Anthem

Anthem Dev Tracker




29 Jan

Comment

Originally posted by EnSabahNur5142

Very happy to hear the end of expedition screen has had more work.

When the demo worked properly for me, the game was really fun. You got something good here.

Keep up the good work!

Thanks!

Comment

Originally posted by ColJohn

I know this might be the place for this, but Id really appreciate a response. Did the mouse controls on PC receive any re-tuning since the alpha/VIP demo? Mouse flight and water controls feel really... off no matter the sensitivity or settings that I use. feels GREAT on a controller.

Totally. Much more in line with what you would expect now :)

Comment

Originally posted by Eladiun

Thanks for the outstanding community engagement.

Thanks for the outstanding community!

Comment

Originally posted by scherling

A squad does not seem to have the option to vote/kick a player if he/she is afk or crashed.

Threre is also no option to give some one else the leadership of a squad

Squad leadership is supposed to migrate automatically, I believe we also have a feature in the backlog to allow people to pass it manually. I'll make sure there's a bug on this - thanks for mentioning it! 😊

Comment

Originally posted by RelativeStatement

I'm sure this was a latency issue but wanted to share a quick video of something I experienced. Absolutely love this game by the way.

Anthem VIP demo https://imgur.com/a/NTokyAV

Yep, known bug (and I think fixed already as well) - your streaming effectively got "stuck". πŸ™

Comment

Originally posted by xaiel420

Hey everyone. Since the dev team has been so in touch with the community, I wanted to add my two cents in for what makes an enjoyable looting experience.

This pertains to all loot, but legendary and masterwork in particular.

When loot of the highest qualities drop for you, one of the most exhilarating and reaffirming feelings is the one of hearing the audio cue, followed by the visual representation of the loot you just worked so hard to get. I love what Anthem is so far, and I want that feeling to be there. This is what keeps people coming back.

https://m.youtube.com/watch?v=B7mlYj3ytSI

This is the Diablo III loot drop noise. It is very distinct and rewarding. You also get a nice bright orange or green beam letting you know what dropped.

I think if Anthem is to succeed in the long term, the satisfaction of acquiring loot needs to be emphasized. During the beta when I acquired my loot,...

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Yep, we agree. We have fixed this in the mix and there are tiers of sounds to match rarity.

Also the end of expedition screen has had a lot more work put into it :)

Let us know what you think after launch!

Comment

Originally posted by Biggy_DX

Yes. The NPC's animate (like using arm gestures), but they dont seem to be speaking. I'm just wondering if this was intentional

Yeah we actually hate that too, but unfortunately we done have all the animations tied to VO lines. We tried to get it better on this game, but it still needs work in our opinion. And the fort does get busier with more VO playing as you play :)

Comment

Originally posted by jebediahkermanater

Thought I would give my 2 cents. First and foremost, I appreciate your replies to the many threads in the subreddit. It has provide myself (and I imagine many others) insight to why certain design choices are made, whether people agree with them or not. Keep it up!

With regards to rez while ulting, I agree with your sentiment of giving players more choices in the way they play. However I think the issue in this case is that one choice seems to have no risk and will be abused in higher difficulties.

Reading the situation you personally encountered ingame, I can't help but think you would've had no risk if you rezzed your teammate personally instead. (why get someone else to rez and possibly die when you could have told them to back off for 5 seconds and rez him yourself, completely invincible?)

One again, giving players choices is great!! But they all need to have a certain amount of risk associated to them, or else there really isn't a choice now, is there...

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Even without risk there can be choice. I certainly don’t believe that choice always have to come from risk/reward. Choice can come from efficiency or optimal gameplay. The choice I outlined was an efficiency choice. Yes I could have resurrected my teammate and the squad kill the wave, but that was far less efficient because of the output of my ultimate. Also even if I’m invincible there can be secondary squad risk. If I do something that indirectly puts them on more danger or risk (through action or inaction) that is a choice too. So if I decide to use my Ult to res somebody rather than clear out 30 mobs, and those mobs go on to kill my other two teammates, is that a good choice (1 for 2?).

By my understanding of the previous arguments yes, because resurrecting while invulnerable is always the optimal choice. But in my opinion that is certainly not the better choice. Clearing out the add wave, securing my teammates safety (for now) and then creating an opportunity before t...

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Comment

Originally posted by benjamin_noah

I played the demo last weekend and had an audio bug that required multiple game restarts.

If I switched audio outputs in Windows from my speakers to my headsets, or vice versa, it would break the game's audio. When I switched from speakers to headphones, it sounded like everything, including voices, was slowed down to quarter speed. When I switched from headphones to speakers, the audio played at normal speed but sounded like it was skipping several times every second. It would be fine again if I switched back to the device that was active when I booted the game, but I'd need to restart the game with the other device active if I wanted to switch. There was also some static and skipping with the launch music every time I booted the game, but that went away once I was in control of my character (as long as I didn't try switching the audio device).

If it helps, I'm running the latest build of Windows 10. My speakers are Klipsch "The Sixes" and my headphones are Steel...

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Thanks! Sorry to hear about your issues, can you tell me what sample rate your outputs are set to? Do you use a dedicated sound card?

Comment

Originally posted by tonberryjr

There should be a distinct audio cue for spawning enemies and, if possible, some kind of audio cue to let you know where they are on the map (i.e. a distinct walkie talkie squelch, or some kind of Destiny or Metal Gear patrol-like chatter between enemies)

When an ally is knocked out of the fight, there should be an audio cue (i.e. "Freelancer/Javelin Down") so you know to go repair them.

Most of this is fixed in the mix. Maybe we will add a bigger UX sound to teammate down, that is good feedback.

Comment

Originally posted by gimel182

The Colossus jets during flight didn't sound too good as well. I hope you addressed it for the release :)

u/BioWarejer

Done :)

Comment

Originally posted by DawnBlue

Does the same apply to everyone who has access to the demo? Meaning people who would have gotten in with the refer-a-friend

As far as I understand yes it is for anybody who participated in the demo last weekend.

Comment

Originally posted by HeartySalmon

u/biocamden If anyone is still looking at this thread - I had something happen that I'm not sure I've seen mentioned (apologies if it has). After running the Stronghold with friends, they left and I switched Javs and hopped into Freeplay with randos. When I ended the expedition, the victory screen showed my Javelin and friends from the previous Stronghold and not the current Javelin I had equipped.

Yeah I had that happen to me, I’m not sure what might be causing that one. Thanks hearty!

Comment

Originally posted by Nickftw3

Respawn mechanic could use some work. It would almost work better to give us a 30 second timer to spawn after if teammates can’t get to us in time. And then in harder difficulties and strongholds, modify the timer to be longer or disabled completely. The current system definitely needs work though. You get stuck with the wrong team and you sit there dead for an entire expedition. Or sit there for 2-5 minutes waiting to be revived. Or drown underwater and die and be stuck there the rest of the mission due to your team moving ahead.

Yeah, we're talking a bit about this right now - it's not quite hitting the mark. Thanks for bringing it up! 😊

Comment

Originally posted by VinSilver

Since I can't edit this post. Here's some changes I made suggested in the comments.

u/BrenonHolmes

Map Waypoint and Alerts

https://imgur.com/nROYfbd

​

Mini Map, Waypoint and Alerts

https://imgur.com/NTiDkpy

​

Anthem Game Stats / Info

https://imgur.com/jgtgScl

Yep! I saw and forwarded it yesterday, there are a lot of feedback threads so I haven't been replying to all of them 😊. Thanks for putting this together!

Comment

Originally posted by Smokin_Moses

Encounter with Sovereign on Virmire was one of my favourite moments in gaming of all time, it was perfect from an audio standpoint - I hope we get something similarly awesome and chilling in Anthem as well. :)

:)

Comment

Originally posted by ThePhonyOne

Will it be fixed in the open demo this weekend?

Unfortunately not. Sorry!

Comment

Originally posted by KaosArchon

Glad you guys agree! Also hats off to you man, the music and sound sound great in the demo! I'm totally looking forward to the main game and the cinematics!!

Thanks!

Comment

Originally posted by Biggy_DX

I've heard that the NPC's in Fort Tarsis don't make any noise when getting up close to them. Is this is a sound bug, or just a design decision? Does it become noisier as more of Fort Tarsis becomes unlocked?

When you say noise, do you mean dialog?

Comment

Originally posted by linuxguyz

One thing I noticed:

We were just a small sample size of around 7 people. The two people who were on the pro never had the issue on PS4. But of the other 5 who had OG PS4s, IIRC 3-4 of them got the bug where they claim the audio just shuts off.

Sounds right. It's a CPU/hardware decode issue that almost never happens on the pros. Thanks!