Dumpster Fire

Patch 1.04 hit last night.  Lots of tweaks.  An astounding level of dumb included.

I ran a Legendary mission, 3 Legendary contracts, and Tyrant Mines.  All at GM2.  At the end, I had a total of 3 MW drops – all mandatory drops from the contracts.  Nothing else.

Belghast’s thoughts

Isey’s here.

Elysian Chests

Concept = unique rewards from killing a dungeon boss.  Need a key to open.  You can get 1 key per day.

Reality = There are 161 items to acquire.  There are 40 days total to acquire them all.  Drops are not guaranteed, so you can get baseline crafting materials instead (which equate to 2 minutes of Freeplay).  Oh, also the cosmetic rewards are not actually awarded.

It is hard to articulate how over promised and under delivered this is, in a loot-based game.   I’ll compare to WoW for a sec.  Imagine killing the last boss in a dungeon, and getting 20 basic herbs instead of a transmog item.

Loot Changes

Concept = More & better items can drop from chests and bosses

Reality = Guaranteed MW items no longer drop from bosses, the quality of items has not improved, and teammates can pick up loot for you.  End result is that your inventory gets more loot you don’t want (since most people avoid picking up blue/purple items).

This is just insane. Quite literally a single run of any stronghold would have identified 100% reproducible bugs.

Legendary Mission

Concept = Replay a main line quest, with a chest at the end, and a super boss.  Key an Elysian chest key.

Reality = Exactly this, including an unskippable cutscene.  I did this on GM2, didn’t see any MW drops.  My key took 2 more missions to finally show up.

The Rest

Lots of quick fixes and balance items.

  • Health bug still exists (more accurately, inscriptions don’t always seem to be applying)
  • Storm changes need more testing.  I tried some freeplay and my overall damage decreased due to lack of itemization.
  • Colossus seems beefier
  • The Bloodlust component is indeed OP
  • Some item wording is still buggy… I see 0% and 0 seconds on some items.
  • Flying duration seems marginally better.

Summary

I have seen my share of dumpster fires.  I have been involved in them.  When you are in them, it sucks the very life out of you, and there’s no joy to be had anywhere.  I feel more than bad for the actual development team.  I 100% refuse to believe that these issues were not flagged in testing – that’s a level of incompetence that cannot exist in a company that size.

Travis Day (the guy who helped implement Loot 2.0 for Diablo 3) gave clear instructions on how to fix these problems.  BW has chosen to ignore it.

Each patch somehow manages to make the loot part of the game less rewarding. I firmly believe that everyone has the best of intentions, but at this point it’s abundantly clear that the leadership of Anthem has to go. I know that in 6 months, the game can find a footing – but the culture and direction up top needs to change so that fun & quality are achieved before change for the sake of change.

Either that, or this is simply the end of BioWare.

1.04 Patch Notes

Full post here.

That is a heck of a wall of text, which has some interesting bits.

The highlight, to me:

  • Elysian Chests which drop vanity items (non-armor)
  • Once a day Legendary mission (repeat of mainline story missions)
  • General loot quantity improvements (how much is the question)
  • Clarification on confusing inscription wording (I still don’t get why there are Shield Delay and Shield Refresh as separate stats)
  • Many a bug fix, in particular the HP issue
  • Re-balancing of javelin gear
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Of this, we got new Universal MW, Elysian Caches, QoL for Forge, and Legendary missions.  No new events, strongholds, social tools, or the actual Cataclysm.

I play Storm as a main, and Colossus in spurts.  The latter scales at a ridiculous level, and deals decent enough damage.  The Storm… is like a wet tissue paper.  GM1 is fine, but past that he’s only good for lock downs.

The actual changes for the Storm appear to be a general nerf on damage – or rather, a push to have everyone run fire builds.  Because fire damage is dependent on Power Level, napkin math says the meta just took a large swing.

Storm is built upon a different mindset than the other javelins.  Gear cooldown reduction + javelin damage + elemental damage.  Weapons are not generally used, aside to provide similar buffs (Elemental Rage for example).  Other inscriptions have minimal value (‘cept maybe Gear Charges on some skills).  It’s also built on 3 elemental attacks Ice, Fire, and Lightning (can do acid with a specific MW skill).

Ice is low damage but freezes targets.  Extremely effective on groups, and teamed with a Colossus is pretty much insane lockdown.  Lightning is very high damage, and goes through shields pretty well. Fire burns through armor (yellow health bars) and does damage over time (scaling almost entirely on Power Level).

On paper, Lightning should always win – and until you get your first legendary drop, that is the case.  The boost from the first legendary though… that makes Fire do insane damage, and this patch just buffed that effect by 50%.  It will be interesting to test this out.

As for Colossus, the patch notes read as an overall buff.  Shock Treatment, Synchronized Frame, and Flamethrower all received some serious fixes.  Also, it looks like Autocannons received a boost on reload speed… so Endless Siege just became even more powerful.

I don’t play enough Interceptor or Ranger to comment on those changes.

I am very interested in seeing how the Bloodlust MW component works out.  A 75% boost to melee damage means that Interceptors and Colossus have a major (if not outright ridiculous) boost to damage output when facing groups.

Overall, there’s a lot of changes here.  Plenty of pages, showing a lot of hard work to get the “quick wins” out the door.  Legendary missions are a decent content addition, and will be immediately compared to Legendary contracts with guaranteed drops and stronghold with guaranteed chests.  Elysian chests… ok I guess.  They were oversold, but are an interesting first step.

There still remains the fundamental issue of gear acquisition (both in terms of quantity and quality) that is at the heart of a looter/shooter.  Maybe it’s better with this patch.  If there isn’t a marked change… then I guess I’m moving on until things get better.  Moment to moment is still a ton of fun, but the days of Space Invaders are long gone, and my game library is aching for some play time.

Anthem – Power Scaling

As a slight refresher, I really like numbers.  Enough to have been a very active theorycrafter.  Even have a page with some info on the concepts.

Anthem has many, many hiccups.  Hiccups that existed in other games prior, yet it would seem there are few lessons learned.  I think the combat mechanics (moment to moment stuff) is top notch, but the numbers that make the system run are simply broken.  And as I play more, I realize that they are not broken in a “this can be fixed rather simply” fashion, but there are some fundamentals that are going to take a long time to solve.

I’ve put my thoughts to digital paper on why inscriptions are broken, and what needs to be done to address it.  If the game was showering you with loot, then broken inscriptions would be somewhat more forgiving.  That’s not the case, and even on the hardest difficulty (GM3), the rate of legendary drops is close to 1 per 3 hours of gameplay.  When you realize that the majority of drops have no real value (more on that), you’re looking at a very long time between upgrades.  The stat weighting is so powerful, that god rolls make the rest of the items look like kids toys (e.g. a gun doing 400% more damage).

This is ignoring one particular item and that’s the Javelin power level – the number in the top right that I originally thought represented simply a summary of your overall gear components.  Which it does, but it also does much more.  Reference this Reddit post for some data from TemperHoof.

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Power Level is primarily used for calculating Ultimate damage.  That impacts pretty much everyone in the same manner, and since Ultimates are not exactly common (‘cept one particular Ranger build) it doesn’t have a large impact.  It also impacts melee damage – which is a massive boost to Interceptors (90% of their attacks are melee), and Colossus (the AE attacks get a baseline 50% boost), and some Ranger builds.

The game also has a generic multiplier on all damage abilities based on your Power Level (or rather, the average item level).  For full epic, that multiplier is around 1.5.  For full legendary that number is around 22.6. Math-wise, this is a 1500% increase. Why is this an issue?

First, the actual baseline stats on an item have less meaning. The power level difference between Epic (38), MW (61), and Legendary (75) are quite large.  The first jump is a 40% boost.  The second one is a 20% boost. While you may compare the stats on the face of an epic vs MW item, even if the epic has much better inscriptions, the MW weapon will be better in almost all cases.  Same with MW vs Legendary.

Second, all inscriptions except Javelin % damage are worthless compared to Power Level.  That means in 99% of cases, it’s better to equip a Legendary with garbage stats than a MW version with really great rolls.

Third, a bug in the game right now only calculated equipped slots.  The result of this bug is that if you have 1 Legendary, you will do more damage with just that item equipped than if you had that and 10 MW items in the other slots.  You’d be a glass cannon!  This should be fixed in 1.04.

Fourth, because there are no dependable methods to acquire legendary items, you are completely at the mercy of the RNG gods.  You are better off equipping pieces you don’t want (e.g. a skill/gun you don’t like) if it’s legendary, which makes for some really weird builds.  That reduces the overall fun factor.

Fifth, the loot drop changes in 1.03 made it so that legendary drops are much higher (comparatively) in GM3.  However, you need at least 3 legendary drops to even make a dent in anything in GM3.  This is the exact same problem D3 had at launch.

 

A Choice

I am of the opinion that this issue is fundamental, and therefore a very complicated matter to address.  Making any change to the basics of a model have long term consequences – managing that change takes time and smarts.  BioWare doesn’t have that much time (or doesn’t act like it does), and the fact that the issue exists in the first place shows that they are not overflowing in the smarts department.

The current foundation of the game makes Legendary items superior in 99% cases to everything else.  The same foundation says that Legendary acquisition is both entirely RNG, and further has such low odds of payout that you can go days/weeks without anything.

That really leaves 2 choices.  Either fix the foundational issues over months of effort, or increase the drop rate on legendaries.

The risk of the first one is prolonging a broken end game, and generally hamstringing money-making for months.  It wouldn’t be a relaunch, but a new end game loot/mechanic model would be about as close as you get.

The risk of the second one is that you’re setting expectations and cannot change it once set.  It effectively negates all other item values, and means that any additional items brought to the game start at legendary level.  People will simply consider legendary the default item level… and that makes GM1/GM2 ghost towns.  Even with crappy legendary rolls, GM3 is more than doable.

I am struggling to believe that BioWare didn’t see this coming a mile away.  I mean at the development level – the folks who play tested.  The last livestream had 2 people who clearly play the game, and it was obvious they knew the shortcomings.  There’s a bit of the “yeah we know, but…” that Wildstar had at launch.

Anthem – After a Pause

I read a lot on the ship.  Nearly 5 books in the Foundation series.  I’ve read that entire series every 2 years since I was a teen.  It’s vision of hard sci-fi (and everyone smoking) was quite the pinnacle of the golden age.  What it truly missed was Haldeman’s appreciation for rate of change.  Which is fine really, since in the 40s the rate of scientific change was measured in decades.  Today, we’re lucky to go a year without a massive change on the tech scale – primarily driven though insane advances in computing technology.

When I played the original Diablo, what was delivered was pretty much what I got until the expansion launched.  Diablo 2 had more updates, but most were over years. Diablo 3 had big tweaks that took months to roll out –  the concept of Seasons alone was a big shift.

So now let’s look at Anthem.

The game “launched” on Feb 22, so we’re 1 month in.  Next week is patch 1.04, which is not adding content but is addressing a laundry list of bugs and some major complaints on loot.  More info from a recent livestream.

Let’s get to the point though – at launch Anthem’s end game was for most purposes broken.  The content was buggy, unbalanced, and un-rewarding.  Each patch has made large strides to correct this.   As the game stands today, the best way to get gear is

  • Run Freeplay only
  • Run at the highest comfortable difficulty (e.g. a normal enemy doesn’t take a full clip)
  • Kill everything you see (I got a legendary from a regular wyvern)
  • Use your highest power level (lower levels get less drops)
  • Have ~90% luck (hard cap)

Recent changes have made Freeplay better – Titan spawns are actually manageable, there are more events, and more enemies.  1.04 will add map icons for events (yes!!!), simplify overheating, but won’t address respawn locations.

Strongholds were recently brought in line, so that they generally have the same difficulty / duration.  Running them until you get your first MW skills is a smart move, but after that, there’s little reason to run them.  1.04 will change that.  Daily challenges provide keys, which can unlock after you take down the last boss.  1 chest per player who has a key (so up to 4).  There will also be Legendary Missions (replays of existing quests) – not sure what the rewards are here.

There are still some gaps left to address – among those I consider critical rather than Quality of Life.

  • Power scaling (Storm are the worst here since Gear stats are much worse than Weapon stats)
  • Support gear masterworks (given that power levels impact nearly every end game calculation)
  • Loot drops rates / inscription balancing

I would note that nearly all of these issues were identified in the demo open beta, or within a few days of launch (when people were at max level).  Anyone who’s reached end game could see these issues – which is the topic for another post.

After a month, I would say that BioWare has managed to apply 3 distinct kitchen sink patches, with another due next week.  As much as it’s a symptom of the times that these 4 patches are required, it’s worth note that this cadence of change is insane.  Can you imagine the hours the devs are putting in to push this much out?  I’ve done my fair share of crunch before a product launches, and as painful as that is, it is but a fraction of the crunch required once a product launches and things go sideways.  Taking a step back, I really hope the industry at large takes a look at what’s happened here and does it’s damn best to avoid it in the future.  For half the investment (time), it would have received double the return (happy players and positive news articles).

At the least it’s obvious BioWare wants the game to succeed and is taking very large strides to fix things in a rapid fashion.

Back from the Seas

10 days off work, 7 days at sea.  Worth. every. minute.

I took a cruise on Harmony of the Seas, on the Eastern Caribbean.  Wife, kids, and my dad.  My in-laws were in a condo near the port, so we spent some time with them before/after to avoid stress around flights.

I’m fortunate enough to afford vacations out of town.  We’ve gone to quite a few places in Canada with the kids.  We’ve done a few all inclusive resorts over the years – with the kids in Cuba and the Dominican.  My wife and I also took a couple cruises as a couple earlier (Celebrity line), though this was the first time with the kids.

On this cruise, we (at least one member) did:

  • Beaches
  • Pools
  • Slides
  • Water Park
  • Flow Rider
  • Zip Line
  • Snorkeling
  • Grotto exploring
  • Waterfall climbing (Dunn’s River Falls)
  • Catamaran
  • Arcade
  • Karaoke
  • Shopping
  • Comedy club
  • Theater (e.g. Grease)
  • Movies
  • Ice skating (watched it… seriously)
  • Water acrobatics
  • 10 story slide (Ultimate Abyss)
  • 26 of the 27 bars
  • 9 different places to eat
  • Self-serve ice cream
  • Exercised / Ran
  • Casino

I’m sure I am missing things.  To give you an idea of things to do, below is a picture of the planned activities for the last full day at sea from 7am until 5:30pm.  There’s even more stuff throughout the evening, up until 2am.

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There’s about 100 things on this alone.  If you’re bored, it’s your own fault.

You pretty much only have to worry about showing up – everything else is taken care of.  Don’t get me wrong, I like resorts too.  But it’s hard to argue that the food quality, security, variety of everything, and general temperament of other guests in better on a ship.  More expensive – no question.  Worth.

Now back to ice and snow for a few more weeks.  Ah well, was a great trip.

Anthem – Progress

A patch is coming on the 12th, with something like 300 bug fixes.  I think that says two things.  First – clearly this game was rushed out the door.  Second – it would appear the devs have not slept in quite a while.

When your game makes the major news waves that it’s potentially bricking PS4, no one is really going to get some sleep.

I’ve also been unlucky enough to have Tyrant Mines bug out on me three times.  This happens when you pop into the dungeon stronghold and end up after the final boss.  Means you can no longer select it from the map.  Thankfully, Isey was there 2 of those 3 times to invite me to a new group, which squashes that bug.

That said, I have been lucky enough to pick up some gear to kit out my storm.  Chaotic Rime & Ponder Infinity work well together.  That combined with some rather significant Gear Cooldown stats, means I can cast Chaotic Rime for an infinite duration – essentially freezing the entire map.

I was however struggling for weapons.

I decided to give colossus thiccbois a chance.  These guys are useless without MW components, then they become iron beasts.  Not only does their armor get an insane boost (5x) and then you can stand toe to toe with anyone and survive.

Again though, crappy luck on weapons.

Targeting Loot

Running a stronghold gives a guaranteed MW skill.  This is useful, since the pool is somewhat limited (~10 each).  A few runs, and you’ll get the one you want (just not the stats you want).  Running a Legendary Contract gives a MW component.  You can run 3 per day.  My suggestion is to run those 3 on a class for which you have not yet acquired all the MW components (e.g. fill out all 6 slots on all 4 classes).

Weapons – there’s no way to target them.  Pure random, and there are a LOT of them.  So what to do?

Crafting

You can craft MW items if you complete the associated challenge.  For gear (skills) you need to complete a mission or freeplay event with it equipped.  Very doable.  For components you need 50,000 of each faction.  That is a VERY high bar.  Unlikely anyone but the most dedicated will get there.

Weapons – you need to kill 10 legendary enemies with that weapon equipped.  Very luck based that you get the weapon in the first place.  A neat bypass was posted on Reddit. Basically you equip the specific weapon sub-type and attack a legendary target.  Someone else needs to hit it with any MW weapon.  Only 1 hit per weapon is needed.  Once it dies, it counts as 1/10 kills. I did this twice and got the following 2 items.

Rather, I crafted the following items.

Recall that it takes 15 salvaged MW items in order to craft 1 of these.  So while not exactly cheap, it’s a good way to fill out some slots and bypass the RNG gods a little bit.

 

Good luck out there.

Anthem – Storm Guide

A collection of my thoughts to play a well balanced Storm.  This is specifically in relation to end game content – the journey from 1-30 is what you make of it.  As of March 5, 2019.

Purpose

The Storm has three main goals – dealing massive damage, setting up combos, and not dying.  The first one is simple enough, the second takes some practice and coordination, while the third can be a real nightmare.

Pros /  Cons

Storm is very similar to a mage class in a standard RPG.  They are masters of elements, and long range combat.  Up close, they have very poor defense, and a very weak melee attack.

To that end, properly playing a Storm is not about going all out crazy, it’s about picking your targets for optimum carnage.  You solo vs a shielded elite is not smart.  You standing behind a Colossus and raining AE damage on multiple enemies is very smart.  You freezing a large enemy so that the entire team can flank is also very smart.  You need to play smart to be a good Storm.

Hovering

Storm are unique in that they can hover indefinitely, and doing so increases their shield capacity.  Hovering means off the ground, whether a foot off the ground or a mile.

The downside to hovering is that you are going to be wide open to take attacks.  Continual strafing is important, and lots of dashing as well.

Weapon Choice

You are not melee, should never be close to anyone.  Standing farther back, you’ll find that aiming is a challenge as well, leaving limits as to what type of weapon you want to use.  Since you’re going elemental attacks, the actual weapon you use will be sporadic.  Only the effect from the active weapon applies, so your 2nd weapon is essentially a stat stick.

Some options include, in my order of preference:

Thunderbolt of Yvenia – 33% chance to hitting with lightning.  This is really quite deadly when combined with other elemental boosts.

Elemental Rage – Hitting an elite gives a 5% boost to elemental damage for 10 seconds, stacks to 20.  Since all your skills are elemental, this is a significant boost.

Death From Above – Increased weak point damage while hovering, which is really useful for tough enemies.

Divine Vengeance – Every 3rd hit on a weak point applies fire damage.  This is effectively a “free” primer.

Truth of Tarsis – Hits on weakpoints set off combos.  The boost here is less important than the actual damage potential.  Devastators have only 1 ammo, but it deals insane damage.

Skills

Ice slows/freezes enemies.  Fire causes area damage, as well as some damage over time.  Lightning deals single large strikes, that in some cases can chain to other targets.  The chart below shows the primer/detonator skills – of particular note is that none of them are Impact or Blast effect, they are all elemental.

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While leveling, I don’t think it really matters much.  At GM1+, there really is only 1 viable choice for Focus Seals, and that’s Frost Shards (or Ice Rime as MW).  The ice effect is essential for shutting down spawn points, you can apply it to multiple targets, and if a Storm manages to detonate the effect… then it spreads to everything.  That and the fact that Ice Rime increases Blast Seal damage by 125% after freezing an enemy…hello!  (Arc Burst / Stasis Chain is neat when there are multiple targets, but the damage is still quite low, and does not prime/detonate.)

Blast Seals are a different matter, and you’re really looking at the MW effects.  My choices:

Ponder Infinity – Increases electric damage by 60% while hovering.  This is the most damaging baseline attack, and it gets even better.

Binary Star – Launches 2 living flames instead of one.  Decent damage, with a DoT, and applies a primer.

Venomous Blaze – Applies acid damage after a 3 hits.  Part of a solid fire build, and can melt through armored enemies.

Components

These are passive boosts to your javelin.  In all honesty, the way the game works today these require a significant amount of balance.

In concept, components come in 3 types – increased armor/shields, increased elemental damage, gear (equipment) modifications.  You can only use 1 type of component at a time, and with 6 slots it’s pretty easy pickings since only 5 are of real benefit.

Token of Daring – increases Seal damage by 20% when shields fail.  Shields are always failing on Storm and this is a decent boost.

Tome of Precision – Sniper rifle kills boost lightning damage by 60% for 5s.  The baseline effect also increases lightning damage by 5%.  You’re not going to have too many chances to get the sniper rifle boost on bosses, but regular combat certainly will.

Gunslinger’s Mark – The MW effect is broken right now, but the baseline effect decreases skill cooldown by 50% while lowering damage by 20%.  Without getting into the math, this is a 60% increase in damage potential.

Mark of Wrath – While Focus is on cooldown, Blast damage increases by 50% for 5s.  This is an easy effect to keep active.  It also increases skill damage by 50% but increases cooldown by 20%.  Again 60% overall increase.

Token of the Master – Hit an enemy with Blast and Focus damage is increased by 60% for 5s.  Useful if your Focus skill is decent damage.  Also increases Blast damage by 35%, but that doesn’t seem to impact a single Storm skill.

Support Seals

This appears pretty broken at the moment.  Windwall goes down in 1-2 shots, while Quickening Field’s effect requires you to stay still (bad idea) and a 20% haste for 10 seconds isn’t at all noticeable.  Consider both of these slots as stat sticks.

Inscriptions

God rolls focus on the following:

Javelin damage – Extremely useful, and applies to guns and seals equally.

Gear damage – really only useful for Blast Seals and the weapon.

Seal Damage / Cooldown – Nearly all your damage comes from use of skills.  Increasing their damage and lowering their cooldown makes for a much better experience.  At around 50% cooldown bonus from inscriptions, you likely won’t need to use a weapon at all.

Elemental Damage – Increasing this is a major boost to damage.

Luck – Caps at 90, and has a significant impact in the quality of item drops.  Has no other impact.

The rest of inscriptions are so-so.  Increasing the number of combo targets really only applies to specific spawn points.  Weakpoint damage doesn’t apply to elemental attacks, only weapons.  Ultimate damage/cooldown is useful, but with experience you’ll quickly learn that combos fill up that bar very quickly (Practice on Tyrant Mine boss, you should be able to fill the bar after every spider cave spawn.)

That means that of the ~50 inscription types, only 6 have any tangible value.

Final Thoughts

As of now, there certainly is some build variety at GM1, but top end content really only has one option – Ice Rime + Ponder Infinity, and the necessary items to reduce cooldowns and increase damage while hovering.  It will take some tweaks to make Fire a viable attack type (either increased duration of DoT, a short disorient, or a continuous interrupt), to combat Ice’s major defensive benefits, and Electric’s insane instant damage.

Like a Stick in the Wheels

Anthem  is doing a hell of a job getting in it’s own way.

It really is two different games.  The 1-30 part is good.  You can get a solid 20 hours of of that part, and generally not have issues.  Then you reach 30, and unlock Grandmaster 1 (GM1), and it feels like self-sabotage.

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That’s right – 0%.  Devs put it to this value because a bug caused it to stack to infinity.  At least I get Ammo 33% faster from enemy drops.

The list of bugs I mentioned last post persist.  Still can’t get Tyrant Mine to show up… apparently I need to be manually invited to a run.  Hundreds of posts on the main forums, not a single answer from the devs.  That I found the solution on a major gaming website is more than telling.

Stability

In most any other space, I’d say stop what you’re doing, throw everyone on stability.  Anthem goes to extreme ends to make the gaming experience painful.  I am happy for those that are not having issues – more than happy.  When it works, the combat here is really solid.

But golly molly, what is with this game?  I get Bethesda not being able to tie their shoelaces without burning the house down, but this had 6 years of development and would barely qualify as alpha in terms of stability.  I’m sure in a month’s time this will be old news… but this game doesn’t have a month’s time.  It has 2 weeks until Division 2 comes out.

Focus

I don’t quite understand what Anthem is trying to do.  The story mode from 1-30 is 100% gone at max level, with the aside of talking to NPCs (which add entries to a practically hidden part of the game).  Which is fine.  The issue is that the game insists in putting you back into story mode (Tarsis) at every single step, and go through loading screens that are pointless.  Even the post-mission screen is useless aside from trying to sell you on the cosmetics.

If Anthem is trying to sell me on the looter/shooter, then it needs to actually make it possible to do that.  Looter specifically in that I get loot, I can try loot, and get to content that gives loot in a rapid manner.  Right now, the process is:

  1. Load the game (10s)
  2. Press space to load into Tarsis (30s)
  3. Walk over to the launch bay (60s)
  4. Load Launch Bay (30s)
  5. Collect all Legendary contracts (10s) (1 place to click, rather than 3)
  6. Load Expedition screen (10s)
  7. Launch expedition (30-45s)
  8. Complete Contract (~10 minutes) (or Tyrant Mine if it wasn’t bugged at ~25m)
  9. Load post-mission screen (10s)
  10. Skip post mission screen (or wait 30s)
  11. Watch loot screen and break down all non-purple items (10-30s)
  12. Enter Forge to see if the loot I got is an upgrade or not (20s)
  13. Clean out inventory (2m)
  14. Load back into Tarsis (20s) (Launch Bay takes longer than Tarsis to load, and is bugged 50% of the time)
  15. Turn around and enter Javelin
  16. GOTO 6

Step 7 is the one where I actually play the game.  Everything else is overhead.  If I’m doing contracts, that’s ~50% of my time not actually playing the game.

Quality of Life

There’s a long list here, but the more I think about it, the more it’s less about QoL and more about just plain basic functionality in a game made in 2019.

  • A functioning & interactive map
  • A way to quickly group up with people around you
  • Loot that actually feels rewarding (1% more ammo is beyond dumb)
  • Meaningful content that is balanced
  • Clear messaging as to how stats/inscriptions impact your player (a game based on number chasing should explain said numbers)

Suggestions

  • Increase Freeplay to 16 players (I realize this requires “smart” enemy scaling)
  • Have the game start you at the gates outside Tarsis
  • Allow players to teleport to Strider launch points they have discovered
  • Allow players to mark the map in Freeplay and allow other Javelins to teleport to them
  • Have the expedition kiosk a MENU item, not a location you need to physically go to
  • Have the forge a MENU item, not a location you need to physically go to
  • Pre-load the jump BACK into Freeplay when a mission ends, while you are looking at the loot drops
  • Set ranges to inscriptions based on rarity (e.g. MW rolls min 50% of max, Leg rolls 75% of max) so that it actually feels like it’s an improvement over Epic gear.
  • Launch the additional content now – with a time balance similar to that of Tyrant Mines – at least 2 new strongholds (for a total of 5 BALANCED strongholds).

 

Buggy Bad Luck

Since the Thursday Anthem patch, I have experienced (some were before as well) the following list multiple times:

  • Joining Tyrant Mine after the final boss, causing the game to “hang”
  • Tyrant Mine no longer being an option (apparently this is impacting a lot of people)
  • The sound completely dropping (restart required)
  • The game crashing
  • Access to the server failing and causing me to go to the login screen
  • Rubber banding, where I would zip around left/right
  • Server lag where in the middle of combat, everything freezes for 5 seconds while I get a server connection error
  • Not a single instance of Quickplay being completable.  Either the counter is bugged (e.g. 4/5 boxes to break), the next step doesn’t trigger, I show up without anyone else, or it simply fails to join
  • Freeplay being practically empty of events

 

Given that both the other Strongholds are hour affairs, with bullet sponge bosses, I’m relegated to completing contracts.  At least there are 3 legendaries a day.  The good thing is that few of these items impact people who are leveling.  The bad thing is that these things are persistent, and make playing at max level much less fun than it should be.  When it works, great!  But the past few days have been not really working so well.

 

Armchair Design – Loot Tables

This is relevant to 2019, and the performance enhancements we’ve seen in relation to databases.  10 years ago… much different data models due primarily to the way indexing/searches taxed servers.  If that already went over your head, then this is going to be a rough post to read through.

Data Modelling

Most people are familiar with spreadsheets (Excel, Sheets) and that they allow an X/Y relationship (2 dimensions).  You can have fruit categories, then people, and figure out how many fruit each person has.  Advanced users are familiar with the concept of pivot tables, where you can further filter that X/Y data on additional criteria (Z or 3 dimensions).

Going beyond 3 levels of relationships, you need to get into databases (DB).  Really good DB engineers make a crap top of money, because it is both a thankless job and an extremely complicated one.  Back in my coding days, a simple calendar booking application I wrote for tanning salons had about 30 different “sheets” that were all interlinked.  Making any change to those sheets had to be meticulously planned so that it didn’t cause any bugs.

This is where data modelling comes into play.  You plan out your data markers, their main identifiers, and their attributes.  As you progress, you realize that you need more an more attributes.  That then becomes a table of potential options.  Let’s try a simple example, describing an apple.

The type, size, and color would be a good start.  Then you realize you want to track if it has seeds, the general shape, the time of harvest, the average price, and whole bunch of variables.  What you end up with is a table that is an index of those variables, and then a single table per variable type.  Could be a database with 50 tables by the end.

And that’s a simple example, since the relationships between the table are INDEX –> VARIABLE.  Complex tables have interdependence between variables, and that’s a rabbit hole that can have no end.

Long story short – you need an extremely robust data model before you start, and anytime you make a change, it needs to be really thought out.

Data Use

I am going to use a loot based mechanic with randomized stats as an example, as it’s relevant to yesterday’s post.  This will use Anthem specifically as an example.

The logic of a loot drop follows:

  • Does an item drop
  • What rarity
  • Whom is it dropping for
  • What class
  • What type
  • What sub-type
  • What are the inscriptions

Each one of those questions has an associated algorithm.

  • Rarity:  This is a factor of the Luck stat, combined with the enemy type.  Boss characters have higher odds of dropping better items.  Legendary contracts & strongholds guarantee a MW level item at the end.
  • Class: There is a large weight associated to items a class can use, vs those of another class.  It is not possible to get a MW item for another class, but you can certainly get epic level items.
  • Item class: Weapon, Skill, consumable, component.  The odds appear to be relatively even between them, with the exception of MW drops at end of missions (as per above).
  • Item type: If this is a weapon, then what type of weapon.
  • Item sub-type:  If this is a grenade, then what type of grenade. This factor is important in order to assign the necessary inscriptions.
  • Inscriptions: The inscription pool is filtered based on all the items above, so that the inscriptions applied either work specifically for this piece or the entirety of the javelin.  Anthem applies a sub level to this step, with major/minor inscriptions, but the logic should be the same.

Each item in the game has a database entry with at least these variables.  Each inscription would have a basic yes/no table associated with these variables.  In effect, each inscription would have a validation phase that it can indeed be applied to a particular item.

Patches

The last patch changed the logic at the item type level.  Meaning that if you had a grenade, then you were pulling from the grenade pool.  Prior to this, all inscriptions were at the javelin level (the who step).  This is a major step forward, as it’s moved down two logic layers.  If effectively removed 75% of the “dead stats” in the game, things that provide no value at all.

Anthem doesn’t yet look a the sub-type.  Which means you can get inscriptions that apply fire damage to a item that only deals lightning.  These are the other 25% “dead stats”.  The logic check appears to be when the inscription is applied only to the item, or the entire javelin.  In the previous example, if the inscription was to the entire javelin, then it would potentially have some use (e.g gun, or other ability).  This is why sub-type is important, as the sub-type would indicate the effects of that particular item.

Final Example

Let’s use Frost Shards(X) as an example.  This is a Storm (A) ability, considered a Blast Seal (B) (the E button on PC).  It deals C damage of D type, has E charges, recharges at F rate, applies effect G at a rate of H.  It’s MW inscription is I.  Each of those letters is a separate table in the database. (For those counting, that’s 8 variables… and this is a simple example.)

Let’s say that you get a drop and you’ve moved all the way down the logic tree to inscriptions.  This list of options should include:

  • generic traits (e.g. health, damage) at the javelin level (applies to all javelins)
  • class traits at the javelin level (applies to only the Storm)
  • Type traits at the javelin level (applies only to Blast Seal)
  • sub-type traits that only apply to this specific item (X) at either the gear level or the javelin level

Explicitly, it should not be possible to have a gear level inscription on an item that cannot use that inscription.  That only works if there’s 1 more logic check in the steps than is current.

 

As complicated as this post is to read through, the actual implementation is relatively straightforward if and only if their data model supports it.  Entirely possible that this level of granularity has not been applied, but given the posts I’ve seen from BW… that would be exceedingly surprising.  So cheers on some major progress on loot drops, still a few more steps to go.