BrenonHolmes

BrenonHolmes



27 Feb

Comment

Originally posted by gst800

Can you clarify if we have to hit a monster for our luck stat to work, or it works even if we don't touch a monster and other people kill it ?. Also interested if gear score has anything to do with quality of drop ?.

No, drops are currently based off proximity... if you're "nearby" we count you as participating. You don't need to damage an enemy to get a roll. 😊

Comment

Some basic details about luck and how it currently works:

  • It's threshold based
  • The last threshold is once you get over 190
  • It affects drop rate and rarity

I think some of the results might be a bit skewed because you're using Ursix - which have an inflated chance to drop items (a few high-tier enemies do)... for future tests it's probably best to use other more basic enemies if you want to isolate the effects of luck on drop rate 😊.

For drop rates, the modifier is added into a formula for computing the drop chance (there are a whole mess of factors that can further modify the value based on enemy type, etc).

For rarity, the modifier is also added into a formula... but the final computed modifier (based on difficulty, luck and the difficulty of the thing that was killed) is only applied to the highest rarity of thing that you can get for your level (and masterwork/legendary if it's available at your level).

Hop...

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24 Feb

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We're aware and investigating!

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Originally posted by MagenZIon

Any insight into issues I'm having with mouse movement? Both in Tarsis and out on expedition I lose control of my mouse for anywhere from half a second to a few seconds. Happens frequently and is making it really hard to want to keep playing and I love this game!

PS- I've tried everything I can think of. People have suggested disabling in-game overlays and I've done it all. No dice. :(

Sorry I'm not sure, I'll check with QA though to make sure we have something tracking the issue. Can you DM me your system specs and what kind of mouse you have?

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This is on our radar, we're looking into it!


23 Feb

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Thanks for the feedback, I'll kick this along to the folks looking at some of the QoL improvements! 😊


22 Feb

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Originally posted by NG_Tagger

Any update on the stat suggestion made above?
Would be a great (and much needed) addition to the game.

Unfortunately, I really can't say anything specific on this topic... all I can really say is that these are great ideas, and we're definitely interested in solving these problems (I can't give timeframes or anything, unless they're officially in a roadmap - otherwise we can get into trouble).

Sorry if that doesn't really help too much, but it's about the best I can do. 😊

Comment

Originally posted by Mephanic

That's awesome. Any chance of extending that mechanic to the end of contracts? You also get forced out of the mission within seconds of completing the final objective.

I believe all of the end mission timers were increased in the patch. 😊


19 Feb

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Originally posted by BTSiGMA

might be worth taking a look into. i have joined a quickplay and killed only the boss, and at the end only recieved one item multiple times. so is that one item only from the boss? one item only from the completion? either way seems like very little loot for both

We'll take a look - sounds a bit fishy. 😊

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Originally posted by disco__potato

Is this already implemented? I've heard from some that boss loot drops were already live last night.

I don't believe the patch is live yet, no... 😊

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Originally posted by reiphil

Great, thank you! Can I also ask, is it known whether end mission completion loot has higher chances for masterwork/legendary gear over the chests?

I ask because of the current plague of people leaving after the 1st or 2nd chest in a stronghold because they feel the "boss is not worth it." If the boss/end mission loot had slightly better chances of better gear, it would entice people to stay instead of just run the strongholds for the chests.

I have yet to complete the strongholds on GM1 because of leavers.

I can't remember offhand but the end bosses will drop guaranteed rarities and types based off of difficulty, whereas chests do not...

I think Chris mentioned the specifics elsewhere.

It should be better to kill the boss than to just farm the chests - or at least that's the intent 😊.

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Originally posted by reiphil

Can you explain the change a little bit?

Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen

This makes it seem like bosses have always dropped loot that show up only on the end expedition screen. Is that currently the case?

Or are bosses currently NOT dropping loot and we will get loot from the boss once the patch goes live?

You get rewards (loot) for completing the mission... But its been a little unclear because it just gets dumped in with the rest of your loot at the end.

We moved those off of the mission and the bosses drop it instead, so it's more clear and celebratory 😊.

Comment

Originally posted by dejoblue

Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen

God I hope we get more than 3 seconds to go loot before we are booted out...

The end mission timers have been extended in the patch as well. 😊

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Originally posted by nevirin

I think you get the loot, even if you forget to pick it up

Boss loot is automatically picked up (also bypasses backpack limits), so you'll get it even if you miss it for some reason. 😊

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Originally posted by Rectal_Wisdom

What if you are dead and the mission finishes?

The loot that bosses drop is auto pickup, you'll still get it 😊.


18 Feb

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Originally posted by hiya89

Just so you know, I've tested 50%+ speed on my E ability with a 10 second cooldown and saw zero difference (accurate to hitting a stopwatch time, not a frame by frame time though) with and without the +speed bonus.

This was also tested on support speed with a 100% bonus and no effect was measurable there, but I'm not sure that "Support Speed" is cooldown for your support skill since "Support luck" exists.

If this was meant to affect ability cooldown, it currently is not.

Boo, thanks for the information - we'll take a look and see what is going on. What gear piece are you using?


17 Feb

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Originally posted by DawnBlue

There are also various Shield-related stats that are hard to decipher.

Worst example: Shield +-9% Refresh as seen here https://www.reddit.com/r/AnthemTheGame/comments/arbzj6

Also, are there negative stats on inscriptions? Because +#% to shield delay sure does sound negative - someone posted a picture of that earlier but I can't find it right now.

Some of the suit specific components are supposed to have trade offs. With the Storm for example, one of the components allows you to trade decreased damage for increased cooldown speed (or vice versa).

It's a bit... unclear... I'll make sure we have a bug on it. 😊

Comment

Originally posted by wadss

are you guys aware that new players are being matched into late game story missions? fighting the final story boss, and a level 2 player joined the game. not only does this spoil the game for them, but they're not equipped to fight it. this absolutely should not happen, better yet, why can't we set our games to private?

The only way that I believe this can happen is if someone on the mission invites them into the game.

You cannot join into missions through QuickPlay unless you've completed that mission already.

All that said, because of the way the balancing works - they can still contribute, they won't have access to the same breadth of options that higher level players might have - but there's nothing wrong with people of different power levels playing together... or at least it's not counter to the design. 😊

Comment

Originally posted by momocorpo

From what I see it seems to be only the one who triggers who gets it: https://imgur.com/a/p1YuR8n

I think there should be another challenge for priming, or the one who primed should also get it.

Also, my storm friend had 9 hp bars, then when we started doing Hard content, and he changed a component for a component with more health, he acutally lost health to about 4 hp bars, any idea why?

Yeah, looking at the scripting it looks like you're correct - the person who causes the combo (detonating) is the one who gets Feat credit. I'll make sure to raise the issue.

One note though... XP is shared - so if someone else completes the Feat, you still get a benefit (except maybe that you're not being 100% efficient and trying to get every medal for every person). 😊

I'm not sure what's going on with the health bars... that sounds similar to a bug we saw during the demo though - I'll poke some folks to make sure they're aware of it.

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Originally posted by catholicBoio01

Oh cool, u guess I just need to stack more. Also is there any word on doing an aliasing pass of the UI? It's very pixelated

Do you have a screenshot I could forward along? 😊