inherit
3439
0
Apr 26, 2024 19:20:36 GMT
9,177
alanc9
Old Scientist Contrarian
7,828
February 2017
alanc9
|
Post by alanc9 on Mar 20, 2019 16:31:55 GMT
With all the fuss over the loot drops and power progression, I realized that I don't understand the goals of the design. People are really supposed to be able to drop in regardless of relative gear level, and everyone is going to have a good experience? I know I read that, but does it ever work? If so, how?
I don't know much about the genre. How do other games handle this?
|
|
inherit
265
0
Apr 26, 2024 22:14:28 GMT
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Mar 20, 2019 17:13:01 GMT
They should work well, imo.
|
|
inherit
9381
0
Sept 26, 2017 11:02:50 GMT
642
Superhik
538
Sept 24, 2017 18:39:20 GMT
September 2017
superhik
|
Post by Superhik on Mar 20, 2019 17:21:53 GMT
For looter game? Both horizontal variation and vertical DPS/armor scaling. Every tier of gear should have their own uniques, rares, etc...like in Diablo 2. So if you find, say a lvl 10 unique, it should still be better than most lvl 15 rares. Then build a top of this, using other systems of customization: rune words, gems, etc ( or whatever equivalent would be in Anthem).
Honestly, if they want to keep this game alive, they should throw all their effort into loot, logic be damned: make assault rifles that fire black holes, armor pieces that grant auras and skills, etc.
|
|
inherit
3439
0
Apr 26, 2024 19:20:36 GMT
9,177
alanc9
Old Scientist Contrarian
7,828
February 2017
alanc9
|
Post by alanc9 on Mar 20, 2019 17:24:58 GMT
They should work well, imo. Heh. Could you be a little more specific there?
|
|
inherit
265
0
Apr 26, 2024 22:14:28 GMT
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Mar 20, 2019 17:36:31 GMT
They should work well, imo. Heh. Could you be a little more specific there? A scaling system sounds good on paper but is probably a pain to get right. Many variables. I can tell what it shouldnt do but it'd be kinda silly if I'd be doing the job of professionals who are to invent and design entertainment for me.
|
|
inherit
7671
0
Apr 26, 2024 22:52:15 GMT
1,046
NotN7
1,080
Apr 15, 2017 17:34:16 GMT
April 2017
notn7
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by NotN7 on Mar 20, 2019 22:15:34 GMT
Hehe, it should work in MY favor and no one else's as the entitled or the mouth pieces would say
|
|
inherit
3439
0
Apr 26, 2024 19:20:36 GMT
9,177
alanc9
Old Scientist Contrarian
7,828
February 2017
alanc9
|
Post by alanc9 on Mar 21, 2019 2:32:15 GMT
Heh. Could you be a little more specific there? A scaling system sounds good on paper but is probably a pain to get right. Many variables. I can tell what it shouldnt do but it'd be kinda silly if I'd be doing the job of professionals who are to invent and design entertainment for me. So the only way you can tell if a scaling system succeeds is if it doesn't conspicuously fail, huh?
|
|
inherit
265
0
Apr 26, 2024 22:14:28 GMT
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Mar 21, 2019 6:56:42 GMT
A scaling system sounds good on paper but is probably a pain to get right. Many variables. I can tell what it shouldnt do but it'd be kinda silly if I'd be doing the job of professionals who are to invent and design entertainment for me. So the only way you can tell if a scaling system succeeds is if it doesn't conspicuously fail, huh? Pretty much. A good game doesn't reveal its smoke and mirrors.
And I like to be surprised with something new every now and then. If everything worked like I think it should the shit would become boring at some point.
|
|
Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,671 Likes: 6,651
inherit
Agent 46
177
0
Apr 26, 2024 20:29:10 GMT
6,651
Gileadan
Clearance Level Ultra
2,671
August 2016
gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
|
Post by Gileadan on Mar 21, 2019 8:41:38 GMT
The entire scaling system is a bad idea and needs to go in my opinion. I'm not aware of any other game that does it. It seemed bad on paper when they first talked about it before release, and their implementation seems to be awfully flawed on top of that. Looter-shooters are about getting better gear and your actual gear quality progress should not be obfuscated by an obscure scaling system and a lack of stat pages.
Basically, looter games have two ways to make the grind for loot feel rewarding:
1) plentiful item rewards, increasing in quality with increasing difficulty, making the player hunt for that lucky combination of properties (Diablo, Borderlands) 2) rare item rewards but with an option to invest time and resources into customizing and improving those items (Warframe, Vermintide 1)
I much prefer option 2) since it creates a feeling of attachment to my gear instead of making it something to be dumped at a merchant or salvaged as soon as I find something better. A scaling system makes both of those options worse.
Warframe and Vermintide 1 both have great loot progression systems. Especially Vermintide 1 managed to remain motivating with just about two dozen different weapon types. All it took was making each weapon feel different and useful, a pool of interesting enchantments to put on them, and a rerolling system that required resources from salvaged items of the same quality level. Only successful missions awarded item loot, and you could intentionally take greater risks for a higher quality roll at the end.
Good times... where was I? Yes, scaling is bad.
|
|
saandrig
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Posts: 3,382 Likes: 6,964
inherit
2719
0
Apr 26, 2024 13:47:09 GMT
6,964
saandrig
3,382
January 2017
saandrig
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
|
Post by saandrig on Mar 21, 2019 9:23:40 GMT
They should look how inscriptions and gear bonuses work. Right now they are additive which gives a very wrong impression to a player who is not familiar with the system. A gun proc that on paper should boost my damage by 110% actually gives me less than 40% because of other gear I have in. 110% I can have a use for. 40% is not good as I can use another item in that slot for a better benefit. But the item description says 110% and if I don't look closely to the numbers in the field I might not even know I am gimping myself.
|
|
correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Posts: 2,830 Likes: 5,270
inherit
Dr Obfuscate
807
0
Nov 10, 2023 13:59:26 GMT
5,270
correctamundo
Don't knock the little winds. They're important - for morale.
2,830
August 2016
correctamundo
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
|
Post by correctamundo on Mar 21, 2019 9:54:10 GMT
The entire scaling system is a bad idea and needs to go in my opinion. I'm not aware of any other game that does it. The ones I can think of right off the bat would be Tom Clancy's the Division 2 and Fallout 76. I'm sure there are others.
|
|
Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,671 Likes: 6,651
inherit
Agent 46
177
0
Apr 26, 2024 20:29:10 GMT
6,651
Gileadan
Clearance Level Ultra
2,671
August 2016
gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
|
Post by Gileadan on Mar 21, 2019 10:11:44 GMT
The entire scaling system is a bad idea and needs to go in my opinion. I'm not aware of any other game that does it. The ones I can think of right off the bat would be Tom Clancy's the Division 2 and Fallout 76. I'm sure there are others. Probably. I haven't played either, so I can't comment on their particular implementation of scaling. If they got anything good out of that system I'd be interested to hear it.
|
|
inherit
✜ Theorymancer
2627
0
Jan 16, 2020 14:58:38 GMT
2,733
PillarBiter
2,366
January 2017
pillarbiter
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
PillarBiter
|
Post by PillarBiter on Mar 21, 2019 10:30:58 GMT
Monster hunter world does this pretty good. Granted, it's not with levels added to it, but then again... levels are just a pipe dream and don't really add anything. Do it like MHW.
|
|
saandrig
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Posts: 3,382 Likes: 6,964
inherit
2719
0
Apr 26, 2024 13:47:09 GMT
6,964
saandrig
3,382
January 2017
saandrig
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
|
Post by saandrig on Mar 21, 2019 13:08:44 GMT
Monster hunter world does this pretty good. Granted, it's not with levels added to it, but then again... levels are just a pipe dream and don't really add anything. Do it like MHW. I am not sure Bioware will understand this demand. After all, their response to "we want more loot" was "here you go, three times more Epics. Enjoy!" 😁
|
|
inherit
3439
0
Apr 26, 2024 19:20:36 GMT
9,177
alanc9
Old Scientist Contrarian
7,828
February 2017
alanc9
|
Post by alanc9 on Mar 21, 2019 21:23:22 GMT
How does MHW do it? While we're at it, what the hell is MHW?
|
|
correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Posts: 2,830 Likes: 5,270
inherit
Dr Obfuscate
807
0
Nov 10, 2023 13:59:26 GMT
5,270
correctamundo
Don't knock the little winds. They're important - for morale.
2,830
August 2016
correctamundo
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
|
Post by correctamundo on Mar 22, 2019 8:16:53 GMT
How does MHW do it? While we're at it, what the hell is MHW? Regarding A: No idea. Regarding B: Monster hunter: World.
|
|
Gya
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 474 Likes: 1,515
inherit
7705
0
1,515
Gya
474
Apr 16, 2017 11:52:37 GMT
April 2017
gya
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Gya on Mar 27, 2019 0:14:13 GMT
How does MHW do it? While we're at it, what the hell is MHW? Monster Hunter: World. A fantastic game, which is essentially a mix of action fantasy RPG and loot grinder. I'll try to explain. It does what it says on the tin - you hunt monsters. There is no levelling and allocating stat points. You carve monster corpses for parts, and/or break them off during combat, and use them to craft and upgrade weapons, and to craft armour. There are lots of different armour sets which you can mix and match for skills - individual armour pieces have skills which boost your abilities, such as increasing attack, increasing crit damage etc. There are also jewels which are RNG based drops that also have those skills. These can stack, so you can use them to supplement your armour. As an example, Attack Up stacks to 7+. You might have 2+ from your armour, and you can slot in attack jewels to increase this further. There are tons of skills, varying from minmaxer crit boosts, to quality of life like quicker weapon sheathing. So even though jewels are RNG (and sometimes to stupid levels, after 500 hours I have 1 attack jewel), the fact that these skills can be obtained by crafting armour therefore gives you the ability to meaningfully progress a build. You want skill X? Well, go hunt monster Y until you get the parts you need, and craft the armour and upgrade it. The end game RNG grind is to get the jewels you need, the icing on the cake for minmaxers. But you dont need these unless you want to speedrun. Upgrading your armour requires spheres which you get for completing events and daily/weekly quests. Easy to obtain, and it gives you another reason to do these. Weapons. Let's talk weapons. BioWare did a great job making 4 javelins which all play very differently. MH:W has 14 weapon classes, each of which plays just as uniquely as the 4 javelins in Anthem, if not more so. Each weapon class varies in appearance, movement speed, mobility and dodging options, and combos. And there are loads of weapons in each class for you to experiment with. (Admittedly most weapons have a single "meta" option, some have two or three). Upgrading your weapons at their final tiers requires specific components which are RNG drops, again giving you something to grind towards. There is no scaling. Certain quests have rank requirements, and you rank up by completing hunts and quests. If you are hunter rank 17 and you decide to ignore the text warning you that this is challenging content and jump into a behemoth hunt, well... RIP. The game doesn't negate the progression of your 3 teammates by lowering the damage you receive and buffing your damage output to match. Instead, you do fuck all damage and you get one-shot. This also means that you don't get weird scaling bullshit like in Anthem. If you want to carry your beginner friends in endgame content, you're gonna have to put in effort. So loot and progression works very differently from Anthem, and much more successfully in my opinion. The core combat is also absolutely phenomenal. It might seem a bit clunky at first, but it's superbly designed and exhilarating. Oh, and you can pick up your rocket powered greatsword, team up with your friend with his sword and shield which combine and morph into a giant axe which discharges energy explosions, and got hunt a steel dragon that controls the wind. Oh, and you can customise your armour colour with shaders. And there are layered armour options for pure aesthetics. And if that's not enough, play on PC and mod the shit out of your appearance. Want to look like 2b? There's a mod. Want your weapon to look like a lightsaber? MH:W nodding community has you covered. This is of course an over-simplification, and there is in actuality a huge level of depth to MH:W, but this post is already ridiculously long. And the icing on the cake, MH:W is said to be the most accessible game in the Monster Hunter series, but for people like me who were new to it, there's so much to learn and discover. TL;DR MH:W is a brilliant and criminally underrated game. If you like thoughtful combat which rewards positioning and planning as well as skill and stamina bar management, check out some gameplay videos and maybe give this game a go.
|
|
inherit
✜ Forge Mechanic
352
0
Aug 30, 2023 16:01:17 GMT
6,256
PapaCharlie9
3,851
August 2016
papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by PapaCharlie9 on Mar 27, 2019 23:40:24 GMT
They need to fix the fundamental game loop for players that are all the same level and power first. Trying to support mixed player levels and powers may be the reason so much is broken in core gameplay.
The core loop has three parts: make a build plan or god gear goal, grind to earn the means and materials, use in-game systems like crafting and inventory to achieve the goal. Rinse, repeat. As long as part two is fun, and this they seem to have gotten right, the rest just needs to not be egregiously broken.
Except that each part does seem to be egregiously broken.
Builds don’t matter due to the way slots are averaged for damage scaling. Fill every slot with any legendary you’ve got, regardless of its function or Inscriptions, and you max out your melee/ult/combo damage and can face roll anything.
Grind is unrewarding due to very well documented problems with drop rates.
Crafting and inventory management are at best annoying and clunky, at worst pointless due to the other problems.
Any one of those problems could be fatal, Anthem has all three.
|
|
inherit
7754
0
Apr 26, 2024 22:16:41 GMT
3,398
biggydx
Finished Dissertation long ago lol. Now happily employed :D
2,203
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
|
Post by biggydx on Mar 28, 2019 2:04:44 GMT
1) Advancing through each GM difficulty should bring vertical progression with gear dropping a higher gear scores. If I get a Masterwork in GM1, and I get a similar one in GM2, the GM2 version should have a higher gear score. I also think that each GM difficulty should have an inscription value floor, and an increased maximum; meaning you'll always get something better from higher GM difficulties. Once you're comfortably set into a specific difficulty, horizontal progression takes over, which would be min-maxing for a particular build.
2) Each GM difficulty should have a gear score requirement, and players who exceed this requirement should allow for the health/damage parity of enemies to level out against the player. Essentially, the higher your gear score in said difficulty, the easier it should be to kill and you should take less damage.
3) Rather than having high enemy damage/health scaling, the game could apply affixes to enemies that give them a unique advantage (similar to Diablo - which the devs said they modeled the game after). As an example, a Health-link affix would be applied to an Elite or Legendary enemy. Enemies near this Elite or Legendary enemy would then all share in a combined health pool, meaning grunts would take more damage. This creates a unique scenario where its unwise to target adds (the low tier enemies), and instead focus in on the Elite or Legendary enemy, as every they're linked to would die along with them.
4) There needs to be intentionality to prevent players from getting bad RNG, or to perfect their build. If Anthem isn't going to have a re-roll system for loot, then it needs to have some way for you to want to grind for better rolls for gear that you want. For some loot based games, this would mean grinding a particular boss who would drop the specific item you want to min/max. IMO, a better system would be the following:
- Each faction gets a set number of Masterwork and Legendary gear bounties per day. The Sentinels would offer weapons, the Freelancers would offer abilities, and the Arcanists would offer components.
- You would gain access to Masterwork gear bounties once you've beaten GM1, and Legendary Bounties once you've beaten GM2.
- The gear being offered would rotate on a daily basis. For example, The Sentinels would offer two Masterwork/Legendary weapons, Freelancers would offer up 2 abilties for each Javelin (both a Masterwork/Legendary version), and Arcanists would offer up 1 Javelin-specific component and 1 universal component (again, Masterwork and Legendary versions each).
- Every bounty you obtain would have requirements that you would need to fulfill in activities in GM1, or GM2. For example, completing a Legendary Soothing Touch bounty would require 1 stronghold completion and 2 quickplay completions on GM2 difficulty. Upon completing the bounty, you'd be rewarded the Legendary Soothing Touch with random rolls.
- These bounties would be repeatable, allowing players to decide which items they want to grind for and try to min/max. These bounties would also need to ensure that they don't repeat the same ones; so that players don't have to wait months on end.
5) Get rid of the Luck stat. It creates an uneven playing field, and because of its existence, it creates a need for the devs to artificially lower the drop rate for higher-tier gear. I also wouldn't be shocked if its screwing with the current drop rate system either
6) Strongholds on GM3 difficulty should never drop Epics or below. Period. Strongholds on GM2 should drop only a small handful of Epics, and no blues. In addition, stronghold Bosses in GM3 should be guaranteed to drop a number of high rarity items. The Monitor, on GM3, should drop at least 5 Legendaries. The amount of Legendaries dropped by each boss would depend on whether BioWare wants to acknowledge that some Strongholds are harder than others, or if they want them all to be equally challenge (I think the former is better).
|
|
inherit
7754
0
Apr 26, 2024 22:16:41 GMT
3,398
biggydx
Finished Dissertation long ago lol. Now happily employed :D
2,203
Apr 17, 2017 16:08:05 GMT
April 2017
biggydx
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
|
Post by biggydx on Mar 28, 2019 2:08:30 GMT
The ones I can think of right off the bat would be Tom Clancy's the Division 2 and Fallout 76. I'm sure there are others. Probably. I haven't played either, so I can't comment on their particular implementation of scaling. If they got anything good out of that system I'd be interested to hear it. The Divisions scaling, once you hit WT4 (world tiers are endgame difficulties), can be pretty brutal. It's very easy to get one or tapped by a guy using a shotgun from 20 meters out. Unfortunately, the player is expected to dump a ton of bullets into the enemy. Prior to that tier though, I've heard it's relatively easy to fly through the previous three world tiers (WT 1-3). Early game is also pretty solid in terms of balancing, though once you start reaching the level max of 30, enemy damage output starts to feel like its ramping up.
|
|
inherit
265
0
Apr 26, 2024 22:14:28 GMT
11,980
Pounce de León
Praise the Justicat!
7,910
August 2016
catastrophy
caustic_agent
|
Post by Pounce de León on Mar 28, 2019 8:59:16 GMT
They need to fix the fundamental game loop for players that are all the same level and power first. Trying to support mixed player levels and powers may be the reason so much is broken in core gameplay. The core loop has three parts: make a build plan or god gear goal, grind to earn the means and materials, use in-game systems like crafting and inventory to achieve the goal. Rinse, repeat. As long as part two is fun, and this they seem to have gotten right, the rest just needs to not be egregiously broken. Except that each part does seem to be egregiously broken. Builds don’t matter due to the way slots are averaged for damage scaling. Fill every slot with any legendary you’ve got, regardless of its function or Inscriptions, and you max out your melee/ult/combo damage and can face roll anything. Grind is unrewarding due to very well documented problems with drop rates. Crafting and inventory management are at best annoying and clunky, at worst pointless due to the other problems. Any one of those problems could be fatal, Anthem has all three. There is the complexity and then there's accessibility, too. If the number dont add up due to bugs or scaling players dont get to have a consistent experience. What good are power builds when your gun randomly scales up to make everything else obsolete. I think keeping the player side of damage equations variable to obscure and uncontrollable is no good experience if you want to dedicate serious investment into a game and try to progress tjrough it. For what be doing it when it's just like a RNG machine?
|
|
Obadiah
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
Origin: Obadaya
XBL Gamertag: ObadiahPearce
Posts: 2,677 Likes: 3,624
inherit
658
0
Feb 27, 2024 12:23:57 GMT
3,624
Obadiah
2,677
August 2016
obadiah
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
Obadaya
ObadiahPearce
|
Post by Obadiah on Mar 30, 2019 23:02:04 GMT
Mass Effect 1 had random scalable loot too, and... it was a bit of a mess, just like Anthem!
I believe (this is just based on the way loot is coming at me) that Anthem is trying to use the same equipment setup as Destiny - have a couple of Legendary items equipped, but use the plethora of Masterworks and their inscriptions for your build. However, without the explicit restriction on number of worn legendaries, players are simply complaining of the lack of ability to get them for all equipment slots.
|
|
inherit
410
0
Apr 26, 2024 15:57:28 GMT
2,856
Sartoz
6,026
August 2016
sartoz
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
|
Post by Sartoz on Mar 30, 2019 23:58:55 GMT
They need to fix the fundamental game loop for players that are all the same level and power first. Trying to support mixed player levels and powers may be the reason so much is broken in core gameplay. Snip
Good point.
|
|
Obadiah
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
Origin: Obadaya
XBL Gamertag: ObadiahPearce
Posts: 2,677 Likes: 3,624
inherit
658
0
Feb 27, 2024 12:23:57 GMT
3,624
Obadiah
2,677
August 2016
obadiah
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
Obadaya
ObadiahPearce
|
Post by Obadiah on Mar 31, 2019 12:27:43 GMT
The entire scaling system is a bad idea and needs to go in my opinion. I'm not aware of any other game that does it. It seemed bad on paper when they first talked about it before release, and their implementation seems to be awfully flawed on top of that. Looter-shooters are about getting better gear and your actual gear quality progress should not be obfuscated by an obscure scaling system and a lack of stat pages. ... Destiny has some version of it for the PvP Crucible matches. Most of the matches say "Level Advantages Disabled." I guess that rather than scaling people up to a current encounter PVE level, they just levelled everyone and the weapons to one specific level, so it was probably more doable.
|
|
inherit
Ohm's Law Compels You
207
0
19,211
Qui-Gon GlenN7
In theory there is no difference between theory and practice. In practice there is.
5,762
August 2016
quigonglenn
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
qui_gon_glenn
2108
|
Post by Qui-Gon GlenN7 on Mar 31, 2019 14:17:33 GMT
Luck as a stat you can improve ...
I know the expression, "you make your own luck."
That is achieved not by actually being lucky, but by being prepared well with some experiment that relates to the event in question.
Having a determinant system controlling this is weird. Luck should be an aggregate of the build choices you made (in old school RPG terms, high INT + WIS + DEX might result in good luck) or it should be RNG. I know my luck seems shit to me all the time, but if I look back on my life and the bad choices I've made along the way, I have had plenty of good luck too. Very few of these *lucky moments have been influenced by anything I actually actively did, it was pure RNG.
Adding Luck as a system is another overly complicated loop added to this overly complicated pile of spaghetti. You can tell from the problems of each change that too much of this game is being handled by script rather than by engine mechanics. Frostbite kwallity shitgine.
|
|