BrenonHolmes

BrenonHolmes



16 Feb

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Originally posted by momocorpo

Hi! Since XP is tied to how many challenges you can do in a mission, do you know if the combo challenge only is given to people who trigger the combo or both the one who primed it and the one who triggered it?

I think only the one who triggers it gets the challenge, because of this my friend keeps being mad when people "steal" his combo he primed for himself.

That's a good question, I'll take a look when I get a moment! 😊

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Originally posted by catholicBoio01

Any info on what the +speed% inscription does? It doesn't seem to effect cooldowns at all

Is it gear +speed%? That should be cooldown bonus. 😊

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Originally posted by [deleted]

[deleted]

30 (it's 30 right?) kills or kill assists using any kind of gear (I don't think this includes your ultimate ability or melee). 😊

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Originally posted by Gr_z

Sometimes gamers are hella passionate about their negative experiences, so try to filter out words like trash, garbage etc, because i know you guys definitely want to push out a good product. I'd definitely take a look at these challenges and ask the team if this is something you really want your players to experience. Gaming and chillin with my friends was a lot of fun until we realized in order to progress the story we needed to drop group to find chests.

Thanks for looking into it.

It's cool man, I totally understand where people are coming from. People just want to play the game and have fun... And it's frustrating when stuff gets in the way of that.

The best I think we can do is just try to be open about what's not working and fix/improve it as fast as we can. 😊

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We're looking into this, I don't believe this is how it is intended to work.

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Originally posted by Darkstrike86

Wow thank you so much!

Does it matter how you get the kills? (WEAPON, ULT, MELEE)

It should not matter, you should be able to use whatever you want. 😊

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I'll make sure it's on the list - there might be a bug in there. I don't believe this is the way it's intended to work.

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Originally posted by Darkstrike86

What is considered a Multikill? Just 2 guys at once. I heard somewhere it was 5?!!

Just looking for the right info.

8 kills with a 10 second timeout between each (which resets every time you get a kill). 😊

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Originally posted by bro_salad

Very much appreciate the response!

So yep, there was a bug fixed with this and it should be in the next patch. 😊

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I'll ask around, I seem to recall there being a bug on this - it may have been fixed in the next patch. 😊

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Originally posted by DawnBlue

If you're coming in a significant amount of time after the mission has started, that's definitely a bug. (A a note, Stronghold matchmaking windows are quite different). 😊

Question - if specifically using the Quickplay to fill someone else's mission, is it possible to be added into a mission later than at the beginning? As that would make sense.

Yes, for quick play you can join in at any time after the initial matchmaking window. 😊

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Originally posted by lawrencej01

I was having this same problem and pretty much entirely fixed it by moving the game from my HDD to my SSD. I'm not sure if there's a certain point when the game thinks the team is all loaded and it starts the mission? Might not be waiting long enough? Not sure.

But yeah, u/Thewtfpanda if you have an SSD with 60+ GB of space free I'd try moving Anthem there. Completely solved this issue for me.

When everyone starts around the same time we do try to wait until everyone is ready, but there is a timeout.

I think we'll need to dig into it more to figure out what is going on and what we can do about it. 😊

Thanks for all the information folks!

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It's a bug 😣.

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Originally posted by Thewtfpanda

Thankyou all for listening! Anthem is quickly becoming my favorite game and I think will grow into one of the best original ip of this generation!

Thanks, I'm glad you're enjoying it so far! 😊

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Originally posted by Thewtfpanda

I've had several missions ( not in quickplay) start like two or three quest steps from the beginning for missions I have never done. Sometimes I'm loaded in so far from my allies that I hit another loading screen to get to them due to the auto catch up mechanic. Some of these missions have been critical story missions where I'll miss dialogue that set it up the mission so the context is completely lost. I have also had this happen with contracts ( which I know can be shorter) and again lose the context of the mission leaving me at a complete loss as to why I'm doing whatever it is I'm being prompted to do in a mission.

I suggest having all players load in and then have the mission start. So, all players spawn in and start the mission together. That way nobody feels lost doing a mission they have never done.

I would expect loading into a ongoing mission for quickplay or even a stronghold but not for regular match made missions. Let me know if you need me to elabora...

Thanks for the feedback, we'll look into it. 😊

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Hmm... It's not supposed to work that way... There's a short window where you can still be match made into a mission but it should only be like a minute or so.

If you're coming in a significant amount of time after the mission has started, that's definitely a bug. (A a note, Stronghold matchmaking windows are quite different). 😊

Is that what you're seeing?


14 Feb

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I dig it. 10/10 would binge. 😊


13 Feb

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I'll just echo what others have said. 😊

You can only quick play into missions you've already completed. It's a "narrative safe" activity.


05 Feb

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Originally posted by hamsterkill

Do you know if there are improvements to this we can expect for release or would it be for some time after? The filter in the demo was frustrating because it felt like I had to choose between seeing the UI and seeing the actual world.

Likely not for day0 - but I think it's something we'd like to address soon after. I'll poke some folks again and make sure it's on their radar. 😊