Anthem

Anthem Dev Tracker




04 Feb

Comment

Originally posted by Gohan_Son

Hi, on the topic of the Interceptor, I was wondering if it would be possible to allow the spark dash to be used outside of combat to allow for more player choice in different aspects of the game? It would allow for more mobility, the core aspect of this javelin, and adds another layer to this ability that doesn't do much damage. This way, you could decide whether you want to use it for extra distance or combat and it would open up more ways to escape as well as grant the ability more value for its slot.

Is this not possible? Thank you.

Hey Gohan, unfortunately not because for it to work we have to use our melee targeting system. I wish!

Anthem is designed to be a living, changing world, so that your experience constantly evolves over time.  What you’ll play at launch involves a substantial storyline, but the end of that story is really just the beginning of the ongoing adventures you’ll have in Anthem.

We will be continuously supporting Anthem with new content, features, and quality-of-life fixes.  Those will be delivered through a series of updates called “Acts”, which advance Anthem’s storylines through new locations, gameplay features, character interactions, and more.

Act 1 begins in March, and will culminate in a Cataclysm – a world-changing, time-limited event that comes with extreme weather, dangerous new enemies, and new mysteries to solve. What will happen in future Acts? We can’t wait for you to find out!

Check out the second video in our gameplay series to learn more about what you can expect in the ongoing world of Anthem.

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Comment

Originally posted by Diribiri

Sorry to jump in with a sort of off-topic thing, but regarding PC controls, is there any possible chance of you guys ever tweaking recoil on PC à la Destiny 2? Feels more like it's designed for an analogue stick with the constant vertical climb, really tiresome to constantly fight with a mouse because it's so different to a controller. You can just tilt an analogue stick and recoil management is great, but with a mouse you have to constantly drag it and re-place it unless you play on a high sensitivity, which many of us don't.

It's hard to explain but it's kind of like control fatigue, sort of. Like it's more work and it's less smooth, y'know? I don't know if it already is different but it doesn't feel like it to me.

Hey Diribiri thanks for the feedback. Yeah this is something that we looked at quite a bit and may need to tune better with more feedback. I have noticed the same thing.

Comment

Originally posted by TheBlueTunicLink

Yeah I love this. Plus then I can record my Javelin looking fly and have it immortalized in an in-game video.

Comment

Originally posted by PsychoticHobo

These things are awesome! I couldn't find a mention of them in the Codex, but it's possible I didn't acquire the lore somehow.

/u/biocamden /u/benirvo /u/biowareben what are these things called and why are they better than Grabbits?

Saurian!

/u/onemoonbear

Comment

Originally posted by 708145

There are some points that really stand out, like this

The difference in quality of facial animations and acting is immediately noticeable. Is there anything of that level of quality even still in the game? Matthias was about halfway in between the two extremes shown in the video which was passable but it really looks like that trailer was overselling it

Yeah there are the complete performance capture scenes, which are pretty much on par with the demo, and then the semi procedurally animated scenes, which don't have the same fidelity as performance capture (or cost/time investment).

Comment

Originally posted by Elprede007

Again, unclear. Tested what? VoIP works in other Origin games like Battlefield 1.

Being able to select Inputs and Outputs in game would be a step towards troubleshooting..

Ok that actually helps. I need to check if origin saves that info per game or not. Will loop back!

Comment

Originally posted by devoltar

cheers, thanks. :)

My pleasure.

Comment

Originally posted by Grimmlet7

It kind of trivializes events, ie the collect fragments on the platform for the things on the platform part of the tyrant stronghold. You don;t have to worry about any of the first two waves of enemies that spawn in because they all disappear as soon as you have all the fragments. If they stuck around it might make you want to deal with them before spawning in all the spiders. As is the most efficient thing to do is ignore them and keep collecting to simply despawn them all.

The problem in the Tyrant Mine is that we had auto-wrap tied to the finishing of the echo puzzle. I've already put a fix into the game for worldwide launch that requires you to clean up the encounter and the enemies no longer flee when you complete the puzzle.

Comment

Originally posted by bbgr8grow

wouldnt be so hard to find the ONE guy whos always hiding if the AI actually moved around

Ouch! We're gonna work on that too. :)

Comment

Originally posted by HEONTHETOILET

But not the one we deserve...

I don't think we can ever be the one you deserve, we'll never be that good.

Comment

Originally posted by cobrarsnake

Ok but the problem I kept having with quickplay is that I always kept getting loaded into the end of the mission. Maybe as a compromise enable to ability to do a private quickplay. Still hyped for the game just based on the limited gameplay time and the fact you you guys have done an amazing job at communicating with the fan.

I agree it's not ideal. And it's something we'll continue to look at in live. We understand that the desire for that is there. I hear you.