Anthem

Anthem Dev Tracker




07 Feb

Comment

Originally posted by Nullifics

You have about 22 or 23 component choices in 6 slots which can drastically boost or alter your builds and gameplay.

Is that per Javelin or total across the board?

I guess what I meant is that without a "skill tree" you take away some of the flexibility people can have with builds outside of pure gear and the perks they provide. You can add some stats/perks etc where your current build may lack. They can also allow some flexibility for incomplete builds or allow someone to create something brand new. The more we have at our disposal the more creative we can get as players.

That’s per Javelin, there are 10 javelin specific components and I believe 12 or 13 universal components. So 12-13 shared and 10 unique to wa h javelin.

Comment

Originally posted by TrendK

u/biocamden

Can you tell us why the Grand Master difficulties were reduced?

We’re constantly balancing the difficulty modifiers prior to launch. I’m not sure what you saw previously versus the most recent update you saw. But I can assure you we’ve done our best to tune these difficulties to what we feel is appropriate.

Comment

Originally posted by distracted-engineer

Based on your single highest, not your total power level... interesting (and good to know).

Right, it does mean that these will spike as soon as you get a big upgrade but it feels right so far. We’ll keep an eye on it though.

Comment

Originally posted by bigfoot1291

My biggest confusion on this topic is that the game has both physical recoil, as well as reticle bloom recoil. Reticle bloom is really all that's needed on pc because like diri said, fighting against the mouse with heavy physical recoil doesn't convey the same result as it does on a console / controller. See counter strike / destiny 2 for good examples

Not sure what you mean Bigfoot. Counter strike has physical recoil which does require mouse pull down to counteract, though their recoil patterns are predictable and repeatable.

https://youtu.be/wabU0hhTZEM

Comment

Originally posted by SavageAlien

Yes that’s actually something we’ve done since the demo, consolidate the emote button.

Hope this is true for PC, too. As a PC player, I found the emote selection key mappings really clunky.

I believe it was yeah

Comment

Originally posted by NVZ-

To spin this a bit further because it has me kinda worried. Since there will be no melee weapons and Interceptor is greatly focused around melee, how does my melee damage increase? For example if I have a green Deadeye and I equip a purple Deadeye, the puprle one will deal more damage. How can I increase my melee damage with no weapon slot to equip a better melee weapon? Or is it also tied to pilot level? Does my weapon gearscore also increase my melee damage? If not, how is it ensured that melee is viable for greater difficulties?

Melee, ultimate, and status effect damage you do scales based on your highest equipped power level item.

Comment

Originally posted by distracted-engineer

Just to clarify, do you mean the drop of an item you got at level 5 would scale to still be usable at level 30, or would you need to obtain a new drop of the item (or craft the item) to get one with the values appropriate to your new level?

Sorry yes to clear that up, items do not scale with you. But if you had an item at level 1 that gave 10 armor, if you got another one of that same item type at 30 it would have an increased base stat value of something like 100 armor. (Not real values)

You would need a new drop or craft of it.

Comment

Originally posted by Padawanchichi

Daybreak Games (formerly Sony Online Entertainment) had one of the best, if not the best, communication system in Planetside 2.

If you're brainstorming about it, it's definitely a good source of inspiration.

Awesome thank you Padawan, appreciate the heads up.

Comment

Originally posted by USMarty

When Apex Legends dropped did half your studio start playing it? I'm just curious.

Yeah lots of buzz and love for that game going on right now. Partly because it’s Respawn and fellow studio, because it’s an extremely solid game, and because a lot of us love BRs.

Comment

Originally posted by TucuReborn

Why not have some creative skills that don't require one Javelin? Like losing X% HP will make you get a burst of speed? Or when you use an ability you get a small heal? Using a melee and ranged attack on the same enemy within five seconds will give you a shield? Stuff like that.

I think with slightly more time we may have been able to thoroughly rework the trees into more meaningful choices like this. Which is something we want to do now after launch.

Comment

Originally posted by CSJR1

All throughout the demo I knew my flight time was an issue. But I wasn't going to get the heatsink component because there were much more important things to have for combat. However, I KNEW, that when the game came out there would be a skill tree to address things across all Javelins, like flight time.

from https://www.ea.com/games/anthem/news/pilot-and-javelin-progression

"Pilot progression applies to every Javelin your pilot uses, and focuses on those aspects of being a pilot that aren’t tied to a specific Javelin. You can put points into flying for longer periods of time without overheating, allowing for greater mobility during combat, and fewer stops when traversing long distances, for example."

I also heard the same on a Bioware video.

This one person and one Anthem pre-order may not be a big deal to Bioware, but I feel like this is a bait and switch.

...

I’m sorry you feel that way, that’s not the intent. We want choice between abilities, gear, weapons, and boosts to you Javelins to be meaningful. A choice between a 5% increase to ammo count or a 5% increase to ammo drops didn’t feel like it was meeting that standard for us. If we can get something that satisfies that type of expectation for a talent or skill tree in a way that feels good, we’ll build it.

Bait and switch is a strong phrase when we are trying to be open and transparent during development, caveating that it’s a work in progress, and then making a change in our design decisions. Sorry it’s not what you had hoped for.

Comment

Originally posted by Nullifics

This is a huge mistake. Components alone can not fill the niche roll to make unique and impactful choices/builds. Its going to feel cookie cutter now. Also without the skill tree, the game can in no ways be considered an "rpg" of any sorts.

I guess I disagree. You have about 22 or 23 component choices in 6 slots which can drastically boost or alter your builds and gameplay. Versus agnostic pilot skills that never impacted your specific abilities or javelins.

For example there is a Colossus component that increases fire and electric damage. Combine that with the other Colossus component for combo and explosive damage. Seems much more impactful for your flamethrower and lightning coil build than pickup radius or ammo drop chance could ever be.

We know people like skill or talent trees, we do too. We want to revisit this in the future with a better design, more meaningful player choice, and more direct and engaging changes to you gameplay. The pilot skills as they were just didn’t do that.

Comment

Originally posted by budiu89

I see. Thanks for the clarification.

"base benefits of components that specialize components". This was a little confusing to read, but I hope i got the correct interpretation. So the entire component itself will basically be what the skill point was? And take up an entire component slot?

Do you think people will choose these components over the major ones that upgrade damage and defenses? I don't think so... This was not an issue before since they didn't compete slot wise.

My concern is that this will basically be lost and ignored since players likely will never choose those unless they have nothing else available.

For example. Let's say I have 6x component slots unlocked on my ranger:

Component 1: Assault Rifle component (assuming I use an assault rifle)

Component 2: Sniper Rifle component (assuming I use a sniper rifle)

Component 3: Shield/Armour/Health (maybe more than one taking 2 slots for example)

Comp...

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Yeah sorry that wasn’t worded very well. But yes essentially the more meaningful of the pilot skills were converted to components. The bonus of which is basically the sum of the full value of 5 points in that pilot skill previously. While you’re right you may take it less often, we also think that the options we added with components (specifically how they add to javelin specific builds) was much better for build diversity and customization.

In some situations you might take hover time over grenade damage because you want a hover build.

Comment

Originally posted by NeillMcAttack

I suspect your game did damage to the sound card in my PS4 pro.

During the VIP demo, the audio got so bad whilst running the stronghold, that it started to make crackling and snapping sounds, then completely crashed leaving the game in silence. Shortly after the entire game application crashed.

Now whenever I turn on my PlayStation the audio drops in and out. I use a gaming headset, this headset is also used on my PC, where it works perfectly.

After I do some more troubleshooting, I will be taking it to a professional if it’s definitely the sound card, and then if needed I may have to contact you further.

I know this sounds odd. But the PlayStation is less than 3 months old, and I thought you may want to get ahead of this. I feel I can’t be the only one. This is not the first time historically that certain games or applications have damaged an individuals hardware.

Edit; I read through this thread and tried switching the formats with zero eff...

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Keep me posted.