Anthem

Anthem Dev Tracker




05 Feb

Comment

Originally posted by JeebsFX

What with micro transactions being such a sensitive subject in the gaming world, wouldn't it be better to be upfront about the model for them prior to a release? People at least know what they're walking into and those that will complain can get it out of the way early.

*Edit more refering to pricing I think it would be a good PR move to have this information in the open before release, PR wise the information we currently have on micro transactions Is great but there's always room to improve, I think slapping the pricing out in the open would be a bold move and be great for PR.

Comment

Originally posted by drwiki0074

There has been some feedback about weapons and the fact that they all look the same, even for masterwork weapons, will we potentially see more designs in the future that offer more variation and "wow" factor when you posses them?

Can't really talk about the future, but we definitely leaned more into personalization of your Javelin, as that is the character you are staring at in a third person shooter. Typically weapon appearance is more obvious in a first person shooter, as it is the most visible representation of your character.

Comment

Originally posted by On-Swift-Wings

There's an alliance cap per week, but is there a cap to how much one individual can contribute to that alliance pool per week?

Yes - 'fairly high' still applies.

Comment

Originally posted by ODTray

Do our combos generate less Ultimate Meter than other classes because we only get 1 combo per 10 seconds at best while other classes can combo many times on groups of enemies to refresh their ultimate faster?

I’m not sure, but theoretically that may be the case at least versus Storm and Colossus. I’ll bring it up with the team.

Comment

Originally posted by Mind-Game

I'm a little scared that you guys seem to be addressing the balance of the game due to feedback from a limited demo like this. I hope that you guys are only making changes that you recognize from your internal build, because the demo is extremely limiting for the following reasons:

  • It's mid level content so the power levels at end game are probably completely different

  • a lot of people don't even have access to all of their skills let alone have enough time to have tried them out and properly build around them

  • 4 days total playtime is not nearly enough to understand what roles are best for each javalin and how to build for those roles

  • gear is completely broken with almost no random inscription stats being meaningful (where as in the final game they're clearly very powerful).

  • no powerful gear rarity levels are even unlocked let alone obtained in such a short play time

  • most people are play...

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The changes I mentioned were mostly kicked off from internal balance testing, user experience testing, game changer feedback, and internal Alpha testing. Just so happened that a lot of it lined up with feedback folks had from the demo.

Not only that but feedback about how something functions is usually still valid too. But yes you’re right that balance feedback shouldn’t be at a glimpse or a snapshot of content.