Because it's a system that works and is employed by other successful loot games?
Monster Hunter: World:
- Beat a monster
- See your loot screen (no loading, unlike Anthem)
- Load back to the base
- Create new loadout with new weapon (no loading, unlike Anthem)
- Load into mission OR load into training area to test it
Warframe:
- Beat a level
- See your loot screen (no loading, and the loot screen stays up during the loading screen, which is something Anthem should absolutely do)
- Load back to your ship
- Create new loadout with new gear (you don't really get weapon drops in Warframe) (no loading, unlike Anthem)
- Load into mission OR load into training area to test it
I really like this system. It builds foresight and planning into the fabric of the game. So, IMO, Anthem needs to:
- Let you do more during the "back to base" loading screen, even if it's just cycling through rewards from the mission
- Reduce load times, esp. for getting to the Forge
- Add a quick-loading training area
If you don't like the system, fine, but don't act like
this is one of the boneheaded decisions Bioware made when it's a design championed by two of the best loot games on the damned market.
Ah, thanks. This is what I thought but I couldn't remember. I still want improvements, but yeah, there are at least ways to get into your loadout quicker.