OdanUrr
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Post by OdanUrr on Feb 19, 2019 1:59:05 GMT
Forget formatting, Hrungr will not beat me to this one! Michael Gamble @gamblemikeWe just pushed a small update which adjusts when the tomb challenge opens up. Allows folks to progress from level 3 and should fix those who got blocked due to an earlier crash. EDIT: Yes, I did it! Now to check formatting.
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Post by biggydx on Feb 19, 2019 2:16:15 GMT
Forget formatting, Hrungr will not beat me to this one! Michael Gamble @gamblemikeWe just pushed a small update which adjusts when the tomb challenge opens up. Allows folks to progress from level 3 and should fix those who got blocked due to an earlier crash. EDIT: Yes, I did it! Now to check formatting. Hmmm. This actually makes me curious as to how deep and responsive their hotfixes will be in the coming months.
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Hrungr
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Post by Hrungr on Feb 19, 2019 5:29:42 GMT
Day one update detailswww.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 Details High level fixesImproved 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 JavelinsThe 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
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Post by PillarBiter on Feb 19, 2019 7:31:00 GMT
Forget formatting, Hrungr will not beat me to this one! Michael Gamble @gamblemikeWe just pushed a small update which adjusts when the tomb challenge opens up. Allows folks to progress from level 3 and should fix those who got blocked due to an earlier crash. EDIT: Yes, I did it! Now to check formatting. Hmmm. This actually makes me curious as to how deep and responsive their hotfixes will be in the coming months. good curious or bad curious? Because I don't understand 1) what he means by progress from level 3 2) if you think this was a good solution or not?
(I haven't gotten to the tomb thing yet so no spoilers pleae )
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Post by PillarBiter on Feb 19, 2019 7:55:02 GMT
Day one update detailswww.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 Details High level fixesImproved 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 JavelinsThe 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 loading times Fixed many infinite Great list, looks very nice, but...
WHY IS THERE NOTHING ABOUT SPRINTING SPEED IN FORT TARSIS!!!!! THIS WILL GET FRUSTRATION GUARANTEED!
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correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Feb 19, 2019 8:19:40 GMT
PillarBiter I don't know why no mention about sprinting but today I could run in Ft Tarsis all of a sudden. Something happened but what I'm unsure off.
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Brodda
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Post by Brodda on Feb 19, 2019 8:30:29 GMT
Great list, looks very nice, but...
WHY IS THERE NOTHING ABOUT SPRINTING SPEED IN FORT TARSIS!!!!! THIS WILL GET FRUSTRATION GUARANTEED!
PillarBiter I don't know why no mention about sprinting but today I could run in Ft Tarsis all of a sudden. Something happened but what I'm unsure off. I could sprint from day one (well, day two actually, since I started on Saturday). You just toggle it on, like you would when in javelin
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Post by therevanchist25 on Feb 19, 2019 10:55:12 GMT
Great list, looks very nice, but...
WHY IS THERE NOTHING ABOUT SPRINTING SPEED IN FORT TARSIS!!!!! THIS WILL GET FRUSTRATION GUARANTEED!
PillarBiter I don't know why no mention about sprinting but today I could run in Ft Tarsis all of a sudden. Something happened but what I'm unsure off. I could sprint from day one (well, day two actually, since I started on Saturday). You just toggle it on, like you would when in javelin I think the problem is, people don't realize that the Fort Tarsis "Sprint" is not really sprinting, it's just faster walking, basically. I think people also need to understand their not gonna let you -actually- sprint around in super speed around the Fort. This seems to be a creative decision on their part that they are commited to. At least for now.
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Post by therevanchist25 on Feb 19, 2019 10:56:02 GMT
Day one update detailswww.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 Details High level fixesImproved 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 JavelinsThe 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 pleases me...seems like, for now at least, that they are on top of player feedback and complaints.
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Post by PillarBiter on Feb 19, 2019 11:07:34 GMT
I could sprint from day one (well, day two actually, since I started on Saturday). You just toggle it on, like you would when in javelin I think the problem is, people don't realize that the Fort Tarsis "Sprint" is not really sprinting, it's just faster walking, basically. I think people also need to understand their not gonna let you -actually- sprint around in super speed around the Fort. This seems to be a creative decision on their part that they are commited to. At least for now. That "sprint" is basically 5% faster... that's just taking the piss with us.
I'll see on Thursday when I can play again if I can sprint.
They did do a push hotfix I think? Maybe the sprint was in there?
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Post by midnight tea on Feb 19, 2019 11:22:33 GMT
I think the problem is, people don't realize that the Fort Tarsis "Sprint" is not really sprinting, it's just faster walking, basically. I think people also need to understand their not gonna let you -actually- sprint around in super speed around the Fort. This seems to be a creative decision on their part that they are commited to. At least for now. That "sprint" is basically 5% faster... that's just taking the piss with us.
I'll see on Thursday when I can play again if I can sprint.
They did do a push hotfix I think? Maybe the sprint was in there?
The sprint was in the game since 15th And AFAIK that's as much as they can push it without framerates dropping and detail loading for those without top rigs. Those detailed faces, moving hair and fabric and animations weight quite a bit. Besides - we run about as fast as in Skyhold. We just can't make strategic jumps or shortcuts And no amount of sprinting will ever be enough if the Fort starts growing. IMO fast travel points and either key binding or menu for forge/expedition is the only sensible option.
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Post by PillarBiter on Feb 19, 2019 12:07:14 GMT
That "sprint" is basically 5% faster... that's just taking the piss with us.
I'll see on Thursday when I can play again if I can sprint.
They did do a push hotfix I think? Maybe the sprint was in there?
The sprint was in the game since 15th And AFAIK that's as much as they can push it without framerates dropping and detail loading for those without top rigs. Those detailed faces, moving hair and fabric and animations weight quite a bit. Besides - we run about as fast as in Skyhold. We just can't make strategic jumps or shortcuts And no amount of sprinting will ever be enough if the Fort starts growing. IMO fast travel points and either key binding or menu for forge/expedition is the only sensible option. Im on xboxX, and my 'sprint' is (or almost exactly, anyway, didn't time anythign from A to the same as it was in the demo. So if that is what I should be experiencing, I expect backlash from naggers (including me ) about this particular point.
Also, if you can't sprint because of streaming, introducing fast travelling in tarsis is moot as this would create an additional loading screen. And lord knows people bitch about that.
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Post by midnight tea on Feb 19, 2019 12:22:05 GMT
The sprint was in the game since 15th And AFAIK that's as much as they can push it without framerates dropping and detail loading for those without top rigs. Those detailed faces, moving hair and fabric and animations weight quite a bit. Besides - we run about as fast as in Skyhold. We just can't make strategic jumps or shortcuts And no amount of sprinting will ever be enough if the Fort starts growing. IMO fast travel points and either key binding or menu for forge/expedition is the only sensible option. Im on xboxX, and my 'sprint' is (or almost exactly, anyway, didn't time anythign from A to the same as it was in the demo. So if that is what I should be experiencing, I expect backlash from naggers (including me ) about this particular point.
Also, if you can't sprint because of streaming, introducing fast travelling in tarsis is moot as this would create an additional loading screen. And lord knows people bitch about that.
Well, it’s either a loading screen or taking about as much time getting somewhere on the map. Besides, if they keep optimizing the game and cut loading screens to going black for a sec, I don’t see it becoming an issue. After all it’s not like the forge or launch bay, which are technically separate from the town. Fast travel in Skyhold took maybe a second, so long as it was part of the main castle.
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Post by PillarBiter on Feb 19, 2019 12:24:59 GMT
Im on xboxX, and my 'sprint' is (or almost exactly, anyway, didn't time anythign from A to the same as it was in the demo. So if that is what I should be experiencing, I expect backlash from naggers (including me ) about this particular point.
Also, if you can't sprint because of streaming, introducing fast travelling in tarsis is moot as this would create an additional loading screen. And lord knows people bitch about that.
Well, it’s either a loading screen or taking about as much time getting somewhere on the map. Besides, if they keep optimizing the game and cut loading screens to going black for a sec, I don’t see it becoming an issue. After all it’s not like the forge or launch bay, which are technically separate from the town. Fast travel in Skyhold took maybe a second, so long as it was part of the main castle. so, to confirm, the demo sprint is what it should be?
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Post by midnight tea on Feb 19, 2019 12:29:32 GMT
so, to confirm, the demo sprint is what it should be? The *current* sprint (when you toggle it with shift on kb) is probably what is going to be for now, I think. What will happen later remains to be seen - I just don’t think making sprint faster will amount to much, especially if the town will keep expanding.
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Post by Hrungr on Feb 19, 2019 13:54:15 GMT
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More coffee...? More coffee.
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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
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Post by Hrungr on Feb 19, 2019 14:03:11 GMT
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Post by rikimaru on Feb 19, 2019 15:01:23 GMT
OK, now it's on and popping. what's the death toll for the grabbits since the early launch?
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biggydx
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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 Feb 19, 2019 15:03:51 GMT
Hmmm. This actually makes me curious as to how deep and responsive their hotfixes will be in the coming months. good curious or bad curious? Because I don't understand 1) what he means by progress from level 3 2) if you think this was a good solution or not?
(I haven't gotten to the tomb thing yet so no spoilers pleae )
I lean more towards good curious. I'm just interested in knowing how high, in the games architecture, they can change without needing a patch/server downtime.
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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 Feb 19, 2019 15:29:36 GMT
Forget formatting, Hrungr will not beat me to this one! Michael Gamble @gamblemikeWe just pushed a small update which adjusts when the tomb challenge opens up. Allows folks to progress from level 3 and should fix those who got blocked due to an earlier crash. EDIT: Yes, I did it! Now to check formatting. Hmmm. This actually makes me curious as to how deep and responsive their hotfixes will be in the coming months.
Rest assured that if players find a method to exploit coin earnings, there will be a super hot fix... otherwise Bio will take their time.
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Post by therevanchist25 on Feb 19, 2019 15:34:14 GMT
Forget formatting, Hrungr will not beat me to this one! Michael Gamble @gamblemikeWe just pushed a small update which adjusts when the tomb challenge opens up. Allows folks to progress from level 3 and should fix those who got blocked due to an earlier crash. EDIT: Yes, I did it! Now to check formatting. Hmmm. This actually makes me curious as to how deep and responsive their hotfixes will be in the coming months. Well if the Day 1 Patch is any indication of future updates? Pretty darn responsive. Time will tell if it stays that way.
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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 Feb 19, 2019 15:40:58 GMT
That "sprint" is basically 5% faster... that's just taking the piss with us.
I'll see on Thursday when I can play again if I can sprint.
They did do a push hotfix I think? Maybe the sprint was in there?
The sprint was in the game since 15th And AFAIK that's as much as they can push it without framerates dropping and detail loading for those without top rigs. Those detailed faces, moving hair and fabric and animations weight quite a bit. Besides - we run about as fast as in Skyhold. We just can't make strategic jumps or shortcuts And no amount of sprinting will ever be enough if the Fort starts growing. IMO fast travel points and either key binding or menu for forge/expedition is the only sensible option.
You can fly at speed with no frame drops but not in FT?
That's a design problem, too high graphics setting or Denuvo interfering and generating I/O, or a combination of, imo.
You are in FT with nothing but zombie NPCs and walls around you and sprinting causes FDs ???? There was a similar problem with DA:I, if memory serves, where the terrain algorithm was trying to generate terrain at an infinite distance.
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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 Feb 19, 2019 15:54:41 GMT
so, to confirm, the demo sprint is what it should be? The *current* sprint (when you toggle it with shift on kb) is probably what is going to be for now, I think. What will happen later remains to be seen - I just don’t think making sprint faster will amount to much, especially if the town will keep expanding.
Since Quest Givers are strewn all over the four corners of FT, getting there is still a chore regardless of FT expansion. I'd prefer a fast path to Quest Givers, myself..
Bio should introduce the Quest Giver Directory somewhere in FT, click on one and bamm... load screen and you're teleported to the QG.. If exploring... walk. The names will be added to the QGD as you find them. This will, imo:
(1) Force players to explore FT to find the QGs (2) Give players a QoL feature. (3) Allow player agency to play as they see fit.
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midnight tea
Twitter Guru
gateway beverage
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Post by midnight tea on Feb 19, 2019 18:12:30 GMT
The sprint was in the game since 15th And AFAIK that's as much as they can push it without framerates dropping and detail loading for those without top rigs. Those detailed faces, moving hair and fabric and animations weight quite a bit. Besides - we run about as fast as in Skyhold. We just can't make strategic jumps or shortcuts And no amount of sprinting will ever be enough if the Fort starts growing. IMO fast travel points and either key binding or menu for forge/expedition is the only sensible option.
You can fly at speed with no frame drops but not in FT?. How many dozens of highly detailed faces, complex animations and other details with ultra-high texture (that we see thanks to FPS) are rendered as we zoom through the world? The hub and the world are built for different purposes. Zombie NPCs? A ton of these NPCs have a lot of dialogue and animations that have to be rendered in real time, with many of them having individual interactions with themselves or our PCs. There's a reason why areas filled with a lot of NPCs are usually smaller and separated from the open world, DAI included.
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
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: 31,071 Likes: 113,374
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Hrungr
More coffee...? More coffee.
31,071
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
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Post by Hrungr on Feb 19, 2019 18:20:42 GMT
Jesse Anderson @darokaz Surprise! We’re doing an #AnthemGame livestream tomorrow at 3PM central time. We’ll be answering some questions from the community, so ask them here!
Details coming soon on what we’ll be showing on the stream.
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