Posts by Chad Robertson

Hello Freelancers,

We’re nearing the end of the Cataclysm, so I wanted to talk about what’s coming for Anthem.

First, I’m proud of our team for creating a fun new experience for our players. It represents the largest post-launch update that we’ve delivered so far. We were humbly excited by the increase in player engagement we’ve seen with the Cataclysm. The team and I appreciate the response and support — it is what keeps us motivated to continue to improve Anthem.

Those of you in our player community that played on our Public Test Server gave us valuable feedback from your play that we used to influence our changes to the game. PTS is an invaluable tool we will leverage for future updates with Anthem. Some of the changes made to the Cataclysm based on your input were:

  • Combat balancing improvements
  • Adjustments for minor-to-major crystal economy
  • Additional types of reward crates, providing more player choice
  • UX tips in load screens to better explain Cataclysm mechanics
  • F...
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Yesterday was rocky. The first day of our VIP demo weekend did not go exactly as we planned, and I want to share what happened.

We’ve been testing the entire game and platform for several months, but there were a few things we missed; real-world play frequently leads to unexpected issues. Before I share details on this and what we’re still facing, I want to dispel one comment we’ve seen: that we under-planned for server capacity. To ensure stability, we intended to manage our servers to match the player population as it grew. Overall, we had excess capacity prepared for population increases, and continue to do so. That said, what’s important is that all parts of the game work as designed to meet players’ needs, and that did not happen in the opening hours.

While there are a number of issues we dealt with yesterday, the three primary areas were:

  1. Platform connections – this was caused by the spike in players entering the game when we opened up. Unfortunately, these issues did not presen...
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Hi, again!

It was an eventful VIP Demo weekend for BioWare. As I shared on Saturday, it started rocky, but we stabilized that afternoon and maintained it until we turned servers off Sunday evening. We learned a ton about our game, our service, and you, our community. We’re working hard to ensure everyone can enjoy the game exactly as we’ve designed it.

I’m particularly proud to be part of our amazing team across Austin and Edmonton. Their dedication and passion showed this weekend. Our war rooms in both locations were hot-beds of activity 24×7 all 3 days. We had fantastic support from EA and our partners.

We’ve got a long list of things that were addressed during the weekend, or are being addressed for next weekend’s public demo. These include:

  • Entitlement bugs
  • Server performance updates to address much of the rubber-banding
  • Fixes for infinite loads and more being investigated
  • Platform bugs to validate Javelin unlocks
  • Client and platform login bugs

We’re doing more scale testing thi...

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Hello Anthem Community!

Thanks for being here!

We’re hard at work to be ready for our public demo weekend, starting tomorrow, 2/1. This week has been focused on improving the player experience in the demo – that focus was based on our learnings and your feedback. For those of you that played last weekend, you should see significant improvement in multiple areas over last week.

While we are confident that these changes will improve this weekend’s experience for players, we’re also cognizant that we may see recurring and new issues. Our team will again be working around the clock to deal with any problems that arise so that all players can enjoy the game.  As always, you can use Answers HQ for help.

Our ongoing scale testing this week has gone well. We’re confident we are ready for the load we will see. Like last weekend, we will be prepared with more server capacity than we anticipate will be needed. However, predicting player numbers – particularly for a new game like Anthem in its fir...

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Greetings to our Anthem Community!

I’m thrilled to share that our public demo weekend exceeded our expectations. Operationally, things were super smooth – our war rooms were tranquil this weekend, which is exactly how we like them.

Most importantly, your response was again overwhelmingly positive. We had more than 40M hours of play in the game across our two demo weekends. That’s incredible! We hope you all enjoyed the small taste of what’s to come with the full game. As developers, we remain humbled by your positive response to what we’ve built. Thank you so much for your support!

Of the many cool things we’ve seen from the community, the creativity around Javelin customizations has been mind-blowing. So many favorites, but here are several that caught our eyes:

(credit: @lrelique)
(credit @AnthemGameHQ)
(credit @berhgain38)
(credit @Verne_Lotts )

Our focus now shifts 100% to launch and beyond. Our development team is hard at work on finalizing our launch builds and beginning our coun...

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Hello again Anthem Community!

Today’s world-wide launch marks a big milestone for Anthem. Here at BioWare, we’re excited, and at the same time a little anxious.

Coming off our Early Access period, we understand that we have lots of work ahead of us to continue to improve the game. As a Live Service team, a core tenet for us is listening hard to the community. We use that insight to fix issues and make Quality of Life fixes to the game. Our most recent patch – the one you are playing now — reflects your feedback. You can see the list of changes here. Many came from listening to you. Beyond that, we have a growing list of improvements we’re evaluating for the future. You’ll start seeing the next of those this coming week.

While launch is our most significant step yet, it is also just the first of many in fulfilling our long-term vision for the game.

I look at today from two perspectives. As a gamer, I’m excited by what we’ve created with Anthem and the promise it carries for a long futu...

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