BrenonHolmes

BrenonHolmes



14 Mar

Comment

Originally posted by Biggy_DX

Hey Brenon. I wanted to pass a quality of life suggestion to you guys to help players avoid downtime from walking in Fort Tarsis. With the recent addition of the "Hold to Start Expedition" button on the HUD (added in Patch 1.03), I think this sets you guys up to expand the functionality of that button option to other activities as well. My suggestion is this:

- Using the "Hold to Start Expedition" button brings up a list of options the players can choose from with the Arrow Keys/D-Pad; since they're not used in Fort Tarsis.

- Among these options are the following: Expedition, Forge, Vault, Launch Bay

- The player chooses which option they want, and the game sends them to that respective area.

- This would be a good stop-gap measure to removing as much downtime between missions as possible

Take it easy, and I hope you guys succeed in bringing the game closer to greener pastures.

That's a great idea, thanks for the suggestion! I'll pass it along. 😊


13 Mar

Comment

Agreed, this is a bug - it's filed and we're looking at fixes!

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Originally posted by Bacon-muffin

https://www.reddit.com/r/AnthemTheGame/comments/b03gkr/imo_the_current_overall_quantity_of_loot_is_not/

Here's an opinion thread I made about loot, got a bit buried with all the drop rate talk going on.

Just wanted to say, your guys continued engagement with the community is what ultimately caused me to buy the game after my premier sub ran out. Not shying away from the tough questions even in a virulent sea of posts is so refreshing and makes me optimistic for the future.

Thanks for the link, I'll take a look at that soon! 😊

Comment

Originally posted by reptoo

Your responses kinda read condescendingly with a tone of "oh none of this seems to be on our radar of worries, what's your problem?"

Ah I'm sorry, that wasn't the intent - I just needed more context so I knew who to go talk to 😊.

Comment

Originally posted by PG-13_Woodhouse

Mods unlocked the thread so I'll put this here now.

In regards to the damage formula, the primary concern is that too many things stack additively as opposed to multiplicatively. Currently, damage is calculated as follows:

DAMAGE = (Base * (1+A)*B*(1+C)*D*E)+1

where

  • A is sum of all damage bonuses on gear.
  • B is the base crit multiplier of your weapon/ability.
  • C is the sum of all critical damage modifiers
  • D is the damage type modifier (things like Lightning doing more damage to shields)
  • E is the sum of all debuff modifiers. Currently just Target Beacon/Taunt (33% each and they don't stack with each other) and Acid (25%) for a Max of +58% damage.

source

The issue here is that almost...

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Thanks for the context! I don't have the right information right now to be able to get into those details - that's more the domain of the systems designers...

Let me do a bit of investigation and get back to you - at the very least I can probably provide some more context to the reverse engineering you've been doing. 😊

Comment

Originally posted by ExoRonin

..... he literally made a bullet point list of the talking points....

Yes... But I think I need a bit more detail than "damage formula".

What about it? Are there concerns about how it works under certain circumstances? How resistances factor in... Etc 😊

Comment

Originally posted by AcidicSwords

As a discord we have agreed upon many of the issues and devised multiple solutions for each of the said issues.

Our issue has been relaying this information as many of the solutions require input from the devs, the limitations they have etc.

Feedback and solutions on mechanics cannot just be read and implemented. Things like this need to be discussed.

Asking for more loot can be taken at face value, but talking about core mechanics require a two way street

What kind of stuff do you want to talk about? It's been pretty hard to keep up lately, so it's very possible that I've missed posts that you've made (there's a heavy math one on my list to look at a bit later which may be related?) 😊


12 Mar

Comment

Originally posted by Aghoithae

Please, can you pass them that loot bug too, as of now we don't have confirmation its acknowledged :

Some of us are getting a really weird loot bug, whether on PC, Xbox or PS4 :

GM1 / GM2 / Only white and green loots !? The loot part of the last patch went reversed for us!

Playing as ranger at lvl 30 on GM1 or GM2, and every activity as of stronghold, mission, freeplay, except the final chest of Strongholds where two purple and one MW drops, each other loot or chest give me or white or green loot, and ONLY white and green, this since 1.0.3 patch. Repaired the game, unistalled then reinstalled changed nothing.

Bioware, are you aware about that ?

You can see other complaint and pictures here : EA Bug report

Just checked in with QA - we have a bug tracking this issue!


11 Mar

Comment

Originally posted by fanny_bandito

Hey there, Brenon. I feel badly piling on here, but since you seem to go so far above and beyond when it comes to responding to these kinds of thing, I was wondering if there's any chance you might be able to take a look at the way ability recharge works for javelin abilities with multiple charges.

As things stand now, if you have an ability with 2 charges, and you fire off charge #1, it will, as expected, immediately begin to recharge charge #1. However, if you fire off charge #2 before charge #1 has finished recharging, you lose all the progress you had towards the recharge of charge #1. This means that once you've fired off charge #2, it will begin recharging charge #2 from 0. At that point, if you're in any kind of extended engagement, it really doesn't matter that you have extra charges, since you're either waiting double the recharge time for 2 charges, or the normal recharge time for 1. Assuming you time your uses perfectly from that point on, your effe...

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Yes, I'll pass this along to the Gameplay team - this may be on their radar already... but let's make sure 😊.

Comment

Originally posted by radiantkeen

To add on to this, this masterwork effect does technically work - I get the combo proc bonus effects, but there's no combo text/effect or AoE damage.

That's great information, thanks - I'll make sure to pass that along to QA! 😊

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Originally posted by Paintball_Taco

Awesome, thank you! Enjoy your day off. You all deserve it.

Thanks 😊

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Originally posted by DaLiftingDead

Just to add to that, Stasis Chain, the Storm ability has the same issue of no detonation. Could be the ability text is poorly worded, but I figured I would add this since it seems to be the exact same issue.

Thanks! Keep up the good work!

Thanks - we have bugs logged on these! 😊

Comment

Originally posted by sdwsdwsdw

random drop in a stronghold gm2 from a "normal" mob : interceptor legendary component while i play ranger main. and interceptor is gearscore 7.

Ok thanks we'll take a look.

Comment

You should only be getting drops for your current suit, I don't suppose you know if it was a normal drop or as part of a mission or boss loot?

Comment

Thanks for the feedback! There's definitely a bunch of improvements we can make to the experience to make it feel more integrated... and these are some great ideas. 😊

I'll kick this along to the Gameplay team!


07 Mar

Comment

Originally posted by Paintball_Taco

Hey u/BrenonHolmes first, I want to say I appreciate all the work you all are putting into the game and I’m looking forward to playing it as it grows. Most of these people don’t understand how intense and time consuming it is to search thousands of lines of code to find one small error.

Second, my question. Any information on if there is a fix incoming or in the works for Titan’s Hail, the masterwork/legendary colossus ordinance launcher? It’s special skill (is now a detonator ability) doesn’t work at all.

I'm out today, but I can look into it tomorrow! 😊

Edit: Haven't forgotten about this, didn't get a chance to check it out today - I'll try to hit it up this weekend if I get a bit or on monday.


06 Mar

Comment

Hey, so I dug into this a bit... at a high level, every 10 hits you get a small boost to your ultimate bar.

There's a 1 second timeout on the hit streak - so you're probably best off using an AR, SMG or LMG (some Shotguns might work as well). There's a 3 second cooldown on the proc.

When it triggers, you get a small boost to your ultimate meter (currently 3% per proc, this is in addition to all of the other sources that increase your ultimate bar). The net effect of using a rapid fire weapon is that your ultimate should charge faster. 😊

Comment

Originally posted by lonewolfshade

many of the wording you use for components and inscriptions need a second pass to make sure it follow some sort of guideline so they all provide a clean indication on what they do.

The components that give - and + at the same time confuse players the most.

other wordings like 7000% extra ultimate charge on vipers bite fail to convey the information you actually trying to tell the player.

just changing it to inform players that it means each hit on enemies will fill the ultimate bar 7x times faster would be much easier for people to understand.

perhaps: each enemy hit adds 7x the base value to ultimate charge

or something similar.

Yep, I agree - especially about the "things that are better when they're smaller" category. 😊

Comment

Originally posted by raunchyfartbomb

Yea, I honestly didn’t really even expect a reply. I understand though, a comment like that is an uphill battle to go against, and your often better off not addressing them individually until a solution is basically ready.

The problem is gamers are so vocal and passionate, it can be hard to have a good dialogue with devs. It’s easy for a mis-saying to be completely crucified, and I feel for you guys.

All that said, definitely take a look at their forum. It’s pretty well organized, with bug sections for each platform, patch notes for each, there is a dev blog they talk about upcoming changes, feedback forums, etc. all that on top of the generic community forum side of things (which IMO is why the other stuff is kept alive. It’s a healthy community site on top of the dev-feedback portion).

You guys could probably reach out to /u/Rebulast (DE Rebecca), Steve, or their other community manager I can’t remember the name of (Taylor I ...

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Thanks for the suggestion, I'll take a bit of time once other stuff has calmed down a bit and check it out. 😊

Comment

Originally posted by Insane_Unicorn

We really need a comment on that u/benirvo u/brenonholmes

We'll need to investigate this, scaling systems are supposed to allow low level players to play with high level players to be effective against high level enemies.

This is not intended, something ain't right there...