an expedition will now place you back into a squad if you were in one previously Corrected an issue where players could not interact with each other in the launch bay in certain circumstances Corrected an issue during the Mission "Bad Deal" where outlaws won't spawn, blocking progress The start of expedition screen has been improved Addressed a variety of situations where killing enemies does not properly progress world events Opening a chest now increments Tomb of the Legionnaire progress for all squad members present Scar snipers can no longer shoot through Storm Shield Corrected an issue where players would get stuck on the end of expedition screen in some situations Players will no longer get disconnected if joining the "Finding Old Friends" mission while the cinematic is playing Addressed a number of situations where players can get stuck on the environment in the launch bay Increased the damage of the electric status effect Corrected an issue where the Shield of Dawn could be crafted with less materials then intended in some situations The Platinum Mission feat now grants completion as intended Status effects can more reliably be applied to Titans StrongholdsFixed an issue that would cause a Stronghold server crash after defeating the last boss Temple of Scar - Players can no longer get stuck in the mined tunnel in the explosives room Temple of Scar - Players can no longer be blocked from entering the explosives room due to fog wall Fixed Tyrant Mine so people that join the stronghold in-progress do not end up locked away from their team Adjusted lighting in Tyrant Mine underwater section to make it easier to navigate to the exit The Swarm Tyrant will no longer get stuck in the side cave entrances in some situations Corrected an issue where players would spawn into different areas of the Tyrant Mine in certain situations Gear and WeaponsAfter having 1st pilot unlock suit after tutorials, creating a new pilot and going to forge no longer causes load screen hang Ice damage bonuses are now correctly applied on ice gear Suit-wide bonuses from inscription are now functioning properly Players can no longer salvage equipped items Javelin specific gear and/or weapons are no longer able to be used on javelins they aren't intended for Corrected an issue where in some circumstances Masterwork Components do not have any inscriptions The Endless Siege Masterwork Autocannon no longer displays a damage increase of 0% in its tooltip Javelins
The Colossus javelin is now able to activate its shield more quickly after using an ability or firing a weapon The Storm javelin now reacts to getting hit when its shields are up Fixed an exploit that allowed the Storm's ultimate attack to be used more times than intended The Colossus javelin can now shield and revive at the same time Interceptor Combo Aura has been increased in power and now has a damage over time component CraftingNon-Masterwork materials purchased from the crafting store now show as their proper rarity instead of incorrectly showing as Masterwork ControlsAdditional Mouse and Keyboard control improvements have been made UISome conversations were not popping up the reputation points post conversation completion, this has been fixed The squad screen now displays the correct information for each player Fixed a number of issues where subtitles will no longer get stuck on the screen after dialogue has finished as often Settings should no longer reset upon exiting and restarting the game on Xbox One Motion blur can now correctly be turned off The Electric Status Effect now shows scaled damage properly An option has been added to hide the Squad Member HUD The edge of the compass will now pulse to indicate enemy locations A notification has been added in Fort Tarsis if a player's vault is at the cap of 250 items On the "Repair the Strider" step of "A Cry for Help" the search radar has been adjusted to correctly lead the player to all 4 tools Primer and Detonator icons have been added to all Interceptor gear Corrected a user interface issue where a player’s ultimate would show as available when it isn't This list pleases me...
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Post by therevanchist25 on Feb 19, 2019 15:16:11 GMT
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Post by Hrungr on Feb 20, 2019 16:15:34 GMT
Day One Patch Notes News
Hey Freelancers, For those of you who have been playing the Early Access version of the game, we wanted to let you know that a Day 1 Patch is on its way. The patch will deployed before worldwide launch. On February 22, 2019, the game will include the following fixes and our Live Service officially begins. This is a comprehensive list of all changes in this update. If you notice anything missing please let us know and we can get it added.
This update is just the beginning of us making improvements to Anthem.
Day One Patch Notes
High level fixes Decreased loading times for older disk drives Fixed many infinite loading screens Fixed multiple challenges not tracking properly A number of issues have been fixed that were causing players to disconnect or crash Weapons and gear now have numbers present for modifiers
General Fixes and Improvements Loot Reveal and Expedition Summary now correctly play during the end of expedition screen. The gather party mechanic has been made more lenient in a number of situations At the end of expedition screen players will no longer get stuck on “Recording Victories” or “Skipping All”. Game no longer hangs in Javelin menu when unlocking the second, third or fourth javelin During the mission “What Freelancers Do” dying after killing Junkmaw & freeing Arcanists leaves you unable to progress, this has been fixed Challenges now unlock for players at the correct levels Fixed some camera issues during cutscenes Legendary Contracts can now be accepted from the Social Hub contract board Some enemies have had their shield values decreased Loot now properly drops for players who are downed The texture quality on the NPC Prospero has been improved Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen Fixed the time outs on echoes and relics to prevent griefing and to handle disconnections properly Players can no longer fall through the floor during the 3rd trial in the Fortress of Dawn Completing the tutorial expedition will now show the correct Ranger appearance After disconnecting, rejoining an expedition will now place you back into a squad if you were in one previously Corrected an issue where players could not interact with each other in the launch bay in certain circumstances Corrected an issue during the Mission “Bad Deal” where outlaws won’t spawn, blocking progress The start of expedition screen has been improved Addressed a variety of situations where killing enemies does not properly progress world events Opening a chest now increments Tomb of the Legionnaire progress for all squad members present Scar snipers can no longer shoot through Storm Shield Corrected an issue where players would get stuck on the end of expedition screen in some situations Players will no longer get disconnected if joining the “Finding Old Friends” mission while the cinematic is playing Addressed a number of situations where players can get stuck on the environment in the launch bay Increased the damage of the electric status effect Corrected an issue where the Shield of Dawn could be crafted with less materials then intended in some situations The Platinum Mission feat now grants completion as intended Status effects can more reliably be applied to Titans Fixed loading animations on Marksmen Rifles Players can now access the Vault from the Forge Swimming into jellyfish underwater no longer leaves a visual effect stuck on players. Idle animations will no longer sync up over time in the Launch Bay Haluk is no longer dual-wielding canes in the epilogue scene Corrected an issue where players could not interact with each other in the launch bay in certain circumstances Fixed an issue that could cause players in the launch bay to have identical emotes and be unable to use them Interceptor melee ability animations will no longer stretch out in certain situations Corrected an issue where the default Ranger appearance doesn’t preview in the forge in some situations All animations now play as intended in the Forge Players can now enter the Tomb of Gwanes while in a party The default Javelin wear state has been changed from “Dirty” to “Old” Sentinel Loyalty 2 text no longer incorrectly states that it will lead to a larger vault Picking up ammo from the ground now properly gives you 30% of that ammo back into both the current magazine and the maximum spare ammo Fixed a bug where some global (Javelin Icon) inscription bonuses were not being properly applied to the Javelin and other gear/weapons. Fixed some issues that could cause the Armor Pip count on the UI to break and not display properly
Strongholds Fixed an issue that would cause a Stronghold server crash after defeating the last boss Temple of Scar - Players can no longer get stuck in the mined tunnel in the explosives room Temple of Scar - Players can no longer be blocked from entering the explosives room due to fog wall Fixed Tyrant Mine so people that join the stronghold in-progress do not end up locked away from their team Adjusted lighting in Tyrant Mine underwater section to make it easier to navigate to the exit The Swarm Tyrant will no longer get stuck in the side cave entrances in some situations Corrected an issue where players would spawn into different areas of the Tyrant Mine in certain situations Implemented more safeguards to stop players from going AFK in Strongholds
Challenges Only Masterwork items can now be used to progress Masterwork challenges as intended Corrected an issue where some Challenges track progress simultaneously instead of incrementally, as intended. (ex: Blast Missile I and then Blast Missile II instead of both incrementing at the same time
Gear and Weapons After having 1st pilot unlock suit after tutorials, creating a new pilot and going to forge no longer causes load screen hang Ice damage bonuses are now correctly applied on ice gear Suit-wide bonuses from inscription are now functioning properly Players can no longer salvage equipped items Javelin specific gear and/or weapons are no longer able to be used on javelins they aren’t intended for Corrected an issue where in some circumstances Masterwork Components do not have any inscriptions The Endless Siege Masterwork Autocannon no longer displays a damage increase of 0% in its tooltip Suit-wide specific weapon ammo bonuses coming from infusions are now correctly applied A Network Error Message no longer appears when opening an item chest in the second tutorial Colossus shoulder gear will now share the appearance of the rest of the javelin as intended Deadeye has increased spare ammo 10 -> 20 Cloudburst has had increased damage 16.3 -> 21 Torrent has had increased damage 22.2 -> 28.6 Lightning Strike’s pre-visualization will now accurately depict that the explosion snaps to the ground. (Ranger) Inferno Grenade base damage 130 -> 175 (Interceptor) Cryo Glaive base damage 20 -> 50 (Storm) Living Flame base damage 50 -> 60 (Storm) Glacial Beam base damage 150 -> 120 (Storm) Arc Burst secondary damage 100 -> 150 (Ranger) Pulse Blast base damage 225 -> 300, and now deals extra damage to Shields (previously did extra damage to Armored). (Ranger) Blast Missile now properly scales up in damage as the item level increases (Interceptor) Melee attacks now have some minor resistance penetration Large Area of Effect abilities will better register multi-kill activities for challenges and medals Spark Dash functionality has been significantly improved when the target enemy is at a different height (above/below) the Interceptor. Several gear pieces that had missing primer or detonator icons have been fixed.
Interceptor Tempest Strike - Detonator Icon Spark Dash - Detonator Icon Venom Spray - Primer Icon Detonating Strike - Primer Icon
Colossus Lightning Coil - Detonator Icon Shock Coil - Primer Icon Flamethrower - Primer Icon
Several improvements have been made to ensure gear use on PC prioritizes turning the Javelin towards the reticle when used rather than casting in front of the Javelin’s current direction.
Javelins The Colossus javelin is now able to activate its shield more quickly after using an ability or firing a weapon The Storm javelin now reacts to getting hit when its shields are up Fixed an exploit that allowed the Storm’s ultimate attack to be used more times than intended The Colossus exo can now shield and revive at the same time Interceptor Combo Aura has been increased in power and now has a damage over time component Ranger melee now has a cooldown when striking in the air The Target Beacon ability now correctly seeks targets Spark Dash and Venom Spray now target based on player cursor instead of character facing. This should also improve the travel path of Spark Dash. The Colossus will no longer be knocked out of the sky in some situations when the attack was blocked by their shield
Combos + Status Effects Combo indicator icons above creatures now are correctly removed when detonated. When a Storm detonates an electric status effect the chained electric effect now correctly deals damage. Combo damage now penetrates resistances
Crafting Non-Masterwork materials purchased from the crafting store now show as their proper rarity instead of incorrectly showing as Masterwork A number of javelin components that had different icons for their recipes and the actual items are now the same The Battle Cry gear recipe now has the correct description Fixed Spark Beam gear having the wrong description when being crafted Crafting recipes are now sorted alphabetically The items in the crafting store are now sorted by type to be clearer
Controls Additional Mouse and Keyboard control improvements have been made
UI Some conversations were not popping up the reputation points post conversation completion, this has been fixed The squad screen now displays the correct information for each player Fixed a number of issues where subtitles will no longer get stuck on the screen after dialogue has finished as often Settings should no longer reset upon exiting and restarting the game on Xbox One Motion blur can now correctly be turned off The Electric Status Effect now shows scaled damage properly An option has been added to hide the Squad Member HUD The edge of the compass will now pulse to indicate enemy locations A notification has been added in Fort Tarsis if a player’s vault is at the cap of 250 items On the “Repair the Strider” step of “A Cry for Help” the search radar has been adjusted to correctly lead the player to all 4 tools Primer and Detonator icons have been added to all Interceptor gear Corrected a user interface issue where a player’s ultimate would show as available when it isn’t Toggling the HDR option now properly prompts the Apply Changes button Player banners should now display correctly Camera shake slider has been added to settings menu Players may now track 10 challenges instead of 5 An option to adjust screen boundaries on consoles has been added Changing a player banner through the banner menu now properly saves the selection Health, cooldowns, and key bindings now light up on supported keyboards Players will now receive more clear messaging when a squad is disbanded or are kicked from a squad Squad leaders will no longer always show as ready The icon for players in a downed state will no longer appear in cutscenes Cypher Annotations will now appear for more than one player if they are looking at it simultaneously Removed mentions of respawning on the player UI when they die in a restricted respawn area The Player Banner now updates immediately when updated from the squad screen Fixed a number of situations where a combo will trigger but no combo floating text appears Pressing esc to pass a notification screen no longer opens up the in-game menu Quick chat messages will no longer appear from an ignored player Removed a message from the mailbox which incorrectly stated that messages will be removed after 3 days A number of inscription icons have been updated to properly reflect whether they are Javelin specific or not Corrected an issue where players could not change loadout names on PC Players no longer need to exit and re-enter the forge for loadout names to update The on-screen VOIP indicator which shows a player speaking will no loner be active if that player is muted
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Quickpaw
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Post by Quickpaw on Feb 21, 2019 2:48:34 GMT
I'm curious... if you got far enough into the story missions, does Fort Tarsis change at all? Apparently it's supposed to get better as you clear the campaign, but I haven't heard anything about improvements over same. At least not from YT or other outlets.
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Post by midnight tea on Feb 21, 2019 3:35:54 GMT
I'm curious... if you got far enough into the story missions, does Fort Tarsis change at all? Apparently it's supposed to get better as you clear the campaign, but I haven't heard anything about improvements over same. At least not from YT or other outlets. It gets more populous, people get more chatty. If you complete Arcanist or Sentinel factions it is cleaner and more decorated. Reaching Arcanist loyalty 1 (or 2?) opens crafting parts shop and cleans the fountain in the square and fills it with koi fish. If you pick proper responses with a certain character he makes the fountain spit water. So yeah, it does change, and I assume it will continue changing the more content we will get.
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Post by Obadiah on Feb 21, 2019 5:34:57 GMT
I'm curious... if you got far enough into the story missions, does Fort Tarsis change at all? Apparently it's supposed to get better as you clear the campaign, but I haven't heard anything about improvements over same. At least not from YT or other outlets. It gets more populous, people get more chatty. If you complete Arcanist or Sentinel factions it is cleaner and more decorated. Reaching Arcanist loyalty 1 (or 2?) opens crafting parts shop and cleans the fountain in the square and fills it with koi fish. If you pick proper responses with a certain character he makes the fountain spit water. So yeah, it does change, and I assume it will continue changing the more content we will get. Sounds like the usual cosmetic changes that Bioware implements to the hub areas as their games progress.
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Post by PillarBiter on Feb 21, 2019 11:10:18 GMT
I'm curious... if you got far enough into the story missions, does Fort Tarsis change at all? Apparently it's supposed to get better as you clear the campaign, but I haven't heard anything about improvements over same. At least not from YT or other outlets. It gets more populous, people get more chatty. If you complete Arcanist or Sentinel factions it is cleaner and more decorated. Reaching Arcanist loyalty 1 (or 2?) opens crafting parts shop and cleans the fountain in the square and fills it with koi fish. If you pick proper responses with a certain character he makes the fountain spit water. So yeah, it does change, and I assume it will continue changing the more content we will get. Indeed, better background music, less clutter, more conversation options, less hate on the freelancers. It actually happens pretty subtle.
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legbamel
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Post by legbamel on Feb 24, 2019 16:48:40 GMT
Yep. I had tables and chairs show up in a previously empty area, there are new people in a free places, new vendors have shown up in empty market stalls, and new artwork has shown up as I gain loyalty. I haven't even finished the campaign yet!
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Post by bshep on Feb 24, 2019 21:01:49 GMT
Yep. I had tables and chairs show up in a previously empty area, there are new people in a free places, new vendors have shown up in empty market stalls, and new artwork has shown up as I gain loyalty. I haven't even finished the campaign yet! I think i must be about the same place as you into the campaign. There is slowly appearing more people and things across the Fort.
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Quickpaw
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Post by Quickpaw on Feb 24, 2019 23:03:34 GMT
Does anyone know if the rare+ level blueprints have a level requirement on them? I've unlocked several uncommon tiers, but the second elite challenge isn't in my trials tab anywhere.
Edit: Never mind. Just showed up. Could be story locked, or maybe I just needed to log out and back in again.
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Post by Thrombin on Feb 24, 2019 23:55:17 GMT
There was a video showed up on my Xbox One home screen which was of a bunch of games journalists getting together to play the Tryrant Mine in the demo. If you watch it you can unlock an Anthem Interceptor look for your Xbox Avatar.
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Post by biggydx on Feb 26, 2019 19:38:22 GMT
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Post by Hrungr on Feb 28, 2019 3:27:42 GMT
www.reddit.com/r/AnthemTheGame/comments/avclzp/luck_tested_on_gm1/BrenonHolmes Some basic details about luck and how it currently works: - It's threshold based - The last threshold is once you get over 190 - It affects drop rate and rarity I think some of the results might be a bit skewed because you're using Ursix - which have an inflated chance to drop items (a few high-tier enemies do)... for future tests it's probably best to use other more basic enemies if you want to isolate the effects of luck on drop rate 😊. For drop rates, the modifier is added into a formula for computing the drop chance (there are a whole mess of factors that can further modify the value based on enemy type, etc). For rarity, the modifier is also added into a formula... but the final computed modifier (based on difficulty, luck and the difficulty of the thing that was killed) is only applied to the highest rarity of thing that you can get for your level (and masterwork/legendary if it's available at your level). Hopefully that helps! 😊 I went and looked them up - the specific thresholds are: 0-100 101-109 110-119 120-129 130-139 140-149 150-159 160-169 170-179 180-189 190+
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Post by rikimaru on Feb 28, 2019 20:39:07 GMT
did anyone else got a bug where the enemies disappear and reappear or item drops disappearing.
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Post by Hrungr on Feb 28, 2019 22:14:44 GMT
did anyone else got a bug where the enemies disappear and reappear or item drops disappearing. The enemy pop-in/pop-out is a pretty common problem (they're aware of it), mostly in Freeplay. I'm assuming the disappearing drops are part of the same problem.
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Post by biggydx on Feb 28, 2019 22:25:12 GMT
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Post by Deleted on Feb 28, 2019 23:29:15 GMT
A bug in the final boss battle … get to the 3/4 way mark of boss' health … boss leaves. Javelin has full health and shields ... can be on the ground, hovering or flying … does not matter (I've done this six times now) … Faye starts talking to you and you insta-die. Tried Alt-F4, exit to main menu and exit game … if I exit to main menu, it will transport me back to the start of the battle, but nothing changes, still insta-die at the point where I should be able to proceed to the next phase.
Workarounds? Fixes?
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Quickpaw
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Origin: Tuldabar
XBL Gamertag: Shadow Quickpaw
Posts: 488 Likes: 651
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Sept 4, 2016 18:38:24 GMT
September 2016
quickpaw
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Tuldabar
Shadow Quickpaw
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Post by Quickpaw on Mar 1, 2019 0:36:56 GMT
Is there any word on when the armor "feature" gets released to unlock the rest of the store's inventory, or is it going to be forever the manipulative" "Buy only the whole armor pack now for twice the coin you can earn in a week for a limited time, or just spend money for it!"
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✜ Theorymancer
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Jan 16, 2020 14:58:38 GMT
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January 2017
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by PillarBiter on Mar 1, 2019 8:07:17 GMT
Is there any word on when the armor "feature" gets released to unlock the rest of the store's inventory, or is it going to be forever the manipulative" "Buy only the whole armor pack now for twice the coin you can earn in a week for a limited time, or just spend money for it!" Well, keeping in mind that that is their source of continuous revenu, I doubt it.
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Nov 15, 2024 20:19:11 GMT
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Aug 22, 2016 11:07:02 GMT
August 2016
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Mass Effect Trilogy, Mass Effect Andromeda
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Post by traks on Mar 1, 2019 23:49:12 GMT
A bug in the final boss battle … get to the 3/4 way mark of boss' health … boss leaves. Javelin has full health and shields ... can be on the ground, hovering or flying … does not matter (I've done this six times now) … Faye starts talking to you and you insta-die. Tried Alt-F4, exit to main menu and exit game … if I exit to main menu, it will transport me back to the start of the battle, but nothing changes, still insta-die at the point where I should be able to proceed to the next phase. Workarounds? Fixes? I had that happening too. Still not sure if it is a bug though. Might be or it might just be bad timing. Try to kill the explosives of the Monitor on the ground. I can't test it myself anymore until I play a new pilot, because I finished that mission with pugs after I got stuck multiple times there (and didn't remember what I did differently on the first try, when I got further). The group got also wiped once there, but then we advanced when concentrating on the explosives.
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guest@proboards.com
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Post by Deleted on Mar 2, 2019 0:19:26 GMT
Was finally able to bypass the bug(s) … so if you run a new pilot … I've posted the workaround for both it and the first bug.
Apparently, based on feedback from others, they are old bugs and not a result of the latest patch.
The posts are spoilered the in the "Today in Anthem" thread.
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Aug 22, 2016 11:07:02 GMT
August 2016
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Mass Effect Trilogy, Mass Effect Andromeda
t_raks_99
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Post by traks on Mar 2, 2019 7:34:36 GMT
Was finally able to bypass the bug(s) … so if you run a new pilot … I've posted the workaround for both it and the first bug. Apparently, based on feedback from others, they are old bugs and not a result of the latest patch. The posts are spoilered the in the "Today in Anthem" thread. Perfect. If I get stuck there again on my second run, I will take a peak.
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Member is Online
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biggydx
2,613
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by biggydx on Mar 14, 2019 4:15:20 GMT
Reply in the Reddit thread: After 80+ hours my first legendary drop locked behind force field. I am so done with Anthem the first 30 hours were great since then... grind and glitches. (I'm stealing from you Hrungr lol). I'm posting this because it contains information as to what will be in the next patch. BioWareBen (Stronghold Lead)www.reddit.com/r/AnthemTheGame/comments/b0o3qk/after_80_hours_my_first_legendary_drop_locked/eihady9/?context=1000Dear /u/Darthchrisshaw I just wanted to pop in here and apologize for a terrible player experience that I am directly responsible for. As the Stronghold lead the buck stops with me. I can offer explanations but at the end of the day, that doesn't change the experience. What I really want to do is come in here and explain what we are doing about this so you don't continue to suffer these situations in the Strongholds. - We've disabled every "backtracking" fog wall in the Temple of Scar and Heart of Rage. So as of the next patch, forgive me for not having the exact dates as I'm at home, it should be the next scheduled patch in March. Internally it's called 1.0.4. So once that patch lands you should never run into this situation again in either of those strongholds. (This is different from forward-blocking fog walls which are necessary, those remain in place.) I'm not currently aware of any back-tracking issues in Tyrant Mine, but please call me on it if I'm missing an issue.
- Going forward we won't be using these types of setups unless they are for some reason mission critical to the mission. I've yet to see a mission-critical backtracking fog wall so my expectation is that you'll almost never run into this again. And if you do it's likely a bug.
- We will continue to strip these out of the existing content as we move forward with continued bug fixing and quality of life improvements. I can't offer specific timelines for when we'll have a complete pass on the game at this time.
- Until the patch lands, if you end up in this situation bring up your map and hold down LS (Left Stick) on the controller or Y on your keyboard, this will respawn you and should put you on the correct side of the fog wall. I have yet to see this fail to respawn you in the correct location.
Again I want to reinforce none of this is an excuse and I truly do apologize that we weren't able to correct this prior to launch or until now. I can only promise we will do better by you and the community in the future and try to win your trust back.
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Nov 14, 2024 23:43:16 GMT
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Sartoz
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August 2016
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https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.hVm-5wNStlyTEXjhwDoa_wHaEK%26pid%3DApi&f=1&ipt=8f745a5f30b08f8231ddb64664df7375d23cc10878aa50d66fec54e9d570c7e2&ipo=images
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
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Post by Sartoz on Mar 14, 2019 12:20:53 GMT
Reply in the Reddit thread: After 80+ hours my first legendary drop locked behind force field. I am so done with Anthem the first 30 hours were great since then... grind and glitches. (I'm stealing from you Hrungr lol). I'm posting this because it contains information as to what will be in the next patch. BioWareBen (Stronghold Lead)www.reddit.com/r/AnthemTheGame/comments/b0o3qk/after_80_hours_my_first_legendary_drop_locked/eihady9/?context=1000Dear /u/Darthchrisshaw I just wanted to pop in here and apologize for a terrible player experience that I am directly responsible for. As the Stronghold lead the buck stops with me. I can offer explanations but at the end of the day, that doesn't change the experience. What I really want to do is come in here and explain what we are doing about this so you don't continue to suffer these situations in the Strongholds. - We've disabled every "backtracking" fog wall in the Temple of Scar and Heart of Rage. So as of the next patch, forgive me for not having the exact dates as I'm at home, it should be the next scheduled patch in March. Internally it's called 1.0.4. So once that patch lands you should never run into this situation again in either of those strongholds. (This is different from forward-blocking fog walls which are necessary, those remain in place.) I'm not currently aware of any back-tracking issues in Tyrant Mine, but please call me on it if I'm missing an issue.
- Going forward we won't be using these types of setups unless they are for some reason mission critical to the mission. I've yet to see a mission-critical backtracking fog wall so my expectation is that you'll almost never run into this again. And if you do it's likely a bug.
- We will continue to strip these out of the existing content as we move forward with continued bug fixing and quality of life improvements. I can't offer specific timelines for when we'll have a complete pass on the game at this time.
- Until the patch lands, if you end up in this situation bring up your map and hold down LS (Left Stick) on the controller or Y on your keyboard, this will respawn you and should put you on the correct side of the fog wall. I have yet to see this fail to respawn you in the correct location.
Again I want to reinforce none of this is an excuse and I truly do apologize that we weren't able to correct this prior to launch or until now. I can only promise we will do better by you and the community in the future and try to win your trust back.
Now why was the "backtracking" fog wall ever designed into the mission in the first place?
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Nov 15, 2024 18:18:41 GMT
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Pounce de León
Praise the Justicat!
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August 2016
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Post by Pounce de León on Mar 14, 2019 12:31:24 GMT
Reply in the Reddit thread: After 80+ hours my first legendary drop locked behind force field. I am so done with Anthem the first 30 hours were great since then... grind and glitches. (I'm stealing from you Hrungr lol). I'm posting this because it contains information as to what will be in the next patch. BioWareBen (Stronghold Lead)www.reddit.com/r/AnthemTheGame/comments/b0o3qk/after_80_hours_my_first_legendary_drop_locked/eihady9/?context=1000Dear /u/Darthchrisshaw I just wanted to pop in here and apologize for a terrible player experience that I am directly responsible for. As the Stronghold lead the buck stops with me. I can offer explanations but at the end of the day, that doesn't change the experience. What I really want to do is come in here and explain what we are doing about this so you don't continue to suffer these situations in the Strongholds. - We've disabled every "backtracking" fog wall in the Temple of Scar and Heart of Rage. So as of the next patch, forgive me for not having the exact dates as I'm at home, it should be the next scheduled patch in March. Internally it's called 1.0.4. So once that patch lands you should never run into this situation again in either of those strongholds. (This is different from forward-blocking fog walls which are necessary, those remain in place.) I'm not currently aware of any back-tracking issues in Tyrant Mine, but please call me on it if I'm missing an issue.
- Going forward we won't be using these types of setups unless they are for some reason mission critical to the mission. I've yet to see a mission-critical backtracking fog wall so my expectation is that you'll almost never run into this again. And if you do it's likely a bug.
- We will continue to strip these out of the existing content as we move forward with continued bug fixing and quality of life improvements. I can't offer specific timelines for when we'll have a complete pass on the game at this time.
- Until the patch lands, if you end up in this situation bring up your map and hold down LS (Left Stick) on the controller or Y on your keyboard, this will respawn you and should put you on the correct side of the fog wall. I have yet to see this fail to respawn you in the correct location.
Again I want to reinforce none of this is an excuse and I truly do apologize that we weren't able to correct this prior to launch or until now. I can only promise we will do better by you and the community in the future and try to win your trust back.
Now why was the "backtracking" fog wall ever designed into the mission in the first place?
Not sure. Maybe some kind of "Battle Royale" area to ensure players would battle it out vs having them cheese it from loca the AI isn't designed for?
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