BioWare - Anthem

Discussion in 'Other Games' started by gihzmo, Sep 19, 2017.

  1. Hakija

    Hakija Chaos Pony Viking

    Messages:
    7,014
    Likes Received:
    8,153
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Atlanta, US
    Ætt (Clan):
    Huscarls
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
  3. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Anthem Loot update coming either today or tomorrow.

    https://www.reddit.com/r/AnthemTheGame/comments/avm9yn/anthem_loot_update/

    Hey All,



    First off, thank you for all the feedback around loot drops, this is what we have heard:

    • Many inscriptions are not useful to the item they are attached to
    • Due to this, players need to get many masterworks of the same item to find a “good one”
    • Players want the frequency of masterwork drops to increase to help with the above OR…
    • They want us to change how masterwork inscriptions work so that they are more “useful”

    There is more feedback, the above is a summary.


    This is our plan for changes to go live on February 28th or March 1st (central US time)

    • Inscriptions are now better for the items they are on
      • This applies to new items earned in Anthem (not existing ones in your Vault)
      • If an inscription applies only to the item it is on (gear icon), it will be useful to that item. Otherwise the inscription will provide a Javelin wide benefit
      • For example, an Assault Rifle will not have an item specific +pistol damage inscription. It may have a +electric damage suit wide inscription (cool for a lightning build)
      • Some more information below
    • Removed uncommon (white) and common (green) items from level 30 drop tables
      • This was a highly requested change and we agree, so that’s that.
    • We have reduced the crafting materials needed to craft a masterwork from 25 masterwork embers to 15 masterwork embers
      • As you salvage or harvest, you should be able to craft more masterwork items to get the inscriptions you are looking for
      • Now that inscriptions are more relevant to their item, this should yield better results for players


    Additional inscription change details

    Its hard to write a short version of this, but I’m going to try. If we need to add more information later we can do that…

    • Current: There are a large pool of inscription options available to roll on items, the inscription pools are generic (e.g. Weapons)
      • Every masterwork item has 4 inscriptions – Major Primary, Minor Primary, Major Secondary, Minor Secondary
    • Change: Each item type now has a specific set of inscription options for each of their inscription pools. The pools are smaller and are targeted to the specific item type
      • E.g. there used to be a Weapon pool, now there is an Assault Rifle pool and the assault rifle pool has 4 pools for each of the inscription types listed above
      • Primary inscriptions are focused on damage or survivability
        • Any item specific inscriptions (gear icon) will always benefit the item they are on
        • Javelin wide inscriptions (suit icon) will benefit damage or survivability across the whole Javelin
      • Secondary inscriptions focus on utility and can be targeted to the item (gear icon) or the entire javelin (suit icon)

    There are likely a bunch of questions, we will read through the comments and if we need an additional post to clarify things, we can work on that.


    Thanks again for all of your support


    Ben
     
  4. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Luck was also explained:

    [​IMG]


    The Luck actually starts at 100 not 0. So +90 luck is the most that is worth having, everything above that is not used.
     
  5. Audit

    Audit Moderator Viking

    Messages:
    1,258
    Likes Received:
    960
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Pennsylvania
  6. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Got my first Masterwork! Gonna pair well with my storm. +100% elemental damage if I keep it at 20 stacks and keep it up.
    upload_2019-3-3_20-48-25.png
     
  7. Tuonela

    Tuonela Well Liked Berserker

    Messages:
    5,529
    Likes Received:
    1,952
    Trophy Points:
    113
    Location:
    Hawaii
    Ætt (Clan):
    Drakjägare
    Apparently there's a bug that if you equip the base defender rifle you got as a default weapon at the start of the game alongside other high level component, it basically becomes the most powerful weapon you can wield for your level... devs are aware and will patch it at some point but just might be funny to try out.
     
  8. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Tested and it does work. I think this may be an issue with the way they are doing scaling damage. If this is the case, it is baked into the system and they are going to have to completely rework the damage system. This explains it better than I can, but if this is the case their damage model is completely fucked and the weapons are meaningless because it is all relative between the item you are shooting with and the mob. If you shoot a GM1 mob with a level 1 its health is scaled to that gun. When you shoot it with your 45 MW it is scaled to that gun. I makes everything meaningless because you are not REALLY doing the damage you think you are because its all relative.

    I know a lot of people shit on the game, and I do love the game. But this is fucking inexcusable.

    https://www.reddit.com/r/AnthemTheG..._1_defender_rifle_is_the_best_weapon/ehxpwpc/

    Defender level 1 default does 16 damage right? From my big ol comment below you can see my testing.

    However, when you equip a level 30 or higher other piece of gear (like a level 45 MW component) the baseline damage of the level 1 Defender does 119 (+1) damage

    Which is exactly the same damage as a White Defender at level 30

    Seriously go try to craft one, it lines up with the same scaled damage that the Default Defender does.

    The only thing that is bugged is that the Monster hp does not scale up to match the fact that the Default Defender is scaling itself based on your ilevel

    ---Original Post---

    Okay, tested the hell out of this (plz no ban) to figure out what was going on here.

    This is bad, a bug, and needs to be fixed. This can easily be considered an exploit (again plz no ban I was testing to determine the root cause).

    New loadout, level 1 defender, literally no modifications to default loadout. Ilevel 1.

    • Card damage 16

    • Harvest node took 16

    • Anrisaur took 90 rounds, estimated 1440 health.
    Equipping one masterwork to judge scaling at ilevel 45

    • Harvest node took 120 damage

    • Anrisaur took 12 rounds, which is 1440 health, woo precision
    Equipping all 4 damage components in the post (135% total impact/gun damage)

    • Harvest node took 281 damage (120x2.35 = 282)

    • Anrisaur took 6 rounds, which means 1405-1686 health, inclusive 1440 judgment.
    Are you ready to blow a gasket?

    Purple crafted defender level 36, no damage mods, all 4 components as with the previous test.

    • Card damage 181

    • Harvest node took 426 (181x2.35 = 425)

    • Anrisaur took 26 rounds, 10650 estimated hp
    Best guess explanation as a software dev who worked in games a while ago.

    To keep the game feeling competitive and not like a steamroll, enemies are designed to scale their hp vs some target value (probably ilevel 36/Epic) when you use it against them, allowing you to Do More with MW/Legendary and bonuses. (My personal conclusion is that Easy = ilv25, Normal = 30, hard = 35, and so on. Which is why we have scaled equipment at 30/36/45/47 at endgame).

    This effectively creates the scenario where you CAN feel powerful (at least in GM1 and below) without having to make 400 different difficulty tiers, and how things can autoscale for you with lower level friends in Hard and below so you don't super easily oneshot everything in a decked kit.

    However this falls apart with Default loadout weapons

    Monsters scale their hp based on what you're hitting them with, right? Except in the case of the default gun you get when making a new loadout

    If you use the default gun on something it does insanely low damage as expected. I tested on the Anrisaur on Hard, right? Came out to 90ish rounds for 1440 hp as said above.

    Now normally if you upgrade to say, an Epic level 36 weapon it would treat the monster to have baseline 10900ish hp (tested a million times over way back when testing combo damage with AcidicSwords). From what i can tell the baseline scaling for monsters on Hard stops at "level 35", so MW/Legendaries are still an improvement in that regard.

    The problem is, they coded Default weapons to scale with your highest ilevel (like melee, ults, etc) so you can't screw yourself by deleting all your guns by accident with no resources and being unable to kill stuff anymore at level 30.

    The problem is the monsters do not take this scaling into account.

    So what you have is a:

    Gun that says it does 16 damage

    Shooting at a Hard scaled monster expecting to take 16 damage and scaled with 1440 hp as such

    Except that gun that notices you have an ilevel 45 item equipped and scales itself to do 120 damage the same as a level 30 white Defender

    Shooting at a Hard scaled monster expecting to take 16 damage and scaled with 1440 hp as such

    Kaboom

    If you switch to your MW gun though the monster treats itself as having 10900 hp again. Plink away with 182 damage vs 10900 all you want, but the second you switch back to the Default level 1 gun it thinks it has that same % health but scaled back down to 1440 hp total and you just bang bang made yourself some Red Lobster.

    Edit - Another way to think about this and also to contradict the "percent hp things are lying" notion that I think is absolutely wrong but am willing to be proved otherwise.

    If you have lower level gear/equipment, when you attack the monster its hp value scales down to your relative power.

    So with level 1 gear, you would scale into Hard as if it were level 6

    Or something like that, it's like +5 across the board to work with Easy difficulty but you get the point Problem is

    you're level 30 and have access to level 45/47 gear

    Nothing scales on pilot levelm just highest equipped item

    For some reason the default equipment is bugged and also scales on item level

    Like melee/ults/procs when you equip something at ilevel 45

    the damage jumps up to match

    So what occurs is your level 1 gun is now reading as a level 30

    Except when you shoot something on hard?

    it still thinks it's supposed to have level 6 hp

    If you switch to your level 45 gun, it treats itself like it were level 35 again.
     
  9. Sardonic

    Sardonic Well Liked Viking

    Messages:
    4,488
    Likes Received:
    3,991
    Trophy Points:
    113
    Gender:
    Male
    Location:
    UT, USA
    Ætt (Clan):
    Svinfylking
    inb4ban

    [​IMG]
     
  10. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    They are saying this only affects starter gear and will be fixed in the March 12th patch. That makes me feel a little better, it sounds like they were doing something special just for those weapons, not all of them.
     
  11. Hakija

    Hakija Chaos Pony Viking

    Messages:
    7,014
    Likes Received:
    8,153
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Atlanta, US
    Ætt (Clan):
    Huscarls
  12. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

    Messages:
    9,453
    Likes Received:
    4,957
    Trophy Points:
    113
    Gender:
    Male
    Ætt (Clan):
    Drakjägare
  13. Sardonic

    Sardonic Well Liked Viking

    Messages:
    4,488
    Likes Received:
    3,991
    Trophy Points:
    113
    Gender:
    Male
    Location:
    UT, USA
    Ætt (Clan):
    Svinfylking
    I'd like to think of it as the power of nostalgia and emotional attachment given some real fuckin weight.
     
    MagnusEffect likes this.
  14. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Apparently the best way to get drops is doing the non event related stuff. So the dungeons and things with random mobs in it. Apparently there is a much lower change to get gear through event mobs because the chance to get the gear is in the chest. Doing it through non events means there is no restriction. The belief is to prevent that loot cave issue where you have mobs that continuously spawn and can drop loot. The problem with that is that it now makes the best way to progress not through the primary content. but just killing stuff in the world.
     
  15. Sardonic

    Sardonic Well Liked Viking

    Messages:
    4,488
    Likes Received:
    3,991
    Trophy Points:
    113
    Gender:
    Male
    Location:
    UT, USA
    Ætt (Clan):
    Svinfylking
    An apt approach to life as well.
     
    MagnusEffect, Hepatitis TK and gihzmo like this.
  16. Tuonela

    Tuonela Well Liked Berserker

    Messages:
    5,529
    Likes Received:
    1,952
    Trophy Points:
    113
    Location:
    Hawaii
    Ætt (Clan):
    Drakjägare
  17. Hakija

    Hakija Chaos Pony Viking

    Messages:
    7,014
    Likes Received:
    8,153
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Atlanta, US
    Ætt (Clan):
    Huscarls
    Summary
    Update 1.04 is planned to be released next week. Specifics are yet TBA. Patch notes will be released shortly before the patch goes live (and they are hefty - 13 pages long on Word). As always, plans can still change so please bear this in mind.

    Elysian Caches
    • Elysian caches are available at the end of Strongholds when the boss has been killed

    • They can contain vanity items and crafting embers

    • You get a key for the cache by completing a select daily challenge

    • Everyone in the squad receives the rewards, so if all 4 players have keys, you will get 4 rewards

    • The number of keys is listed in Fort Tarsis next to how much coin you have
    Forge improvements
    • There is now no loading screen to get into the Forge

    • It can be accessed anywhere from Fort Tarsis

    • All equipped components are now listed under the weapons and gear

    • These improvements are an incremental step to Forge improvements

    • A stat screen is still being investigated. No news to share yet.
    Loot
    • Stronghold bosses still guarantee one Masterwork on GM difficulty, but now the remaining loot can be rolled for Masterworks/Legendaries

    • Strongholds and freeplay chests will see improved drop rates for rarer gear
    Legendary missions
    • Legendary missions will be added to the game. These are more difficult, replayable critical path missions.

    • There will be 6 missions on release, with one playable each day.

    • There will be an apex creature at the end of each mission - these can be either an Ursix, Titan, Luminary or Fury

    • You do not need to start conversations with NPCs to initiate these missions - they will always be on the map
    FOV Options
    FOV sliders have been added to the PC version of the game. The options include:

    • Ground FOV

    • Zoomed FOV

    • Pilot FOV

    • Flight FOV

    • Swim FOV
    Miscellaneous changes, improvements and fixes
    • NVIDIA DLSS support has been added. SLI support is still being looked into.

    • There is the usual performance optimisations included. This is described as being an ongoing project that is never finished.

    • Salvaging in the vault should be near instant now.

    • Lots of fog walls have been removed, especially in Strongholds.

    • More improvements have been made to bugged quickplay missions. If a missions has surpassed a 15 minute timer, you can no longer be matchmade into it.

    • You can also no longer be matchmade into a Stronghold after two minutes have elapsed (quickplay is not included in this).

    • The bug where you respawn timer would reset if your revive was cancelled has been fixed.

    • The bug where you could no longer interact with the environment or revive teammates has been fixed.

    • Javelin thrusters have been improved by 20% across the board. Overheat time has similarly been reduced by 20%.

    • You know hold the melee button to melee with Interceptor, instead of repeatedly mashing it. This change has not been made for the ultimate ability, however.

    • More universal components have been added. One example is Acid Slugs, which improves Shotgun damage and applies the acid effect if 7 pellets hit the enemy.

    • There have been various fixes and buffs to Masterwork components.

    • The inconsistent armour bug should have been addressed, but please feed back if you are still experiencing issues.

    • The bug where Strongholds/missions/contracts go missing from your map has been fixed.

    • Masterwork ember drop rates have been increased.

    • Improvements have been made to address the "Pilot data error" issue.

    • Consumables can now be sorted by name/rarity.

    • When diving into deep water, the transition is now smoother.
    Still being looked into/investigated
    • Javelins receiving Legenday/Masterwork components that fit in the wrong Javelin

    • Power scaling issues

    • New enemies and new story additions

    • Better in-game communication systems

    • A stats screen

    • Achievements not popping

    • Support gear Masterworks

    • SLI support

    • Increased inventory space
     
    gihzmo likes this.
  18. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    Sounds like they are getting there. I think the big thing is getting the stat screen.
     
  19. Hakija

    Hakija Chaos Pony Viking

    Messages:
    7,014
    Likes Received:
    8,153
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Atlanta, US
    Ætt (Clan):
    Huscarls
     
    Last edited: Mar 29, 2019
  20. gihzmo

    gihzmo Moderator Berserker

    Messages:
    3,679
    Likes Received:
    1,613
    Trophy Points:
    113
    Gender:
    Male
    Location:
    North Carolina
    Ætt (Clan):
    Huscarls
    This is an interesting read. Everyone wants to scream about EA. But a lot of the problems with Bioware have been indecision and poor leadership within Bioware "prime" or the "A" team as they are referred to. Basically what was a 6 year dev cycle was really only 18 months at best and for a lot of the content 6 to 12 months.

    The only EAish thing in there was an executive who wanted to see a demo, the demo was apparently crap and he told them that. But I think that would be the case in any development company. So yes, hate on EA, but unfortunately this was a culture issue within Bioware and with the Bioware leadership that had been with the company for a long time. Especially early on in the development.

    https://kotaku.com/how-biowares-anthem-went-wrong-1833731964

    *EDIT*: I take that back. The most EAish thing was forcing all of its development groups to use Frostbite and then not giving them the support they needed because they were not making as much money as FIFA was (which was in the process of switching over to frostbite).
     
    Hakija likes this.