Anthem

Anthem Dev Tracker




03 Feb

Comment

Originally posted by BiowareBen

I've had this thought myself. We as the dev team need to have a real talk discussion about the player experience while downed and we need to improve it. /u/biocamden Since this is all you. :)

I vote Peggle or maybe minesweeper added to the UI.

Comment

Originally posted by Alizaea

Hey Camden, nice seeing you continuing your replying lol. You are a replying machine :P But anyways, just thought I would ask since I personally see it happen a lot, but on average how many times do y'all get tagged a day? lol, I bet it is insanely high, just kinda wondering at a look into the inbox of a Bioware reddit box lol. Thanks again for all the hard work y'all have been putting in, and honestly can't wait for y'alls surprise y'all have in store for us later today.

Hey Alizaea! :) I usually get about 25 replies, 2-5 direct messages, and ~10 tags in my inbox per day. I try to stay in top of them all, I’d say I reply to 80% of them. Im just hoping that doesn’t like... triple after launch or I may not be able to keep up haha.

Comment

Originally posted by Im_Working_Right_Now

I get that for swimming, but I’m also talking all low light areas. For instance, in the stronghold, when trying to fly through the tunnels, it’s hard to see when a turn is coming. Unless that’s the design intent to make you walk instead?

Oh hrm which platform are you playing on?

Comment

Originally posted by Kazan

I have a BWPls item for shields: can we get the shield bar separated into blocks like the health bar.

also let us turn on numbers on those so we can see our raw health and shield numbers in real time.

Hey Kazan! It’s definitely a good suggestion. And something we’ll probably have to solve soon. Especially as our resident tank Javelin starts to get ludicrous health and the “pips” get smaller and smaller...

Comment

Originally posted by ThorsonWong

I... I wasn't expecting a reply at all. I had figured I'd throw out a tag but there were more pressing issues to be touched on.

All I've gotta say is... Holy shit, my dude, y'all are on a roll. I don't know how you do it, but your replies (all of the Bioware staff on here) and the openness of communication is greatly appreciated. Keep up the fantastic work!

Haha no problem. We try to reply to as many as we can. Thanks Thorson, appreciate the kind words.

Comment

Originally posted by lvnna

Speaking of which, I noticed that the button combination to cast the support ability is a bit of a hit or miss, and can sometimes trigger if you press one button, release it fast and the press the other. This is specially noticeable when you're trying to chain combos, I put my Wind Wall quite a few times that I didn't want to. Is this working as intended (so it's not too hard to cast the support ability) or something you guys can take a look at? Thank you :)

So the support abilities do have a priority to them which allows this (to an extent). This is indeed by design to make sure you can be super reactive to save yourself or others when you need to. But, the accidental triggering is something I think we want to try and avoid, so we’ll see if there anything we can do.

Comment

Originally posted by ThorsonWong

It's the Legendary enemies. Everything else is, on Hard, reasonably tanky, especially when you factor in combos (both solo and team comboing), but the legendaries regen their shields if you so much as take a breather from your rotation. Not sure if this is a bug, server issue causing NPCs to speed up their behaviours, or an intentional design decision.

u/BioCamden u/BiowareBen and u/BenIrvo might be able to fill us in, assuming they don't have their hands full with the rest of the forums!

Hey! I think I mentioned this somewhere today but yes we agree. We actually took another balance pass on this specific thing over the last few days and made adjustments to shields for enemies, mostly elites and legendaries. Looking at you Outlaw Ranger. These changes won’t make it into the demo unfortunately.

As for the shield regen cooldown and how quickly they refill, we’re going to review those after we see the shield value changes live for a bit. Didn’t want to turn more than one dial at a time in this case.

Comment

Originally posted by TheBigSoda

Just to confirm, what does that mean we're looking at in the actual stats when it shows both "Javelin Health" and "Javelin Armor" in the OP if "Health" and "Armor" are functionally interchangeable? Does this mean that they're both upgrading your overall "Health", or should one of those (either top or bottom) be "Shields"?

In these screenshots the text in the description is correct and the larger bar that corresponds to it is mislabeled.

So in the first pic Javelin “Health” on the stat line should say Javelin Armor.

In the 2nd it says Javelin “Armor” on the stat line but should say Javelin Shields.

Comment

Hey Bacon thanks for the post. This looks like just outdated text strings that we failed to catch and update. Apologies for the confusion here, the terms we intended to use are:

Armor: HP or the base health bar of your javelin. This at one point was health but didn’t make a ton of sense for a metal suit.

Shields: Either the blue regenerating energy shields (Storm, Ranger, Interceptor) or the physical shield for the Colossus.

I’ll get a bug in to get this looked at and make sure this is demo only, if not we’ll get it fixed.

Comment

Originally posted by AVRL

I think these may be oversights sourced from console. On a controller your movement controls would never be compromised by the issues listed due to the logistics of where you put your fingers (thumb on analog would never be affected). On PC you literally forgo a finger for activation which directly removes movement capability.

This is a fairly game changing limitation for PC users when considering difficult content and how core movement is to the game u/BioCamden u/BiowareBen

PC controls are actually something we changed about 7 or 8 times internally when play testing. The problem area was always gear use, support abilities, hover, and melee. Our game just has a lot of abilities and movement.

The current default is what seemed to cause the least amount of friction. I myself ended up binding gear, melee, hover, and evade all on my mouse. For the most part you can rebind these to whatever you want which should help for now.

If this continues to be an issue that we get a lot of feedback we may revisit it, but the charge and hold functions are things we did like thematically and for the “feel”. But we know there’s a delicate balance between that and functionality.

And you are right for movement on console, but aiming suffers regularly because of the limitation of aiming or dashing/jumping/reloading/melee with right thumb stick. We’ll keep an eye on all of this for sure.

Comment

Originally posted by Im_Working_Right_Now

Can we get a brighter or bigger flashlight when going into water or caverns? Maybe one we can toggle? It could be mounted as a small headlight on the javelin?

Edit: After playing some more I really want some attention to this because low light areas are a pain to navigate. /u/BenIrvo /u/BioCamden

So part of it is certainly the brightness but there is ambient/creature light that is supposed to help guide you, you have to know what to look for there though.

But to the other point, swimming controls was just not great. We have improved this with the controls update Ben posted yesterday which helps navigating these a lot. We’ll keep an eye on this though.

Comment

Originally posted by Elprede007

PTT set to T (default) tried to set it to PGUP, which also didn’t work. And of course PTT is enabled.

Can you verify your audio output settings? Check to make sure that during Anthem gameplay your microphone is receiving signal?

Sorry hard to debug on Reddit :)

Comment

Originally posted by HadesVampire

No idea, I'll check tomorrow and let you know what happens.

Edit: I didn't mess with my settings this morning before playing.

Thank you for responding!

I figured you probably didn’t but figured I’d ask. I haven’t heard other reports of missing floaties yet, let me know.

Comment

Originally posted by Mutts_e

Hi just created this account to notify that i am also having the same issue with this particular set of headset that the op mentioned. the sound cuts off at the connection screen /u/BioWareJer

Thank you, looking into it!

Comment

Originally posted by Starfire013

Just health, or shields/armour as well?

Shields/Armor. Instead of just telling you, ill take this opportunity to link to a video from one of our game changers so you can see it: https://youtu.be/v8iWTpbjPZI?t=135

Comment

Originally posted by Defektivex

I believe I have narrowed down the problem.

But first: I reviewed the Origin settings and confirmed they were appropriately set to my Wireless headphones prior to launching the game. However, the Origin settings had no real effect on the audio issues.

Audio only seems to cut out, and remain cut out on the initial load into Fort Tarsis when entering the game the first time.

Temporary solution:

  1. Enter Freeplay or a mission of some kind (anywhere but Fort Tarsis).
  2. Restart the headphone (on/off, didn't need any wait time)
  3. Result: I now produce audio permanently.

Additional notes:

Once audio begins working, If I LEAVE freeplay, I still maintain my audio.

At this time I don't believe Origin is causing the issue, but the initial instantiation of the user entering the application and connecti...

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Thanks for the detailed writeup. We will try to reproduce locally.

Comment

Originally posted by TheBlueTunicLink

Ok. Maybe just the colossus one.... But wow. Thanks for the reply

We are talking about the abilities (or actions) that the Colossus can and can’t do while shielded because we are seeing a lot of feedback about it right now. One of the plans right now is to let you resurrect a downed teammate with shield out, which is awesome. Reload might be a good one too. I’ll take that one to the team.

Comment

Originally posted by SanguineCretus

This. I have noticed that when trying to combo one primer into a detonator instead of casting it I activate my wind wall for no reason. Like the previous input is still "held" even though there was a second of input delay. I didn't press them at the same time it was one after the other.

Yeah this is something we’ve been getting feedback on with PC too, having a delay between casts. Though on console I imagine it’s more of a pain because combining the buttons casts your support ability (unlike PC). I’ll kick this over to the team to look into. Great report and feedback.