Posts by BioWareJer

amieshahmi

the tomb quest still bug out for me

Have you tried all the steps to fix? If so and it's still not working can you send me your Origin ID? I will have someone take a look at your account!

verymoist42

if people start to flame about random rolls its certain that the discussion will at some point lead to the idea of removing random rolls and introducing static crap like in destiny, ultimately killing the whole purpose of these kinda games.

please do not make it too easy to get that perfect piece of gear

Noted!

VanillaTortilla

As one of the few people (apparently) who loved DA2, I say keep up the good work.

Haha! Thanks!

ShiinjiiFR

can you please add keybind for remove switch weapons on scroll mouse wheel please !!! All thie ime i try to use my shield i scroll and my char stoping itself for switch weapon ! I WANT TO REMOVE THIS BIND "scroll wheel"

It's been noted - not sure if/when it will be addressed but it's something we are looking at.

zenabiz

Can I also suggest that if you do change the rolls to be more item specific you change the weapons/items that have already dropped to avoid a lot of saltiness from people that already grinded. Thanks for being so active and the great responses.

Thanks!

Jordan_rockk

I firstly want to thank both you and the BioWare team for being so engaged with communication. I'm loving the combat system and gameplay so far, but I'm worried about the lack of repetitive/lack of content in the game for the average gamer. I understand that this game is a live service, but are you not worried that things may be added in the game too late to keep a lasting audience interested?

We are 3 days into the advanced launch, and people are already becoming uninterested and bored with the content and loot system. The combat system is fantastic IMO, but it doesn't seem like a big enough draw to keep people engaged with how monotonous the game becomes over a short duration. I was just wondering what you guys are doing to address these criticisms?

Thanks again for being so active in the community, I want/hope this game becomes everything the community wants (needs) and more!

Well, I'm not 100% sure what the whole plan is, and I don't think we as a team are either. There is a lot of content planned for live service, but we also had to leave some room in the planning for responding to how players play the game and what we need to fix that we didn't know we needed to fix. Again this is a much larger question than just 'audio' can answer, but I'm sure there will be a lot of content coming over the live service, and whole lot of feedback being addressed from players as well. Hope that kinda answers your question!

Tris375

/u/BioWareJer pinging you as I've seen you responding to feedback in other posts. This is interesting feedback for the team for what people are currently doing in the higher levels for "chasing loot".

Yeah we are seeing that for sure. Noted!

Ok - this is the latest from our design team. These steps are not fully confirmed to fix the issue yet - they are working on that and coordinating with https://answers.ea.com/t5/Anthem/ct-p/anthem-en and will update everything once it's confirmed.

Thanks to your feedback. We have identified several issues causing problems for players in the Finding Old Friends and Tombs of the Legionnaires missions. Fixes are currently in progress but there are workarounds for each issue.

If you have encountered an issue after Finding Old Friends where the Challenges required to complete the mission are not unlocked, a server side fix should unlock them for you shortly. Thank you for your patience.

If you gained access to one of the Legionnaires Tombs but there is no interaction on the Tomb, please restart Freeplay and make your way back to the Tomb.

If your journal is telling you that the challenges are complete but the Tomb door doesn't open as it should, please go to the Challenges section o...

Read more
c0howda

If Path of Exile was on that list, I would feel more comfortable. They are the best in the business in creating fun short-term content that blends in with the core game to add to the repetitive gameplay loop. One of their founders is giving a talk at GDC about how they designed Path of Exile to be played forever. Hopefully some BW devs can take notes.

I really enjoy the moment to moment gameplay of Anthem, but time spent in Tarsis feels bad. Slow movement and the amount of npc interaction feels overwhelming. Also, I feel like the feedback the player receives when taking damage is lacking. So often I find myself missing health with no feedback as to how

That's good feedback - I have not played PoE personally, so I didn't mention it. Again, I am really only speaking for myself and trying to respond for other folks who aren't on here, and am definitely not the right person to speak for the entire design of the game :)

my_name_isnt_clever

What a roller coaster that must be between each game launch. Everyone seems to think that it must be obvious during game development if a part of a game is good or bad, but it must be more complicated than that. No one wants to release any part of a game in a bad state.

While there are some who love to point fingers when they dislike something (and being active in the community makes that worse, they have an actual person to point at) I fully support you guys behind the scenes, even acknowledging that the game has flaws.

Thanks!

Insane_Unicorn

Have you run into the bug where the voices get higher or lower pitched when you switch the audio output device during the game? It's weird as I never have encountered anything like this but pretty hilarious.

Yep! I covered that in another post - I'll recap:

Basically the sample rate can be changed by USB/Bluetooth devices - this causes Frostbite to either play to fast or slow depending on what it was.

The fix is to set ALL your audio devices to the same sample rate (48k recommended) - then when you switch back and forth it should no longer occur! Hope that helps!

heliumguy12

Don't you love it when people say 'dont want to sound rude' in order to get away with being rude?

Anyway, one thing I think us gamers note is that sometimes devs stumble on what looks like obvious roadblocks, because they were 'trying something new' from their perspective, but from the player's perspective it doesn't seem like a new take, it just seems wrong. Especially in a genre that's had as many false starts as the ARPG with later adjustments. There's certain things that we just expect to be baseline by now, not a 2.0 patch. Like: no layered RNG. Can mitigate RNG with effort. Playstyle changing loot. Diverse levels of rewards (things that give hardcore players something to aim for, and things that casual players can aim for). I'm sure there's more but I'm just going off the cuff here.

Honestly wouldn't be afraid of tossing out what the dev team is thinking in weekly updates like Bungie does with their TWAB.

Well said - thanks and I'm sure the live team has ideas that are similar to TWAB.

marximumcarnage

Did you guys and gals feel like maybe you could have used an extra 6 months to really pump out a more fleshed out experience or was it more or less the gameplay is finally good and the content that is there is hopefully enough to hold over?

I think we feel like that on every game we make.

BioWareJer

I think we feel like that on every game we make.

For clarity - wishing we had an extra 6 months.

marximumcarnage

The team should have delayed 6- 8 months and launch in fall. No Destiny expansion and no division in site. Would have gotten the time the game actually needs to flesh out bugs and end game content. It’s unfortunate that after so many games as services that have launched some with sequels that these problems for anthem seem like Destiny 1 and Destiny 2 year one issues. Which shouldn’t have happened given the public Out cry yet here we are again.

If I had the POWWAAAA - then yeah I agree. I think most devs want more time, tbh.

Drinknrun152

I just wanted to say that I love the mindset shown here. Being willing to try things, but also being willing to take feedback and fix things if they don't work.

I sunk a bunch of time into Heroes of the Storm, but after recent events there I'm looking for something new and I'm really hyped for Anthem. With HotS Blizzard wasn't very good about communicating with the players, taking feedback on ways to improve, adding in badly needed features, or admitting they made a mistake on something. That game had the potential to be great but dev mismanagement sunk it. So far I really like what I'm seeing from you guys, and I really hope you guys are able to follow through.

Thanks! Me too :)

Owlikat

Just chiming in here to say that for me, as long as you guys don't give up on the game and work on making it awesome, I'd be perfectly happy to stick around to see how things go. I'm content with the game as it exists because it is what I expected it to be based on what I played from the demos, but it would be very nice to see it built into a fully featured experience with a very positive reputation.

I've been there before.. Many years ago, I backed a little game that was in closed beta called "Warframe". Bought in because I liked the idea of what they had going on, and.. Well, you may have seen how well it's been doing. Those devs never gave up and despite issues I hold with the game nowadays, it's still an awesome creation. I hope you guys can stick to Anthem and do something cool like that too.

That is EXACTLY our goal, so thanks for the support!

Nihkou

While i'm also onboard of this kind of stat meter, i feel like it'd be best left for everyones personal use. Making it squad wide and displaying everyone's stats to everyone may lead to some Freelancers getting upset over the perfomance of others, leading potentially to toxicity among Freelancer teams. But, i'm no expert on the subject, just my 2 cents!

Thanks!

isaeus-

/u/BioWareJer I fixed the progression bug on my end where all the challenge items are completed, but you can’t interact with the tomb. I visited another tomb and went back to the bugged Tomb of Yvenia. I was able to pick up the quest item and complete the Tomb quest.

Nice, thanks for sharing!

FlameInTheVoid

I assume this isn't your wheelhouse, but its relevant to randomized loot so here goes.

It seems to me that there is a common theme with randomized loot in looter games that becomes especially noticeable when there is no way around the RNG (e.g., crafting the exact thing you want with a high enough skill or some kind of rotating vendor stock with curated decent rolls). It seems like a lot of the time the devs just call a random function and twiddle the knobs until people don't complain as much.

I'm given to understand that even data science and ML fields often struggle to find enough people with a solid foundation in statistics, so I assume the same goes for game studios. But it really seems like randomized loot systems could benefit greatly from a regular assessment by somebody with even a basic understanding of statistics running some simulations and doing a basic estimate of how long it takes to get gear and how often that gear is essentially trash.

For something like Destiny, for example, the loot system is horrendously ignorant of the cereal box problem. To the point that getting the last few exotics you need is soul crushing in most seasons, if not flat out impossible for even most hardcore players. This begs for a basic bad luck protection system, which they've implemented poorly at this point.

In anthem's case, (the Diablo system, as it were) it's more a problem of how many useful but sub-optimal options should there be and how rare should truly powerful gear be, and whether it makes sense to include contradictory garbage in the pool at all. This is not so much a curated RNG problem as a proportionality issue. Before anybody sets any random ranges or makes any perk/loot pools, they should be sitting down and deciding how much of the pie is going to be in each "tier" of usefulness (e.g., S: 5%, A: 10%, B: 25%, C-F: 60%). Then, once they system starts to take shape, somebody should be running quick simulations of a bunch of drops to make sure the results line up with the desired outcome. Then, if the results aren't rewarding enough, start at the top again and twiddle knobs accordingly (e.g., change the loot pool so nothing anybody would call D-F tier ever drops, and bump everything above C up by a few points), then twiddle the random ranges and pools accordingly.

This seems like a basic design process to me that I used to assume devs followed some version of. But the more games I play, the more it seems like everybody just drops random calls in where they need them and just tweak them based on feedback and hope for the best, without any real understanding of how the tweaks will look and feel before they're implemented.

TL;DR: please find the biggest stats nerd(s) in the building and put them on the loot team, or maybe in charge of it. Make them do math or run several thousand simulated drops every time a change is made. Or do both, either should be quick after some initial setup.

Good feedback, thanks!