BioCamden

BioCamden



03 Feb

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 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 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.

Comment

Originally posted by kjersgaard

Hi Stronghold Lead u/BiowareBen, any word on the tuning of the Scar Hunters? Even on normal they feel too dangerous for the amount of shield/hp they have. I've had so many groups wipe to pairs or triplets of these it's nuts. They are incredibly tanky for the amount of damage they do. I feel like in general easy is a bit too easy but normal is a bit too hard.

Other than that, the game is amazeballs. Congrats on what I hope will be a huge hit. I think the vast majority of us love the game and can't wait for end of Feb. Also don't let them add PvP. Thanks :)

I love this tag team thing going on. So yes we actually have been revisiting all shielded enemies this week (across all difficulties) and will likely have some pretty good balance changes going in for launch. That said we’ll continue to tweak and tune these values after launch too if they continue to feel off.

Until then don’t forget that lightning and ice damage do extra against energy shields while acid and fire damage do less.

Comment

Originally posted by Hydrox2016

I really appreciate you taking the time to write that, thank you!

I just want you to know that the game is absolutely fantastic. The diversity in playstyles between Javelins and fast paced, fluid combat is a joy. With the wide diversity of loot and potential build opportunities available, like many others I look forward greatly to the full experience.

I absolutely understand that the build is an older one and your focus on further optimisation for the final build and branching development paths between the demo and the final product is a very reassuring answer. I will create a follow up post including your response since, like myself, there were a number of people understandably concerned about this issue.

Once again, thank you for taking the time to respond. It really is appreciated and Bioware's communication with the community as a whole throughout this entire process has been exceptional. There are many studios that should take a leaf out of your book....

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Thank you for caring and being invested! I imagine that any further updates for optimization will be included in our patch notes after launch. Also please continue to post feedback about it (or anything else really.

Comment

Originally posted by TheBlueTunicLink

I see you take this all seriously. There is one thing that i wish to ask you. Or 2 i should say. A universal fix.

Reloading while sprinting/dashing/flying (it's not a thing. At least in the demo it isn't.)

And Colossus. Reload while shield is out. (Pain in the but melee-ing to reload 2 long reload guns)

I can see these animations happening. Warframe does it with running. Hoping. Gliding. And wall hangs. That really all i wish. I don't expect it at launch to have this change. But it would be INCREDIBLY convenient for reloading in the game

Hey Blue! Yeah I constantly balance high movement with reloading and it can be challenging sometimes, but in some cases I like the challenge. That being said this is likely something we won’t do unless there’s a lot of feedback about it. It would require a TON of animation work for all suits.

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Originally posted by Jezgadi

HULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASHHULKSMASH

Hahahah ugh I died.

Comment

Originally posted by HadesVampire

Not sure if I'm in the right spot to post. But u/biocamden - yesterday I'll was able to see the hit points my powers and weapons were inflicting. Today, I wasn't able to see that at all. I had no idea if I was doing damage on the Stronghold Boss as my gun damage was so insignificant, that there isn't a visible decrease during battle. I plus I liked that visible marker in my decision making for continuing to use a gun.

I'm on a PS4 with a 1 TB HDD.

There is an option for floating text size, did they perhaps accidentally get changed? Is this still happening?

Comment

Originally posted by ThorsonWong

Noice.

Looking forward to seeing this proactive stance on bug fixes/community feedback going forward into launch and after. Keep up the good work, my dude.

<3

Comment

Originally posted by Hydrox2016

Hi, I know you're probably really busy but I was just wondering if you saw my post regarding serious frame rate drops on PS4?

https://www.reddit.com/r/AnthemTheGame/comments/am90y9/the_frame_drops_on_standard_ps4_are_incredibly/

Sorry to post this on another thread but I tagged you and a few of your colleagues and didn't receive a response. Would it be possible to shed any light on this? There were nearly 150 comments and a lot of people are worried about the performance of the full game.

Hey Hydrox thanks for the tag and sorry if I missed your previous post. So unfortunately I can’t really speak to console performance specifically but I can say that since the demo build was branched we put a lot of focus on performance and optimization as we finished the game.

This performance and optimization is hard to gauge exactly how impactful it will be for final release and launch, but we have testing that measures our progress to targets for all platforms.

I’m sure there will still be areas of opportunity after launch, there likely always will be, but this build is 6-8 weeks behind in bug fixing, optimization, and our final efforts.

I can’t promise anything but I can reassure you that this specifically was, and will continue to be, an area we focus on.