June - last edited June
It is good to see that players actually take the time to provide constructive and meaningful feedback here and elsewhere. Because it shows they care about Anthem and its potential.
I think we can all agree that the common pain points within the progression system are lack of control on inscriptions, scaling of rewards per difficulty, and the subjectively felt uselessness of many drops, all materials and crafting as a whole. And these are all points for which I hope clever solutions can and will be implemented. Maybe with an upgrade driven crafting system, maybe with something completely different.
I don't want to add even more suggestions for complex new progression mechanics myself (although that is tempting...). But I'd like to come back to one detail that was already mentioned: Time spent salvaging items on the loot screen. This is a low hanging fruit, so please consider adding the junk tab mechanics from the vault screen.
One more thought to conclude this post: For me, loot and progression never felt as a reward or motivation for investing time playing Anthem. Rather, I enjoy the amazing art and world design, the movement and combat mechanics, and the cooperative gameplay. But no multiplayer driven game can exist without an active player base, so I really hope the progression issues can be resolved.
Hi. I just wanted to share some thoughts on this topic.
I think both of the above-mentioned suggestions have the potential to make the loot system more rewarding and meaningful. I know that the cost of developing for Anthem relies on the featured store. But having the option to get at least uncommon and rare cosmetic items (along with a very few higher tiered items) will keep the players coming back. The Elysian caches did work. And when the players see the Masterwork armor set for 75000 coin (~1050 shards) or legendary armor set for 100000 (~1400 shards) coins in the featured store, it would not seem too bad to get them.
Loot progress has been talked to death but I'll put in my 2¢.
Guaranteed way to get 1 legendary in each slot each week.
I'd prefer it be through the weekly challenges so that more then just GM1 strongholds are being played.
Scale the inscription % by rarity type.
Ex %Gear DMG: Blue 1-10%, Green 11-50%, Purple 50-100%, Masterwork 75-150%, Legendary 150-400%
Make legendary drops mean legendary.
Right now a legendary does the same as a masterwork but because of the suit power level is the overall damage factor the goal is to only equip legendary gear. That is fine. Make the legendary mean LEGENDARY. To me that means it changes the way I approach combat and affects my build goals. I suggest adding an additional passive benefit to Legendary items.
ToY Masterwork Has 33% chance to deal large electric damage
ToY Legendary Has 33% chance to deal large electric damage. Lighting strikes by this weapon detonate combos.
In my example there is an added benefit grinding for this legendary. It increases build diversity across all javelins. It creates a new way to play that the masterwork could not offer.
Make the crafting useful in the end game.
Endgame is 2 phases. Masterwork and Legendary. Crafting is only useful until the Legendary phase and then becomes completely useless. Again fair fair can't have people getting legendary blueprints and crafting OP builds then never playing until new content drops.
However a reroll mechanic for no more then 2 inscriptions slots and unlimited reroll attempts for legendary items would go a long way to making more items useful and end the Legendary drop anxiety. No need to add new crafting materials just use the existing ones to use. Ex. 20 masterwork embers, 300 purple and 500 blue to reroll your legendary.
Hope you give it a read and see ya out there!
Xbox One X
June - last edited June
The key problem with the endgame in Anthem comes down to two key elements - the first being a guarantee that time spent will ultimately translate into a reward in real terms and the second being that there is far too much emphasis placed on luck elements and very few which come down to skill.
I propose three core changes to the way items are earnt and progression achieved which would not only introduce a method of advancing the skill required to get the best rewards in the game, but would also work to enhance the experience for casual players who only have limited time and who are not interested in some more skill based aspects of the game.
Inscription rewards should be directly linked with gameplay
Right now inscriptions are the most infuriating part of the game for more advanced gamers. It makes items very difficult to distingush between (meaning you end up with lots of item duplication) and becoming more powerful means spending multiple hours on the same content rather than giving any incentive to be particularly skilled, kind to other players or otherwise talented. This makes the game boring in the long term.
Inscriptions on items should be directly linked to the player activites, or even better rare items should be linked with activites which are more difficult. Rather than being random, a background process should evaluate player behaviour accross multiple domains (such as activity time, damage dealt, ress's, combos done, enemies primed, hit streaks) to create a generalised matrix which defines the inscription which are applied to any given item. This should be done vs time overall and remove all stats associated with infinite spawns to stop gamification of the system. In this way, the empahsis of getting better inscriptions will be a. achieving individual success and b. working together to run the fastest dungeons etc.
Doing this will mean that items hold additional value because they don't just come from ANY run - they come from that players BEST run - a reminder of the time they had the best squad and achieved the best results.
Anti bad-luck protection
Luck is NO fun, in every sense. It would be easy and well overdue to implement a system which looks at playtime within certain difficulties and ensures that players feel like their time is properly rewarded with the loot associated with that level of difficulty, specifically legendaries with GM2 / GM3. This bad luck protection is designed to ensure that people keep coming back to the game and do not simply quit in frustrastion after not getting a legendary after playing for 3 days straight.
Coins, coins, coins - please let us sell stuff for coins!
There is one change which is VITAL for this game. It needs to be addressed now and seriously. Machine parts, embers and all other consumables MUST be sellable for useable currency such as coins. Right now they serve no purpose in the game - there is literally no reason that this system does not exist right now. Getting coins is far too slow and this is a constant reminder that EA are greedy. THIS IS NOT A FREE TO PLAY GAME. Witholding items from people who have paid serious money, and serious monthly money, needs to recognised as something which NEEDS to happen as part of the game design and not just a nice perk to rob people's bank accounts and ensure EA execs roll around in Bentleys and Ferraris.
Without this change it will be almost impossible for Anthem to be a long term option, which is an entirely sad state of affairs.
I really hope someone at EA sees this, and that some part of them realises that there are many of us who feel entirely disrespected by the cash grab approach from Anthem. the only reason it isn't pay to win is because nobody would pay money for it, the only reason people are still playing is because they hope that you will see the light, especially in regards to the three points raised above.
i would like to see luck removed perma!
i would like to see only masterwork and legendary drops only at gm2 (no epic or rare!!!!)
gm3 difficulty should have like 60% legendary drops and 40% masterwork
an option to MODIFY THE MODIFIERS of the exsisting gear,weapons,etc,ADJUSTING THEIR % at the cost of harvested materials.
So my point is that i like nothing what u did there and i would like to see all these things because thats how this game supposed to be
an unique shooter giving the people a chance to do what they want!
store prices LOWERED + more chances for people to get coins
I know this is not the right topic but i will also mention that this game needs an OFFLINE MODE SINCE THE DEVS ARE A BIT BLIND im typing like that! in case something happen with the servers + it will be more comfortable for the players which cannot use internet for sometime or dont have
SMARTER AND MORE RESPONSIVE AI.What u did with the ai is bad! awfull experience.This game has like the worst ai from all the modern games.
also adding an option for more gore and dead bodies staying on the ground for sometime
a month ago
What do you guys think of removing the player level cap? This will add additional goal to aim for(getting higher level). Of course there can be rewards for reaching some levels. But that is for anthem team to decide.
a month ago
Hi First of all thank you for making a game like Anthem!
I really love it and I'm having a lot of fun playing it with old and new friends since february.
I have one thing that really bugged me lately, and that was about the Progression of the challenges/ counting of achievements.
If I'm playing with friends and they are a little stronger than me, they get all the kills and there is no such thing as assists.
That makes it really hard to even get the daily challenges (like kill 30 crystalized enemies)
It would be great if the challenges were like "Get a kill or assist on 45 crystalized enemies"
You already did a similar thing for the counting of the chests for the "Tomb Challenges" so I hope you could #soon implement something similar for kills.
I really like what's on the PTS right now and can't wait for this content to drop to live.
a month ago
anthem just like other shooting game, all these game have one drawback is the top hardness is "unrealistic" . (all game) the normal mode is so normal, as there was no any under gear score pain in playing . but GM2 and 3 is crazy one, like all shooting game, eg. the division( ubisoft), i think when people get the ultimate gear score, they can be easily to play any mode without any pain. general, adjustment on GM2/3 to match the gear score of player, it got 649, but can't survive and fight in GM2 (it state LV526+ or alike number but unber 625) so what i still got hard to play this mode.