ZiabR wrote: » I have been reading a huge amount about this game in the last few days and something is standing out for me. EA. It seems that this game is getting bad rap because the parent company is EA. I personally despise EA but I need to give Bioware the benefit of the doubt. They are one of my favourite developers so I think it is grossly unfair to brand this game a complete failure because EA are involved. This game is just like The Division, Destiny etc. I am sick to death of the comparison between The Division and Anthem. People really do have a short memory for The Division. Its launch was a mess. It had no end game and was very light on content. It took Ubisoft 3 years to get The Division right. Now everywhere I look people say that The Division 2 will be a much better game than Anthem. Anthem deserves some time to tweak and add new content just like other games have done. No one is forcing anyone to play this game. If you have not played any of the Betas or the Early access then you don't really have any right to be posting in here or bashing a game you know nothing about. You can read all you want, but until you have played the game you should reserve judgement. I am enjoying my time with it so far and I can see that under the cracks there is the bones is a very good game. It is going to take time to get things right, I think Bioware deserve that.
Icyseanfitz wrote: » i would have classed myself as the same as you with regards to bioware, at least up until this release. But why would you have blind faith in a developer making something so completely removed from what they are good at and known for? it would be like rockstar making a driving sim game, should we all adore and love it just because its rockstar
Stone Deaf 4evr wrote: » Horizon Zero Dawn, came from a studio that primarily made FPS games and in your own mentions, didn't plenty of people have to eat their words when rockstar released one of the best table tennis games ever? I dont think anyones saying we should all love it, just cause its bioware, but they at least deserve a fair assessment.
goon_magee wrote: » I don't think that's what he is saying, I think he is saying they deserve the benefit of the doubt due to their pedigree rather than just blindly assuming it's a bad game as a lot of people are. It's not a question of anyone saying you must adore Anthem, it's a question of saying here is a game from a developer with an amazing back catalogue, wait and see how it pans out. Same way if Rockstar were to make a driving simulator as you say, I wouldn't have blind faith but I'd recognise the pedigree of the developer and reserve judgement due to the general quality of their output.
Icyseanfitz wrote: » HZD came out to overall critical and commercial success, it was a great game, also Guirrilla games made single player story driven games, bar perspective thats what HZD is. Rockstars table tennis came out, again great little game and reviewed as such. No one just assumed they would be great games however, they came out, they where great, sold well because of that. Ive played the "demo" and open beta for this, never mind the bugginess, most reviews ive seen so far say its pretty much all about the end game loop, imo thats a complete waste of what bioware is good at.
goon_magee wrote: » In that sense to me Rockstar Table Tennis was a waste of what Rockstar are good at...making open world games. A studio diversifying their output doesn't equate to a waste, and doesn't mean they won't continue to put out more of what they are traditionally known for.
Icyseanfitz wrote: » except table tennis was a tiny side project made by rockstar san diego not north who makes gta
Stone Deaf 4evr wrote: » I might be wrong,but I think that table tennis was essentially the first run of the game engine that would go on to power the GTA and red deal series. rather than a side project, it was the foundation for everything that came after.
Fieldog wrote: » Was only really made as a tech demo though really for Rstar to learn how to facemap proper faces into GTAIV/RDR/LA Moore I actually loved that game... Edit : what Stonedeaf said
goon_magee wrote: » I loved it also, that's kinda my point. Just cause a studio diversifies doesn't make it a waste or belittle whatever they have done before or intend to do in the future.
EoinHef wrote: » So this little week of early access may have done a bit of damage to the game going by whats being written here.
dreamers75 wrote: » Thats debatable a lot of people havent played it and hate EA, if you can filter out those from the remaining ones who have played it you might get an idea about it. Fwiw IN game is a slick shooter with decent endgame content, IN Menu is not great. Also you can be Iron man and it has loading screens.
EoinHef wrote: » So this little week of early access may have done a bit of damage to the game going by whats being written here. Be interesting to see if a lot of the bugs get fixed on actual launch on friday. Personally im glad,i dont like the idea of having to buy the sub for access like this. Thats a money grab imo. Not gonna lie,was tempted to just get it all week, buy i just dont like the model so didnt want to support it. On the plus side i reckon ive seen enough from posters who usually like similar games to me that im interested in the game. Not sure if day 1 but ill be picking it up at some point.
Icyseanfitz wrote: » you are correct, it was to showcase the engine, not pointless but small and released as a side project. The start of this review sums up my problems with this game
EoinMcLovin wrote: » The day one patch will be going live in the next few hours, will be around 6gb. Also it was announced during the stream that there will be stronghold vanity chests in a future update. Will require keys which are gathered by completing dailies. All members with a key unlock a chest for everyone . 4 chests per stronghold with around 100 items to collect. Will include armor pieces, vinyls and emotes and there will be no duplicates. More info from stream - Next content patch, introducing replaying story missions on a highly increased difficulty, and more, with new enemies balanced for level 30 on all six difficulty levels. - Very detailed 90 day calendar scheduled to post next week, detailing content drops and quality of life fixes.
Here are the highlights from the stream: Day One patch "Aardvark" should be out between 8pm and 10pm EST (4-6 hours from start of stream) and is about 6gb in size The team is evaluating options for a stats page, news soon. There are no plans in the short term for allowing players to do anything while downed, at least 6 weeks before any decisions here Talking about new support abilities (L1+R1) in the short term, new Ultimates are harder to get right so not any time soon. Discussions around a map ping system like in Apex Legends Text chat and accessibility options for non-voip users are on the table, details in a few weeks New arrows on the edges of the compass (top center UI) alert players to enemies behind them Electricity does +50% damage to shields, Frost does +25% Looking into crossplay, it's feasible on the back end but they need acceptance from the console manufacturers (good luck PS4) For the patch after this one: Stronghold Vanity Chests. A "Random Exhaustive" chest that spawns after you finish a stronghold. 4 chests spawn, each player can open one. For each chest opened, all players get a vanity item including vinyls and emotes. Chest keys are earned from daily challenges. "Random Exhaustive" chest loot tables mean you can get all of the items and won't see duplicates. Also for the patch after this one: Legendary Mission Replay. Starting with the first few missions, replay them at harder difficulty. This does not include the cutscenes in Fort Tarsis. To replay the "critical path" you must create a new pilot. This should be a bit easier than the first time as unlocks like javelins are account wide. (Not ideal imo) Detailed 90-day roadmap should be out within the next week. They want to share more details with us but they need to watch what they say as they are a publicly traded company and are beholden to their investors and the SEC. Armor set bonuses are on the table but not any time soon
dreamers75 wrote: » The theiving basta......waits that kinda cool. EDIT list from elsewhere.
Hey Freelancers, For those of you who have been playing the Early Access version of the game, we wanted to let you know that a Day 1 Patch is on its way. The patch will deployed before worldwide launch. On February 22, 2019, the game will include the following fixes and our Live Service officially begins. This is a comprehensive list of all changes in this update. If you notice anything missing please let us know and we can get it added. This update is just the beginning of us making improvements to Anthem. Day One Patch Notes High level fixes Decreased loading times for older disk drives Fixed many infinite loading screens Fixed multiple challenges not tracking properly A number of issues have been fixed that were causing players to disconnect or crash Weapons and gear now have numbers present for modifiers General Fixes and Improvements Loot Reveal and Expedition Summary now correctly play during the end of expedition screen. The gather party mechanic has been made more lenient in a number of situations At the end of expedition screen players will no longer get stuck on "Recording Victories" or "Skipping All". Game no longer hangs in Javelin menu when unlocking the second, third or fourth javelin During the mission “What Freelancers Do” dying after killing Junkmaw & freeing Arcanists leaves you unable to progress, this has been fixed Challenges now unlock for players at the correct levels Fixed some camera issues during cutscenes Legendary Contracts can now be accepted from the Social Hub contract board Some enemies have had their shield values decreased Loot now properly drops for players who are downed The texture quality on the NPC Prospero has been improved Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen Fixed the time outs on echoes and relics to prevent griefing and to handle disconnections properly Players can no longer fall through the floor during the 3rd trial in the Fortress of Dawn Completing the tutorial expedition will now show the correct Ranger appearance After disconnecting, rejoining an expedition will now place you back into a squad if you were in one previously Corrected an issue where players could not interact with each other in the launch bay in certain circumstances Corrected an issue during the Mission "Bad Deal" where outlaws won't spawn, blocking progress The start of expedition screen has been improved Addressed a variety of situations where killing enemies does not properly progress world events Opening a chest now increments Tomb of the Legionnaire progress for all squad members present Scar snipers can no longer shoot through Storm Shield Corrected an issue where players would get stuck on the end of expedition screen in some situations Players will no longer get disconnected if joining the "Finding Old Friends" mission while the cinematic is playing Addressed a number of situations where players can get stuck on the environment in the launch bay Increased the damage of the electric status effect Corrected an issue where the Shield of Dawn could be crafted with less materials then intended in some situations The Platinum Mission feat now grants completion as intended Status effects can more reliably be applied to Titans Fixed loading animations on Marksmen Rifles Players can now access the Vault from the Forge Swimming into jellyfish underwater no longer leaves a visual effect stuck on players. Idle animations will no longer sync up over time in the Launch Bay Haluk is no longer dual-wielding canes in the epilogue scene Corrected an issue where players could not interact with each other in the launch bay in certain circumstances Fixed an issue that could cause players in the launch bay to have identical emotes and be unable to use them Interceptor melee ability animations will no longer stretch out in certain situations Corrected an issue where the default Ranger appearance doesn't preview in the forge in some situations All animations now play as intended in the Forge Players can now enter the Tomb of Gwanes while in a party The default Javelin wear state has been changed from "Dirty" to "Old" Sentinel Loyalty 2 text no longer incorrectly states that it will lead to a larger vault Picking up ammo from the ground now properly gives you 30% of that ammo back into both the current magazine and the maximum spare ammo Fixed a bug where some global (Javelin Icon) inscription bonuses were not being properly applied to the Javelin and other gear/weapons. Fixed some issues that could cause the Armor Pip count on the UI to break and not display properly Strongholds Fixed an issue that would cause a Stronghold server crash after defeating the last boss Temple of Scar - Players can no longer get stuck in the mined tunnel in the explosives room Temple of Scar - Players can no longer be blocked from entering the explosives room due to fog wall Fixed Tyrant Mine so people that join the stronghold in-progress do not end up locked away from their team Adjusted lighting in Tyrant Mine underwater section to make it easier to navigate to the exit The Swarm Tyrant will no longer get stuck in the side cave entrances in some situations Corrected an issue where players would spawn into different areas of the Tyrant Mine in certain situations Implemented more safeguards to stop players from going AFK in Strongholds Challenges Only Masterwork items can now be used to progress Masterwork challenges as intended Corrected an issue where some Challenges track progress simultaneously instead of incrementally, as intended. (ex: Blast Missile I and then Blast Missile II instead of both incrementing at the same time Gear and Weapons After having 1st pilot unlock suit after tutorials, creating a new pilot and going to forge no longer causes load screen hang Ice damage bonuses are now correctly applied on ice gear Suit-wide bonuses from inscription are now functioning properly Players can no longer salvage equipped items Javelin specific gear and/or weapons are no longer able to be used on javelins they aren't intended for Corrected an issue where in some circumstances Masterwork Components do not have any inscriptions The Endless Siege Masterwork Autocannon no longer displays a damage increase of 0% in its tooltip Suit-wide specific weapon ammo bonuses coming from infusions are now correctly applied A Network Error Message no longer appears when opening an item chest in the second tutorial Colossus shoulder gear will now share the appearance of the rest of the javelin as intended Deadeye has increased spare ammo 10 -> 20 Cloudburst has had increased damage 16.3 -> 21 Torrent has had increased damage 22.2 -> 28.6 Lightning Strike’s pre-visualization will now accurately depict that the explosion snaps to the ground. (Ranger) Inferno Grenade base damage 130 -> 175 (Interceptor) Cryo Glaive base damage 20 -> 50 (Storm) Living Flame base damage 50 -> 60 (Storm) Glacial Beam base damage 150 -> 120 (Storm) Arc Burst secondary damage 100 -> 150 (Ranger) Pulse Blast base damage 225 -> 300, and now deals extra damage to Shields (previously did extra damage to Armored). (Ranger) Blast Missile now properly scales up in damage as the item level increases (Interceptor) Melee attacks now have some minor resistance penetration Large Area of Effect abilities will better register multi-kill activities for challenges and medals Spark Dash functionality has been significantly improved when the target enemy is at a different height (above/below) the Interceptor. Several gear pieces that had missing primer or detonator icons have been fixed. Interceptor Tempest Strike - Detonator Icon Spark Dash - Detonator Icon Venom Spray - Primer Icon Detonating Strike - Primer Icon Colossus Lightning Coil - Detonator Icon Shock Coil - Primer Icon Flamethrower - Primer Icon Several improvements have been made to ensure gear use on PC prioritizes turning the Javelin towards the reticle when used rather than casting in front of the Javelin's current direction. Javelins The Colossus javelin is now able to activate its shield more quickly after using an ability or firing a weapon The Storm javelin now reacts to getting hit when its shields are up Fixed an exploit that allowed the Storm's ultimate attack to be used more times than intended The Colossus exo can now shield and revive at the same time Interceptor Combo Aura has been increased in power and now has a damage over time component Ranger melee now has a cooldown when striking in the air The Target Beacon ability now correctly seeks targets Spark Dash and Venom Spray now target based on player cursor instead of character facing. This should also improve the travel path of Spark Dash. The Colossus will no longer be knocked out of the sky in some situations when the attack was blocked by their shield Combos + Status Effects Combo indicator icons above creatures now are correctly removed when detonated. When a Storm detonates an electric status effect the chained electric effect now correctly deals damage. Combo damage now penetrates resistances Crafting Non-Masterwork materials purchased from the crafting store now show as their proper rarity instead of incorrectly showing as Masterwork A number of javelin components that had different icons for their recipes and the actual items are now the same The Battle Cry gear recipe now has the correct description Fixed Spark Beam gear having the wrong description when being crafted Crafting recipes are now sorted alphabetically The items in the crafting store are now sorted by type to be clearer Controls Additional Mouse and Keyboard control improvements have been made UI Some conversations were not popping up the reputation points post conversation completion, this has been fixed The squad screen now displays the correct information for each player Fixed a number of issues where subtitles will no longer get stuck on the screen after dialogue has finished as often Settings should no longer reset upon exiting and restarting the game on Xbox One Motion blur can now correctly be turned off The Electric Status Effect now shows scaled damage properly An option has been added to hide the Squad Member HUD The edge of the compass will now pulse to indicate enemy locations A notification has been added in Fort Tarsis if a player's vault is at the cap of 250 items On the "Repair the Strider" step of "A Cry for Help" the search radar has been adjusted to correctly lead the player to all 4 tools Primer and Detonator icons have been added to all Interceptor gear Corrected a user interface issue where a player’s ultimate would show as available when it isn't Toggling the HDR option now properly prompts the Apply Changes button Player banners should now display correctly Camera shake slider has been added to settings menu Players may now track 10 challenges instead of 5 An option to adjust screen boundaries on consoles has been added Changing a player banner through the banner menu now properly saves the selection Health, cooldowns, and key bindings now light up on supported keyboards Players will now receive more clear messaging when a squad is disbanded or are kicked from a squad Squad leaders will no longer always show as ready The icon for players in a downed state will no longer appear in cutscenes Cypher Annotations will now appear for more than one player if they are looking at it simultaneously Removed mentions of respawning on the player UI when they die in a restricted respawn area The Player Banner now updates immediately when updated from the squad screen Fixed a number of situations where a combo will trigger but no combo floating text appears Pressing esc to pass a notification screen no longer opens up the in-game menu Quick chat messages will no longer appear from an ignored player Removed a message from the mailbox which incorrectly stated that messages will be removed after 3 days A number of inscription icons have been updated to properly reflect whether they are Javelin specific or not Corrected an issue where players could not change loadout names on PC Players no longer need to exit and re-enter the forge for loadout names to update The on-screen VOIP indicator which shows a player speaking will no longer be active if that player is muted