Anthem

Anthem Dev Tracker




03 Feb

Comment

Originally posted by HSXMarlowe

Cool. Question, if I may:

You (not you personally, you as in BioWare) mentioned that the reason why you will have dedicated servers is to make sure everyone is experiencing the same, right? Is that still up for launch?

Also, are the 3 platforms (PC, PS4, XBox) going to be synced as well?

TIA!

Yep we wanted to ensure the same quality of experience for everyone, with peer hosting the connection quality can be fairly variable. It also lets us do a bunch more stuff on the service side as well.

Updates like this are global for all platforms 😊.

Comment

Originally posted by CokeBoii

Sweeeeet, do we keep any souvenirs from the beta for participating in this “event” ? Just wondering haha

Your memories of a (hopefully) fun time? 😊

Comment

Originally posted by HadoukenYourFace

/u/BiowareJer / /u/BioCamden / /u/BiowareBen

Defect:

Mousewheel remains bound to weapon-switch even if bound to another function.

Issue:

When user rebinds the mwheelup AND/OR mwheeldown key to a function, it still continues to behave with default functionality: switching weapons.

Steps:

  1. In game, bind mwheelup to Evade
  2. In game, bind mwheeldown to Evade
  3. Ensure Switch Weapons is NOT bound to mwheelup AND/OR mwheeldown
  4. Choose Ranger Javelin
  5. Launch Freeplay
  6. Scroll up or down on mousewheel

You'll observe that the Ranger does evade, as expected. You will also observe that the Ranger will also switch weapons, despite Switch Weapons NOT being bound to mwheel.

Hey Hadouken thanks for the report! This is something we’re looking into already. Great bug report and repro steps.

Comment

Originally posted by Diribiri

I really would love to be able to see base stats so I know exactly what the numbers actually mean. Like, is +200 a lot? Do I have 100 base stat? Do I have 1000? 10,000? It really helps to know these things. I hope you guys feel the same way and can add the information in the future cus having it be obfuscated is a bit of a pet peeve of mine that too many games do. Trust me, it's not too confusing, and it's not going to scare away casuals.

Also hope the communication continues and y'all don't get driven off.

A statistics page or character sheet is certainly something we want to do, yes.

Comment

Originally posted by Jammie1789

I've said a couple of times in other threads the bars were mislabelled, but thought it was due to an early build and not something that was still missed by BW. Glad it's been brought to notice before release!

I took a look last night and it does appear to be updated on the build that I checked. I only did a brief glance at some components though, hopefully we caught them all. Does like this may have just been a demo thing.

Comment

Originally posted by VoxMendax

Please tell me you guys are looking into why the colossus' health bars diminish over time? Or why the stqgger animations are so long on a javelin designed to get damaged a ton with no safety net? Just give our thicc boi an over shield (like the other javelins) but it only refreshes when the colossus' manual shield takes damage. Idk I feel like the animations are way too unforgiving on the colossus. It needs a way of feeling like the giant armor-clad tank that it should be. Right now, the most under powered javelin by far. Please help us!

We are going to look at the component issue. For animations and hit reacts it may also be something we look at again too if it continues to be a friction point.

Overall we are talking about the Colossus, primarily around shield use.

Comment

Originally posted by Ana_Nuann

There's only shields armored hp and unarmored hp. All Javelins are armored. Our hp bars are green because it's common practice for over a decade to clearly differentiate ally and enemy nameplates.

Pretty much this. If we made enemy and javelin bars the same color it might be more confusing. But I understand the feedback.

Comment

Originally posted by RegalWords

For your potential amusement.

Was not disappointed

Comment

Originally posted by Veldrane_Agaroth

Legendary outlaw is a bitch but it feels so damn good to get him down.
There is also an encounter in Valley of honor with 3 Ranger and 2 Storm which is probably even harder but beatable solo if you manage to separate them : proudest moment of the beta when I first managed to do it.

Hell yeah that fight is fun. We just want to streamline these a little bit so it’s more empowering and less run/hide/separate kind of thing.

Comment

Originally posted by VisionsDivided

I just have question about this maybe I looked at it wrong but if I have a part that says it increase armor to 303 and then put another one on that says it increases it to 264 do they stack making it 567 or take the highest and makes it only 303?

If you have more than one on, they both add to you armor value and stack.

Comment

Originally posted by AircoolUK

Good news. Hopefully you can keep refining the system based on future feedback. Whilst I'm comfortable flying around, once combat kicks in, I have trouble controlling my character, often flying into stuff by accident (along with the stun that accompanies the crash), having skills go off in the wrong direction and general confusion. Would also help if we could zoom out during combat as well because even with an ultra-wide screen monitor it's really hard to see what's going on around me.

Still positive though, still positive :)

Hey Aircool! Are you playing on console or PC?

Edit: looks like PC based on the monitor comment. So I think a lot of the PC control updates that we’ve made should address this (for flying and swimming especially). We are also looking into improving casting in cursor direction rather than javelin direction for several gears pieces.

Also investigating FoV settings and what challenges we need to solve there.