Imagine if EA shut down someone's Origin account for exploiting an in-game economy bug. Christ.
Imagine if EA shut down someone's Origin account for exploiting an in-game economy bug. Christ.
As I said a page back -/snip
...
And here we are. Making the damn same mistakes Blizzard suffered through in 2012 and basically wrote the book on how to fix them in 2014. They did all the work for you already. How does this happen?
It's sad that I was only 3/4th's joking. This game really feels developed in a pre-Diablo 3 vacuum. I honestly don't know how it happens, it has to either be complete incompetence or having literally no extra time to do more than build a Minimum Viable ProductThe game was obviously developed in a 1980's era Soviet ICBM silo guarded by T1000's, that's the only logical way I can see so little information having gotten to BioWare on the modern state of video games and their competitions advances. I've said it before but other than the gorgeous graphics this game FEELS like it was made in '12-'13, and even then there was Borderlands 2 to compete with.
You really have to try hard to be this incompetent tho. We know they looked at Diablo 3. They've namedropped it several times and the whole difficulty tiers feels modeled on the torment system. It's almost inconveivable. If you don't have time to develop and test on your own shit, the least you can do is copy the homework of the kid in class who went through this already, then add your spin later. They couldn't even do that.As I said a page back -
It's sad that I was only 3/4th's joking. This game really feels developed in a pre-Diablo 3 vacuum. I honestly don't know how it happens, it has to either be complete incompetence or having literally no extra time to do more than build a Minimum Viable Product
All this depressing anthem talk made me wanna go back and play mass effect, can't believe all the dlc for ME3 is still full price lol.
I really do think it's style choice. I think they want your loadout choice to be consequential. A "choose wisely and deliberately" approach. We see it in other games too.I doubt its style choice. Judging by the amount of loading screens and continual bugs around completing quests and going into cutscenes etc. I bet that it's a technical limitation just like everything else in this game.
Travis Day is a treasure, I posted his GDC talk much earlier in the thread, it's well worth a watch if you've never seen it before, discusses both WoW and D3.You really have to try hard to be this incompetent tho. We know they looked at Diablo 3. They've namedropped it several times and the whole difficulty tiers feels modeled on the torment system. It's almost inconveivable. If you don't have time to develop and test on your own shit, the least you can do is copy the homework of the kid in class who went through this already, then add your spin later. They couldn't even do that.
One of the ex Diablo 3 leads was on reddit earlier outlining exactly how to fix the loot and endgame. Will they finally listen when basically the Diablo 3 team is reaching out to you, telling you how to fix the things that you shouldn't have done in the first place...?
Yep, farming act 1 inferno for gear ilevel below your level and always crappy was so demoralizing with the untested Act2+ of inferno destroying you. Act 2 with it's annoying enemies and bullet hell was such a hard wall, and the thing was that there was rumors of act 3 giving loot good enough for act 2+. Act 1 seemed good enough since it was usually zombies, but remember those impossible champion pack affixes? Ice, mortar, arcane? Man the hax affixes combos annoyed me so much.Well, when they said Diablo-style loot, I guess they really meant it. Launch Diablo 3, that is.
Here is how loot worked on launch Diablo 3: Very few (read none) legendary drops before cap, making gearing and leveling uninteresting. Very few legendaries were actually worth anything or had interesting, build affecting affixes. Stormshield, some Natalya's pieces, a couple of belts and very few rings were useful due to high native stats. Anthem doesn't really have the benefit of set pieces, which Diablo 3 at least included. High variance in random stats while top rolls had underwhelming, samey effects. Straight up useless or bugged affixes that didn't provide any benefits (weapon elemental damage was bugged and it did nothing on any weapon it rolled on. You could roll main stats -dex, str, int- on class specific items that didn't benefit from those rolls -sounds familiar, doesn't it?). Whole weapon classes like two handed swords were completely useless to every single build beause they didn't provide a single unique stat that distinguished them from the rest. The only advantage swords had at some point was Attack Speed. Guess which was the first, only affix Blizzard nerfed before doing any single instance of balancing? LOL. The best ilvl items were behind Acts 3 and 4 on Inferno difficulty. Except, clearing that barrier required some of those items due to the difficulty curve. Beating bosses wouldn't actually yield any significantly better loot than random elite monsters either.
Blizzard actually made this worse by implementing a few changes, the 2 most notable ones were: they increased the penalties for dying/repairing damaged equipment and they added enrage timers that made long, hard fought battles impossible after certain point. They assumed this would discourage people from even trying that content, but the ilvl fence meant that there was an effective cap on the stats that drops could roll in acts 1 and 2, so it was a requirement to leap ahead to make any kind of gearing progress. Due to the lack of endgame specific content (because Blizzard in all their wisdom wanted to push people to run entire acts again instead of doing boss runs) the efficiency of running bosses or particular areas was largely diminished (the whole loot genre is basically time vs reward commitment. Bullet sponges only significantly delay people rushing to the best gear when the best gear can be acquired at a significant rate that doesn't make you feel you wasted your time) and because everyone was undergeared, the most efficient alternative became farming goblins: high hp enemies that dropped considerably more treasure and do no damage. Fun it was not.
People will take the path of least resistance every time if your balance is out of wack and the difficulty peaks and valleys are working against them. I mean, the Diablo team admited they only doubled the damage numbers they've been testing on Inferno because their userbase would find ways to outsmart them, but that lack of testing (plus the presence of the AH which became the single most efficient way to get gear) meant they never really understood the experience their playerbase would have. They patched a few things during the following months, but even adding paragon levels, removing the auction house and reworking a lot of loot affixes and legendaries to have more unique effects was just a band-aid. It took them a whole two years to get the game to a place where people were enjoying the treadmill and loot was actually decent across the board. And this is Blizzard, basically the kings of the genre at that point. (Path of Exile is the new king btw, where they actually learned lessons from Diablo 2 and innovated in other aspects like barter economy).
...
And here we are. Making the damn same mistakes Blizzard suffered through in 2012 and basically wrote the book on how to fix them in 2014. They did all the work for you already. How does this happen?
I don't know if it was posted here already but a Blizzard developer, Travis Day, who worked on D3 and the D3 rework actually gave feedback to EA/Bioware after playing a lot of Anthem.As I said a page back -
It's sad that I was only 3/4th's joking. This game really feels developed in a pre-Diablo 3 vacuum. I honestly don't know how it happens, it has to either be complete incompetence or having literally no extra time to do more than build a Minimum Viable Product
I really do think it's style choice. I think they want your loadout choice to be consequential. A "choose wisely and deliberately" approach. We see it in other games too.
The Warframe found this out when they made their first open zone. For Fortuna, their second open zone they made it so you can easily get new missions in the world without having to go back to base. Now it seems like they are going to overhaul that first open zone graphically, design wise, and with updated lessons learned and implemented with Fortuna.That's possible, the one thing I wish is that you didn't have to go back to the fort to start a new mission. The load out doesn't bother me, but maybe it would if I was able to do missions one after another since it meant going back anyways. As far as I'm concerned the biggest thing that makes all these things issues is all the loading screens.
That's possible, the one thing I wish is that you didn't have to go back to the fort to start a new mission. The load out doesn't bother me, but maybe it would if I was able to do missions one after another since it meant going back anyways. As far as I'm concerned the biggest thing that makes all these things issues is all the loading screens.
I got it all on sale a year or two ago I think. Citadel DLC alone made it worth it IMO. Fanservicey as FUCK but so good!
This would be like BL2 banning people for "save and quit" farming lmaoooooStreamerhouse got banned for farming in the most efficient way they knew how. Wow, looking for that reaction.
Bungie actually did not fix that, they literally directly turned that into a feature. It existed for over 7 months.Sounds like the Escalation Protocol exploit in D2, where you'd kill the boss at the last second of the timer, get loot and then reset as the game registers a failure. Existed for weeks, no one was banned, shortly after fixing it Bungie patched in an official way to reset the boss.
Bungie actually did not fix that, they literally directly turned that into a feature. It existed for over 7 months.
Scott Mcgregor, "Players really loved coptering, which was the movement was tied to the slide of a weapon. So certain weapons were really good at this, because they had a really quick transition time. So they would fling you across the level, and some of these guys got insanely good, and could traverse some of the biggest tiles of the game in basically one swing. I was like, "wow, that's kind of game breaking," but we loved that they loved the flow of that. So instead of nerfing that, and just moving on, and going, "no you can't do that," we kind of embraced it, brought it into the core gameplay in a more controllable way.
I think that's kind of been the philosophy, is like the community latches onto things for a certain reason. Instead of smacking their hands and saying, "no! That's not my vision," it's like how can we embrace that, and how can we bring that into the game."
Hey, who knows, a lot of other people seem to be enjoying it. Hell if you look at a lot of Reddit posts us "haters" are a significant minority. But yeah, the game has it's fun and enjoyable moments but I would never recommend anyone biting at $60. MAYBE at $40 if you're really into this type of "game as a hobby" thing, but realistically $20-25 would be about my sweetspot. There is $20-25 worth of enjoyment here, if only to fly around and look at the gorgeous locations in the map they've built.Listened to the bombcast crew talk about the game. Oof. Returning my unopened copy for now.
I really do enjoy the design of the game but not biting at MSRP if everything else about it is subpar.
If you wait a bit you can jump in much cheaper and see if it's your thing. Hell, by then it might be a much better game.Listened to the bombcast crew talk about the game. Oof. Returning my unopened copy for now.
I really do enjoy the design of the game but not biting at MSRP if everything else about it is subpar.
Good call. Maybe bite at under $30.Listened to the bombcast crew talk about the game. Oof. Returning my unopened copy for now.
I really do enjoy the design of the game but not biting at MSRP if everything else about it is subpar.
Streamerhouse got banned for farming in the most efficient way they knew how. Wow, looking for that reaction.
The almighty?This was my takeaway for sure. I just finished the vanilla campaign last night and just in those missions there was so much variety of setting and so much of it looked so good. The second to last mission in particular was just $$
How is ANY looter shooter better? This is what happens when you have years to observe other games mistakes and not learning from them.How is borderlands 2 still the best looter shooter in 2019? Lmao
This is the game that keeps on giving. I spent 0 dollars and am thoroughly entertained.
How is ANY looter shooter better? This is what happens when you have years to observe other games mistakes and not learning from them.
Warframe is better than all of them.I'd argue both Destiny 2 in its present state and The Division are miles better than Borderlands 2.
Can't speak for Warframe as I haven't played that to any significant degree.
Looking at my post I probably should've worded it better. I meant how is it possible that every looter shooter since BL2 is better than Anthem since Anthem had all those years to learn from their mistakes. And somehow they didn't do their homework. My bad :pI'd argue both Destiny 2 in its present state and The Division are miles better than Borderlands 2.
Can't speak for Warframe as I haven't played that to any significant degree.
Looking at my post I probably should've worded it better. I meant how is it possible that every looter shooter since BL2 is better than Anthem since Anthem had all those years to learn from their mistakes. And somehow they didn't do their homework. My bad :p
Objection!Warframe is better than all of them.
But I never even liked BL that much.
The most mystifying thing about this is they said they had a number of avid Destiny, The Division and Diablo 3 players in the development team. How is possible to play those games and not take any lessons in GaaS design from them, I'll never know.
I agree with everything, I'm really having a lot of fun. The only thing that I kinda maybe don't agree is the Destiny comment - sure, it looks vibrant and nice but I like Anthem's visual style more. I've been playing a lot of Forsaken and Tangled Shore gets a bit old too fast for me. There is something about Anthem's nature that looks mighty, though it is a bit more generic. I also like the Javelins more than I like the Guardians.
Anyway, I am having fun. I had fun in Destiny 1/2. I expect to have fun in Division 2. I like games like this. A lot of things are frustrating in Anthem, but it's been really fun so far and I look forward to playing it each night.
My Danish is very rough but Google Translate thankfully does a pretty good job with Danish. Good review, whilst I don't personally agree with everything I think it was incredibly fair and well reasoned. Also, I haven't seen enough reviews praise Sarah Schachner's amazing work in Anthem, I've been following her since I heard Infinite Warfares underrated OST.So my review is online now: http://joypad.dk/index.php/anmeldelser/485-anmeldelse-anthem
We chose to postpone it to play the game after the day one patch.
To sum it up I think the game has a huge potential. I really liked the storytelling and the characters, apart from the main villain. I even somewhat liked Geeson.
The after credit scene actually hyped me up for future content, and the core combat is fantastic and in my opinion the most fun in the genre.
All that having been said the game simply has way to many issues right now. The loot is fundamentally broken, the story is too short and the endgame has zero variance. On top of all that we encountered numerous bugs even after day one and several more patches.
My Danish is very rough but Google Translate thankfully does a pretty good job with Danish. Good review, whilst I don't personally agree with everything I think it was incredibly fair and well reasoned. Also, I haven't seen enough reviews praise Sarah Schachner's amazing work in Anthem, I've been following her since I heard Infinite Warfares underrated OST.
Giant Bomb - 2/5
Also included is a video podcast discussion about the game that's about an hour long. Brad really liked the flying and customization and was iffy about or disliked pretty much everything else.
Giant Bomb - 2/5
Also included is a video podcast discussion about the game that's about an hour long. Brad really liked the flying and customization and was iffy about or disliked pretty much everything else.
It's not certification's job to do QA. If your game is a buggy mess but still passes the standard tests, it's good to release.How this game passed the console makers QA process and certification is incredible.
If it's hard crashing my console and forcing me to restore my saves, someone needs to do proper tests to avoid consumer backlash.It's not certification's job to do QA. If your game is a buggy mess but still passes the standard tests, it's good to release.
Cert can't find every crash. What you want isn't feasible. Crashes like this are shit, but this is the reality.If it's hard crashing my console and forcing me to restore my saves, someone needs to do proper tests to avoid consumer backlash.
The same way Andromeda passed last year. EA made a call and begged.How this game passed the console makers QA process and certification is incredible.
I mean to be fair, how many games have you played that have a known history of shutting down consoles and forcing repairs?Cert can't find every crash. What you want isn't feasible. Crashes like this are shit, but this is the reality.