Anthem

Anthem Dev Tracker




02 Feb

Comment

Originally posted by jcore294

Will it also use an internal game friends list?

No. We have a Favorites list which you add people you had fun playing with to without the 'commitment' of being friends (which requires a request and an accept). The Favorites list is just a one-way relationship.

The 'Friends' list in Anthem is a mirror of your platform's friend list.

Comment

Originally posted by Ursidoenix

Does the xp I get from my 5 top friends only include the xp that they directly contribute to their "alliance bucket" or does it also include the xp that they get from the other people in their expeditions and strongholds and such?

Also, if one of my top 5 friends is in an expedition with me, does that mean that the xp they earn in that expedition is counted twice towards my total alliance xp? Meaning the xp they earn in the expedition with me is added to my own bucket both when the expedition ends and when its added at the end of the week?

It includes the xp they get from the other people in their expeditions.

Your alliance xp is the same as the expedition xp you get from all members of the group, friend or not. After the expedition, a bonus is applied to the amount your friend got, which is then applied to their contribution to you for the week.

Comment

Originally posted by thefoxman88

How do people hover in mid-air?

Press C or right stick in

Comment

Originally posted by stealthgyro

What's wrong with just doing free aim? Maybe the Javelin isn't that responsive and takes a quick sec to turn, but that's how it should operate the way I see it.

Physics and animations

Comment

Originally posted by MNSUAngel

I am not very knowledgeable about this terminology, Ben.

When you say "Raw Mouse Input Fixed," that, "Raw Mouse Input is now achievable in PC Flight," and that "By setting Flight/Swim Response and Precision settings sliders to 0% you can now achieve raw mouse input" are you meaning that the mouse will essentially work like the controller now - like when I move my mouse, my javelin will move with it - instead of slowly catching up to my movement?

I'm sorry if I just did a terrible job asking my question, but this one thing - literally - is the only thing that is stopping me from pre-ordering lol. I just want it to work how it works on controller for my mouse - I move the stick, the javelin turns, I move the mouse, the javelin turns. No delay, just 1:1 or whatever development term is appropriate.

Mouse and controller are different.

It basically means there is no acceleration. For every inch you move your mouse (at the same speed), you move the same amount.

Sometimes there is acceleration that can speed this up as you move. That makes things like aiming hard for people.

Comment

Originally posted by Raide042

My whole 3 people on my friends list. I've had this Xbox acct since the original Xbox days and I have a total of 3 friends and one of those is my wife and she will never play anthem. Hooray

The 4th scorer can be the 'everyone else' bucket that random people you have played with fill. So you would be one short of maximizing your top 5. I'm sure a kind Freelancer from this community can fill that last slot!

Comment

Originally posted by fleetze

Not sure who this insider is but I'll go with it based on faith.

Gotta have faith. If it helps, I work on the Dev Team.

Comment

Originally posted by Smirk125

Perhaps consider another demo then, because I will not be buying a game where important PC gaming features such as raw input were apparently an afterthought during development.

If the game doesn't even have raw mouse input prior to launch, something tells me that there are many other PC gaming unfriendly surprises lurking in the game.

It was a bug

Comment

Originally posted by venlafaxin

Underwater is still god awful. Takes me at least 10 seconds to finally orient myself properly.

Fixed for launch bit for demo

Comment

Originally posted by Storm_Worm5364

You guys could have a system that unlocks your FOV when moving around Fort Tarsis, but forces the default FOV for the cinematics, so that cinematic animations aren't broken by the FOV change. I believe that is what DICE had for their campaign/story missions back in BF1 (probably BFV too).

Yeah that was one of the problems we were talking about. We are going to start looking into soon, just wasn’t something we could do for launch in time without more time to test all of our cameras. We’ll see what we can do but we know this is a priority.

Comment

Originally posted by BenIrvo

Hey!

Some of you have been asking about more details when it comes to our Alliance System, Guilds and general awards for playing together. We believe Anthem is a game best played with friends and to make that experience awesome, we need to have social systems to make playing with friends easier.

With that in mind, I figured I would drop in here and offer up some extra details on what that experience will look like at launch and beyond.

The Alliance System – “What is That & How Does it Work?”

The Alliance system is a way for you and your friends to be rewarded for playing the game. Anytime you complete an expedition (Mission, Contract, Freeplay, Stronghold) you earn experience. That experience also goes into the Alliance system. Even better, the experience from the OTHER people in your group also goes into the alliance system. Even better STILL, players on your friends list who...

Read more

You all are in good hands with Chris Schmidt, I’ll bow out of this thread for now :)

Comment

Originally posted by khrucible

Thanks, appreciate the response.

For comparison purposes. Frost grenade shares the same cooldown and same primer status as Inferno grenade. But Inferno grenade has huge damage upfront alongside the burning prime effect. The two are virtually identical in all stats, but one has damage and the other doesn't.

I can't seem to figure out why Frost grenade just got zero damage. It doesn't have a shorter cooldown or stronger prime effect compared to anything else, so seems to pay some sort of damage "tax" for nothing in return :)

This is primarily because of the way we weight frozen status effect vs fire. Frozen is arguably much more valuable because of its lockdown potential. But you’re right that it probably needs a damage bump to be more in line. No promises but we will take another look.

Comment

Originally posted by ffxivfanboi

Hey Ben, can you provide any insight into any console performance options for the Xbox One X or PS4 Pro? Having a performance mode on One X would be awesome if possible. I don’t know how it would work for PS4 Pro since that console can already force 1080p and a slightly better performance.

And if not at launch, do you think something like this could be a feature eventually?

Not at launch is the only thing I have for you today :)

Comment

Originally posted by dineapplepick

"investigating adding an FOV slider"

That's not a huge confidence builder. Game literally makes me motion sick on PC unless I use controller (which I'm perfectly fine doing but other players aren't and I also would prefer not to). I don't give a damn if the cutscenes aren't affected by the FOV slider, but the game is so hard to play without a larger FOV.

FOV slider should be like a #1 priority, PC versions of games without a FOV slider are generally considered horrible. Not having it not only makes it unplayable for some players but would immediately ruin the public perception of the PC version. Like, FOV sliders shouldn't be a problem with PC gaming anymore, it has become the standard for such a long time and is a must when developing a PC version of a game.

We are looking into it. It’s unfortunately very complicated because we have many different cameras - normal, tight aim, flight, swim. We believe it is important, please bare with us while we see what we can do.

Comment

Originally posted by chadorable

That’s the phrase I was looking for— layout options.

After playing for a few more hours, the only thing I thought I’d personally want to change in any way is switching weapons.

Maybe it’s just my controller, or a bug, but sometimes when I go to swap, it reloads instead since I didn’t hold it down long enough.

I’d love to be able to swap a setting that makes it a double tap to switch instead. I think that might work better for me although I didn’t want to say anything to see if less lag might help. Maybe in full launch it’ll be even more responsive, but I think that that’s something to at least keep in mind & get more feedback on.

Thanks anyway, CammyWammy bo Bammy 💖

Hahah love the nickname, thanks for that! Yeah we’ve got quite a bit of feedback about reload button and swapping. I don’t know (remember) if we’ve done anything since demo for the potential bug you described. We’ll try to keep you posted on layout stuff if we end up moving forward on any of that.

Comment

Originally posted by Bcmaken

Will we be able to scale these? I found them so hard to see in VIP demo.

Does text damage scaling affect this?

I’m not sure if this is affected by floaties scaling. It might?!