BioCamden

BioCamden



02 Feb

Comment

Originally posted by XxStReeTzxX

Hey Cam! Great job you guys are doing with transparency. I had a quick question about crafting consumables and I wasn’t sure if it’s been answered. Will we be able to craft more than one at a time at launch because currently in the demo you can only do one at a time. Thanks!

Hey Streetz! Not that I am aware of. I believe all crafting is one at a time (consumables included). But I haven’t honestly done it myself since the demo.

Comment

Originally posted by TrendK

u/biocamden

Om ps4 during the i tend to have an audio bug from time to time. The audio seems to cut momentarily. Can you explain the issue?

Not sure what is causing this but it’s something we have received reports about. Thanks TrendK!

Comment

Originally posted by Lucordien

If it wasn't for the constant communication with the Dev team I probably would have canceled my preorder last weekend. I hope this message shines through to the Dev and management above because I feel like im not the only one.

Hearing you loud and clear my friend :)

Comment

Originally posted by artifex28

Paging /u/BioCamden and /u/T0TALfps

3770K @ 4.5GHz, RTX 2080, 32GB DDR3 1333MHz, Anthem on SSD, Windows 7 64bit.

Issue is that both CPU and GPU usage is LOWish. 50-70%.

I have tried setting different pre-render frames values from nVidia control panel, but no help there. Apparently some people had help with this on Battlefield, but they were able to open console in the game and set the in-game values to certain values as well.

Changing graphical settings / resolution won't impact this really either. Yes, I have latest nVidia drivers and yes, I have max performance settings from everywhere. Temperatures are good (65-70C).

This is the only game I recall having this issue. Other games utilize GPU 100%.

I am forced to tune down details / even resolution to keep the game on reasonable FPS (~60). For some unknown reason the game just is unable to use the GPU/CPU properly?

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Hey Artifex I appreciate you reaching out and tagging me. I’m unfortunately not able to speak to PC performance and why our game appears to be running at sub-optimal CPU and GPU usage for your PC. I’ll try to pass this along to the team responsible.

Keep in mind that this is a branched build we took nearly 2 months ago off main development. It is not reflective of final build.

Comment

Originally posted by tttt1010

Are there any plans to add 1st person POV while in the javelin? I think it would be much more immersive and fun and I want to roleplay as iron man.

That would certainly be something, but no plans currently.

Comment

Originally posted by Storm_Worm5364

Ye, I think the community understands. Hope it is one of the things we see within the first patch (excluding the day one patch, that is).

I think you guys are doing a great job at communicating, btw. I believe this level of transparency/communication puts most of the community at ease.

Thank you Storm! We’ll try to do our best.

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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 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.

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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?!

Comment

Originally posted by uruziel

I understand, what about element specific outline that would be slighty visible in Forge while you are messing around with your skill items? That is all but QoL to save some time looking for element specific items. On top of that, item sorting that is element based.

Yeah we will certainly be focused on quality of life improvements after launch (starting now really). We’re gathering a lot of UI feedback especially.

Comment

Originally posted by Hans_Yolo_

Honestly, for PC, I think that's the largest issue. I can make do with somewhat odd controls, but I can't do with such a restricted FOV.

The game could also be optimized a bit better, if that's possible... medium settings at 1440p, on an i7 6700k, gtx 1070 and 16gb ram and I'm getting sub 50 FPS in missions :/ yikes

Yeah I may have mentioned this before but there was quite a bit of focus on optimization and performance that I believe occurred after this demo build was branched. I can’t say for sure how much we can expect to see improved but stay tuned.


01 Feb

Comment

Originally posted by m10594f4293

any chance we could also get a sprint by default option

Seems like it would be possible, but why not just fly? :D

Comment

Originally posted by TacoDewBell

Thanks for addressing and most importantly communicating these changes so quickly.

<3

Comment

Originally posted by prodygee

/u/BioCamden

Does the full game have a toggle for PC that an ability button press (and release) preps the ability reticule and a left mouse click fires the ability? Instead of hold to prep and release to fire.

Because this would free up my fingers for full WASD controls. And allows for more flexible movement.

More easily put: Would love be able to ready abilities with a single keypress and fire them with mouse click! Frees up the fingers to keep moving around with WASD :).

Division PC also allows this to fire off your abilities!

Would love to see this added!

Not currently for launch no but could be something we look into with enough feedback. Thanks prodygee!

Comment

Originally posted by clanky69

Will there be a FOV slider? I haven't heard mention of one.

It’s something we definitely want to do but is extremely complex because of the many different cameras we have. Stay tuned

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Originally posted by uruziel

Would it be possible to change colours to fit element? Blue is ice, fire is red, acid is green and lightning is sky blue, or any sorts?

Potentially but we kind of like the red being an alert color to be more highly visible for combos. But if we get more feedback we could mess with it. Concern would be acid or electric blending in with environment too much.

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Originally posted by Strykaar

Oh god I hope this is true... I love the game so far but the PC controls were a "huge!" bummer for me... sad that it didnt make it into the demo because it turned a couple of friends off who are now sceptical to jump into the full version :X

Ben made a post with all the awesome details! Coming soon!

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Originally posted by SunDirty

I was honestly worried that i would hit burnout with this game like destiny 2, but the consistency and high potential of you guys communicating with us directly like this, and especially here on reddit where most people go for information, is the thing that makes me excited to play and stay engaged with the game. The only time ive ever witnessed magic like this is through Overwatch, and still to this day I play that game because of the wondrous communication that they have kept up with us fans.

In my opinion what makes a game phenomenal is the communication with its community behind it. So please, talking to us and giving us direct transparency like you have been makes us feel like we are part of your family.

Thank Sun! <3

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Originally posted by camjordan13

Hopefully we will get closer to 1 to 1 mouse movement instead of the joystick emulation we have now! As it is, it tends to make me a bit sick, especially in the water. Love the gameplay, and I want to love the flying it's just the controls are keeping me from getting there.

Yes we have now enabled a way for you to get to 1:1 mouse input in flight and swimming as well as fixed a bug that was causing symptoms similar to negative deceleration in aiming.