Please be a thing. Please be a thing. Please be a thing.
Totally a thing.
Please be a thing. Please be a thing. Please be a thing.
Totally a thing.
You can't go wrong communicating with the community, you just can't.
I think the overwhelming majority of gamers are in favor of communicating with the creators of the games they play.
Some developers don't want to take that path for reasons unknown.
I believe if Bioware continues this path of transparency and conversing with the Anthem community, you'll develop a great bond with us for many years to come.
Thank you Rusty!
It really is satisfying to use, and I feel like even a simple change like this (making tempest strike refresh your aura on combo detonations) Would go such a long way for the Interceptors diversity as far as playstyles. It would come at a cost, requiring 1 of your 2 ability slots, but it would give you the option of playing a detonating role in a squad. Wanna team up with your buddy who runs a priming ice storm? Throw on Tempest strike and Van Damme roundhouse all the ice blocks like he did in universal soldier 2.
Cmon /u/BioCamden .....who doesn't like van Damme?
As soon I saw the first iteration of the roundhouse kick animations for the Interceptor I was had flashbacks to bloodsport.
I do keep hearing feedback about Interceptor combo triggering. I’ll look into it.
As a long time BioWare fan, this seems to be the most talkative you guys have ever been. I don't know if you can answer this, but is this a general new approach to communication for BioWare, or is it just an Anthem-only thing? Asking for a friend that loves Dragon Age...
Haha I love Dragon Age too! I would think this is something that we will likely try to do moving forward for all projects, but I can’t say for sure. Guess it depends on how we do and how well this whole thing is received.
They seriously need to change the name of Detonating Strike if it's a primer. Perhaps call it "Resonating Strike" and make up some science voodoo about how it resonates inside the enemy and they explode? Same effect, better name, less confusion. /u/Benirvo and /u/BioCamden <(O_o)<
Totally valid, I’ll bring it to the team. I think this was named prior to us finalizing what we eventually ended up calling primers and detonators. I’ll pass this on :)
This has been an exciting year for me only because of the engagement on here or Twitter, both silly & serious.
So if any of you do anything to hurt my CammyWammy bo Bammy (u/BioCamden) or daddy u/BenIrvo, I will sic my grabbits on you without hesitation. 🤷🏾♂️
<3
Hi there! I don’t want to seem rude, but do you know that some (actually a lot of) people don’t really like how the weapons look? Are you going to change the appearance to more unique? I’m asking, because javs look soo good, and it would be cool if the weapons had the same “quality”. Thanks.
We discussed this a lot this week and have something in the backlog to review and discuss what (if anything) we could or want to do for retrofitting weapon variants and models after launch. No ideas yet on whether or not this is something we will end up doing for existing guns, but it is certainly something we’re aware of.
Based of just the power item level from the main stats of the weapon, just based of the power level, or based of both the power level and stats values?
Just the power level itself.
Read moreu/BioCamden u/BenIrvo I am sorry for pinging y'all, know we ain't really supposed to. But can we get clearification on Why exactly we cannot do freeplay in private? I, and probably many others, would love to be able to launch up a freeplay session so we can get ready and wait for our friends that will join us. It is incredibly boring just sitting on the "Launch" screen just waiting for them to get done in Tarsis and ready up. Why can't we do a private session so we can play with our friends? Or did this QoL improvement just get swept under the rug or was it even thought about?
I am sorry if I come off as a little rude in this, but seeing that freeplay can't be played in private was the first and only time I actually lost hype in this game and made it actually livid. I am trying me best to be professional in this question, but to have to constantly go back to fort tarsis just because a new friend got on and they can't joi...
Hey Alizaea I unfortunately don’t have the context to be able to answer that one. I wish I could be more help. I do know that post-launch (starting now) that we are going to be doing a lot of quality of life improvements and if this ends up being a big friction point that we can certainly take a look at it. I totally understand what you’re saying.
Do you know what the difficulty for hard was percentage wise for the demos? I’m trying to get a good comparison for that to the adjusted difficulties. Definitely appreciate all of your replies and involvement with the community. I’ve been looking forward to this game for a long time u/biocamden
I can’t remember off the top of my head unfortunately. We’ve changed quite a bit for overall balance and tuning including overall creature shield amount in hard and GM1, and other modifiers alongside overall creature damage and health. We feel like they’re in a pretty good spot.
Read moreI suppose it's a bit more nuanced than what I initially was trying to say. A bit hard to explain, but the easiest way I can explain it is say, in CS:GO, the recoil is always trying to re-center itself back to where you started, and yes, if you just hold down fire it will physically recoil. However, even in between each individual shot you can see it fighting to move back. Then when you're out of ammo, the reticle is right back at the original spot you had it before you fired a single shot.
Now, correct me if I'm wrong as I didn't have as much time with the demo as I would have liked (no hard feelings but I've been waiting 14 years for Kingdom Hearts 3 lol), but as far as I can remember, and with gameplay videos, it doesn't seem as if the reticle ever works to re-center when not firing and just leaves off wherever you stop firing. So instead of going from point A, temporarily moving towards point B then returning to point A, it's just going from point A to point B, being whe...
Hey thanks for the follow-up! That makes a lot more sense when you explain it that way. I do believe you’re correct ultimately in that our reticle will not return exactly to center. Our recoil curves do have returns though, but it’s not exactly where it was prior to the shot in most cases, especially for automatic weapons. Also no hard feelings! Kingdom Hearts looks awesome :)
The most recent number was showcased in the This is Anthem Part 2 Endgame vid
Gotcha thank you! Yeah I just took a look at that. I believe that is old UI footage.
Last i saw for grandmaster 3 was the 3100% to enemy health and damage. Now its at 950%. Does this mean weapons are going to ve rebalanced also?
Again, I’m not sure where you saw that most recent number so I can really speak to it unfortunately. There’s been a ton of game capture for press, marketing, game changers, etc over the last month or two and it could have realistically been from at any point in that time. I can’t remember where we landed off the top of my head for difficulty modifiers but everything has been balanced accordingly yes.
You have about 22 or 23 component choices in 6 slots which can drastically boost or alter your builds and gameplay.
Is that per Javelin or total across the board?
I guess what I meant is that without a "skill tree" you take away some of the flexibility people can have with builds outside of pure gear and the perks they provide. You can add some stats/perks etc where your current build may lack. They can also allow some flexibility for incomplete builds or allow someone to create something brand new. The more we have at our disposal the more creative we can get as players.
That’s per Javelin, there are 10 javelin specific components and I believe 12 or 13 universal components. So 12-13 shared and 10 unique to wa h javelin.
Can you tell us why the Grand Master difficulties were reduced?
We’re constantly balancing the difficulty modifiers prior to launch. I’m not sure what you saw previously versus the most recent update you saw. But I can assure you we’ve done our best to tune these difficulties to what we feel is appropriate.
Based on your single highest, not your total power level... interesting (and good to know).
Right, it does mean that these will spike as soon as you get a big upgrade but it feels right so far. We’ll keep an eye on it though.
My biggest confusion on this topic is that the game has both physical recoil, as well as reticle bloom recoil. Reticle bloom is really all that's needed on pc because like diri said, fighting against the mouse with heavy physical recoil doesn't convey the same result as it does on a console / controller. See counter strike / destiny 2 for good examples
Not sure what you mean Bigfoot. Counter strike has physical recoil which does require mouse pull down to counteract, though their recoil patterns are predictable and repeatable.
Yes that’s actually something we’ve done since the demo, consolidate the emote button.
Hope this is true for PC, too. As a PC player, I found the emote selection key mappings really clunky.
I believe it was yeah
To spin this a bit further because it has me kinda worried. Since there will be no melee weapons and Interceptor is greatly focused around melee, how does my melee damage increase? For example if I have a green Deadeye and I equip a purple Deadeye, the puprle one will deal more damage. How can I increase my melee damage with no weapon slot to equip a better melee weapon? Or is it also tied to pilot level? Does my weapon gearscore also increase my melee damage? If not, how is it ensured that melee is viable for greater difficulties?
Melee, ultimate, and status effect damage you do scales based on your highest equipped power level item.
Just to clarify, do you mean the drop of an item you got at level 5 would scale to still be usable at level 30, or would you need to obtain a new drop of the item (or craft the item) to get one with the values appropriate to your new level?
Sorry yes to clear that up, items do not scale with you. But if you had an item at level 1 that gave 10 armor, if you got another one of that same item type at 30 it would have an increased base stat value of something like 100 armor. (Not real values)
You would need a new drop or craft of it.