BioCamden

BioCamden



01 Feb

Comment

Originally posted by khrucible

Hey u/BioCamden I would @ Ben/Mike but I'm not a twitter user.

Do you know if its intentional that the Ranger's frost grenade has no base damage component? Its the only skill (outside of support skills) in the game that does no damage.

This means against enemies with a blue bar it does literally nothing, because they're immune to primers. I'm not sure if this was by design or just an oversight, Ranger's really struggle with blue shielded enemies because we have no damage on our frost skill and our melee is the only source of electric damage (but can't melee flying guys)

Would love if you could pass this on, so we get even a minor damage component added so its not entirely redundant against prime immune enemies. Thanks!

Hey Khrucible this is something that we are constantly reviewing in our balance passes and will continue to do. It’s a really good call out. Thanks for the well-constructed feedback.

Comment

Originally posted by badboybilly42582

Thank you for taking the time to reply. To be honest it was one of the biggest concerns I had during alpha gameplay. Looking forward to these said improvements.

Me too, can’t wait for y’all to try them at launch

Comment

Originally posted by jimbobjeff85

As someone who found flying tricky (mainly sudden turns/movements to avoid face-diving into cliff-edges) and swimming basically impossible, this is very heartening to hear. Thanks!

No problem!

Comment

Originally posted by chadorable

Ayyyyyyyy, thanks for the update! My bf didn’t think they were bad other than the swimming, that seemed to be universally challenging lmao

Should we expect any console changes as well? The customization for controls on PS4 felt limited in a way but I’m not sure how to describe it other than the obvious lack of button remapping. I’ve read that that would be too complicated, though?

Either way, that was such a fast turn around I’m astonished at how it seems you guys are getting more efficient! 💖

Hey Chadorable! We didn’t adjust controller settings with this round because we felt like they were in a pretty good spot. We may look at more layout options for controller if we get feedback on it.

Comment

Originally posted by balrathamir

Added Auto-Centering for PC Flight

Added auto-centering behavior on swimming and flying by default for PC.

When mouse input stops (after a delay) the crosshair will automatically return to center.

This will singlehandedly fix flying for me I feel.

It feels awesome, I am really excited about the changes that we got in this week.

Comment

Originally posted by LawbringerX

Awesome news! The PC players definitely appreciate the fact you guys are working so hard to make the game's controls smoother on Mouse and Keyboard.

Definitely doing what we can, and plan on continuing to review and do more.

Comment

Originally posted by Painkillahh

Hey Camden, since you're here answering questions about javelin abilities, is it at all possible to look into the interceptors charge (spark dash)? As an avid vanguard player in mass effect I was a bit disappointed with the Interceptors charge and how it just goes horizontally in whatever direction you're facing instead of being a target lock on. Feels sort of clunky imo.

Thanks for all your hard work!

So Spark Dash should be requiring a target to cast, that being said if there is a target in front of your javelin and you’re aiming a different direction you may take off unintentionally the wrong way.

We may need to look at always casting gear to face crosshair for PC controls.

Comment

Ughhhhh this reminded that it’s 3am. I think I have a problem...

/refresh

Comment

Originally posted by badboybilly42582

Improvements to PC controls.......... Please lord please be true. I was flying around like a drunken Tony Stark in the Alpha.....

Sooooo many PC flight and swim improvements went in for launch because of the feedback from the demo last week. I think Ben is going to be talking about it soon, but I can’t wait til y’all get to try it out. Unfortunately we couldn’t get them into the demo, but soon...

Comment

Love this stuff, keep it coming. So glad to see strong community contributions like this.

Comment

Originally posted by CaptainCummings

Thanks a ton - yeah I didn't mean to presume I knew how it worked; more that the buttons are freed up in terms of assignment. Again thanks so much for the prompt feedback, you guys are really killing it in that department and it's glorious.

No problem! I’ve definitely wanted to lay down some vertical flame walls myself cough Tyrant mine cough.

Comment

Originally posted by Xaolin99

Hi /u/BioCamden I have a question about the Storm's Wind Wall. I noticed in the VIP demo while I was flying that the Wind Wall would always bury itself into the ground when placed on the map even if I tried to place it in the air. Is this its intended functionality?

So as far as I know Wind Wall does require some surface to project and place the effect. That being said you are right there is quite a bit underground which is intended. It’s not supposed to be a significant amount but it is so that if you place it on a wall or pillar or something that it extends down vertically from the placement too.

Comment

Originally posted by bxxgeyman

How would that work on controller? 🤔

Not sure! Left and right trigger to turn I suppose.

Comment

Originally posted by CaptainCummings

I wish the Firewall Mortar, when being aimed, would be able to be rotated horizontally left and right with LMB and RMB.

/u/biocamden plz bby can you send this idea to someone? As we cannot fire weapon or aim down sight when in the targeting for an ability, theoretically this should be possible right?

E: grammar

Hey Captain thank you for your feedback! Javelin gear is right up my alley. I’m not sure that have the programming support built in to do rotating for pre-visualization (the trajectory outline) and with the projectile/explosion but it could be useful for it and Wind Wall. I’ll pass it on to the team.

Comment

Originally posted by winterds001

Yep. Several people pointed it out and I apologize. For some reason I thought I had seen posts that had a BioWare reply tagged, and for some reason I haven’t seen any after the demo. Keep up the good job.

No worries! And no apology needed


31 Jan

Comment

Originally posted by Heybarbaruiva

There are a total of 31 Dev Comments in the last 24 Hours

Coming from World of Warcraft, this is more communication than what we got from Blizzard in the 6 months Battle for Azeroth has been out. So yeah, I have no idea what OP is talking about. On top of BioWare being very active on reddit, Mark Darrah, Ben Irving, Jonathan Warner and Ninja Mike are answering questions on Twitter all the time. Lack of communication is definitely not an issue here.

Special shoutout to /u/BioCamden. He's a goddamn machine!

Trying to keep up! Haha thanks Heybarbaruiva.

Comment

Originally posted by winterds001

Like I said, when shit the fan, most devs disappear because forums turn into a begging/toxicity fest.

They were sure damn active to hype up the demo though.

Still hoping the final game will be great!

Hey we’re certainly still here and more importantly still reading and gathering feedback. As you can imagine it’s getting pretty busy around the office not only for Open Demo this weekend but also all of the plans for Launch and Live Service content already in development. That’s not an attempt at an excuse, more of an explanation. Appreciate you keeping us honest.


30 Jan

Comment

Originally posted by OWRaif

I think you misunderstood his second question, it's not "Why is this an online game only" but why is Denuvo in an online game only.

Think we can all agree that Anthem is made to be played with others

You’re right OWRaif I did miss that, thanks for pointing that out. One word made a huge difference there.

Comment

Originally posted by j_harv

Just add it to the list! I would love to see a future large content update add a bit of a UI overhaul, which includes dealing with the wasted space from the slanted menus, to PC menus (less panel scrolling) and something that helps us see both our post-game stats as well as in game character stats in the Forge. A little more color to the weapon and armor rarity would help too, since everything just looks the same with a slightly different border right. See mock up here

Thanks buddy, and happy.... developing?

Thank you j_harv! Thanks for that link, some good stuff in there.