Anthem, the latest game to come from high-profile developer BioWare, and the newest entry into the expanding roster of live-service games, has had a bit of a rocky start. Fortunately for many fans, BioWare are quick to respond to player feedback, and boy, oh boy! There has been a lot of feedback!
The first of the two updates, found on Reddit here, will address the tethering issue players encounter when playing missions with others. Also known as “rubber-banding”, tethering is when players are forced to stay within certain proximity of one another. In Anthem’s case, during missions if one player moves ahead of the others, those not within the “mission area” have roughly ~25 seconds to catch up. Often this simply isn’t enough time.
Players caught outside the mission radius were shown a message saying they would be teleported to their teammates. This became problematic when in order to teleport, players were forced to sit through a loading screen. Even worse, some players report missing out on critical cutscenes because due to this system. The new update aims to fix this issue, increasing the time before teleportation.
This update will also fix Stronghold exploits. From here on, a squad will no longer be able to reset the Swarm Tyant boss encounter within the Tyrant Mine Stronghold by exiting to the main menu and rejoining the session. Previously looted chests will now remain open, so players can no longer loot these more than once.
The second fix, presumed to arrive either tonight or sometime tomorrow, March 1, will address one of the bigger issues players have had with Anthem: loot. BioWare Lead Producer Ben Irving took to Reddit to explain how the loot is being reworked. Much of what is changing includes Inscription, Masterworks, and drop rates.
For starters, level 30 drop tables will only include rare (blue) or higher. High level players will no longer drop useless white or green items. The amount of crafting materials needed to craft masterwork items have dropped from 25 to 15. Alongside salvaging masterworks players don’t need, it should be easier to find “the good” masterwork weapons with the Inscriptions they want. Finally, and possibly most importantly, the Inscriptions are changing greatly.
Pulling directly from the Reddit post, Irving explains what’s changing and why:
Inscriptions are now better for the items they are on
This applies to new items earned in Anthem (not existing ones in your Vault)
If an inscription applies only to the item it is on (gear icon), it will be useful to that item. Otherwise the inscription will provide a Javelin wide benefit
For example, an Assault Rifle will not have an item specific +pistol damage inscription. It may have a +electric damage suit wide inscription (cool for a lightning build)
Its hard to write a short version of this, but I’m going to try. If we need to add more information later we can do that…
Current: There are a large pool of inscription options available to roll on items, the inscription pools are generic (e.g. Weapons)
Every masterwork item has 4 inscriptions – Major Primary, Minor Primary, Major Secondary, Minor Secondary
Change: Each item type now has a specific set of inscription options for each of their inscription pools. The pools are smaller and are targeted to the specific item type
E.g. there used to be a Weapon pool, now there is an Assault Rifle pool and the assault rifle pool has 4 pools for each of the inscription types listed above
Primary inscriptions are focused on damage or survivability
Any item specific inscriptions (gear icon) will always benefit the item they are on
Javelin wide inscriptions (suit icon) will benefit damage or survivability across the whole Javelin
Secondary inscriptions focus on utility and can be targeted to the item (gear icon) or the entire javelin (suit icon)
These sound like a lot of work for a pretty quick turnaround rate. Through communication and quick hotfixes, BioWare have shown repeatedly just how dedicated they are to making Anthem a success.
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