Anthem System Ideas

Anthem System Ideas

Over the last few weeks I have been thinking about systems that would greatly improve the feel of Anthem.  Right now it is clear that the loot drops are not cutting it… but the problem with that is that there are no other systems to make up for the lack of RNGesus’s blessing.  So if you return to the roots of loot bonanza…  Diablo 3 Loot 2.0…  you will see a system that not only has freer loot drops but also a lot of systems that help you curb bad luck by systematically spending resources in an attempt to brute force your way to fortune and glory.  You have the Rift system and its blood shards currency that allows you to keep regretting your decisions as you feed more to Kadala for utter crap, but you also have the Kanai’s Cube that allows you to gamble large amounts of resources to again push your luck and try for that item you actually wanted.  So it set me to thinking down the line of how would I introduce some tweaks to the system to help curb the sting of bad luck.

The Regulator Scavenger

We already know that the regulators are resourceful and efficient, but what exactly do they do with some of the things they happen to come across in their travels.  Surely they can’t be breaking everything down into materials for Sayrna to sell in the market.  Surely there are items that they deem way too good to destroy, and want to sell at a profit.  So the theory here is to introduce a weekly NPC sorta along the lines of Xur from Destiny or Baro Ki’Teer from Warframe, that shows up and has several items to offer for a price.  In theory I would suggest that each week they had an inventory that had curated legendary rolls of either a piece of gear or component for each of the lancers along with a single weapon…  modelling what Xur sells most of the time.  I figure you have two options for placement…  if the systems allow it I think it would be fun to place them somewhere out in Freeplay sorta like the modern version of Xur that roams the wilds.  If the tech does not allow it… then I would have them operating out of a back booth in Max’s bar in Fort Tarsis which is already a regulator run establishment.

Stable Shaper Relic

Kanai’s Cube allows you to gamble resources in order to try and improve the quality of your items as well as allows you to re-roll existing items.  So along these lines you could introduce a quest chain that comes from Matthias Sumner to go retrieve a stable shaper relic macguffin that the Outlaws or Dominion have discovered…  if you wanted to make it even more lore rich attach it to the super duper secret arcanist organization that I am not going to talk about because spoilers.  Through the course a few missions you would track this item down and retrieve it and once obtained it would be set up in the area Matthias is in and offer you a handful of transmutation options.  Some ideas mirroring Kanai would be:

  • Burn Resources to Transmute a Purple Item into is Masterwork Variant
  • Burn Resources to Transmute a Masterwork Item into is Legendary Variant
  • Burn Resources to Re-Roll Stats on a Legendary
  • Burn Resources to Copy Inscriptions from One Item onto Another

Basically you are giving the players a costly way to have some control over what they can get in the game.  After 171 hours spent in game I am still missing a lot of masterwork weapons with no actual way of targeting them.  For those curious… that list is Close Encounter (Heavy Pistol), Rolling Carnage (Shotgun), Balm of Gavinicus (Grenade Launcher) and finally Endless Siege and The Last Stand (Auto Cannons).  It would be nice to have some way of saving up resources and then dumping them to get a version of that weapon so you could at least unlock to do achievements.

Actual Legendary Contracts

Firstly… Legendary Contracts are a massive misnamed thing given that you are guaranteed a Masterwork at the end of them and I have NEVER gotten a Legendary to drop while doing them.  So I would first off rename them to Masterwork Contracts and leave the frequency at daily.  However then I would slide in another set of contracts that were on a weekly timer that gave you one guaranteed Legendary from completing them.  I would divide them up so that who you were doing the contract for dictated what sort of item you got.  My suggestion would be something like this…

  • Brin – Legendary Component
  • Matthias – Legendary Gear
  • Yarrow – Legendary Weapon

I think that split fits the theme of each of those NPCs pretty well and gives you a weekly shot at getting SOMETHING Legendary that is actually under your control.  I would divide up the new Masterwork Contracts similarly among what sort of item they reward to give better control over those items.

Legendary Chance from Stronghold Completion

Right now a Stronghold rewards you a guaranteed Masterwork ability upon completion…  if you shift that guarantee away from running strongholds and place it instead on the Masterwork Contracts I talked about above you free up the guaranteed item for something useful to finally start dropping.  People bail on the boss kill because after a point nobody needs those Masterwork gear items.  I’ve reached the point where an orange has to be a god roll for me to take note of it, and what I actually need are legendaries.  First tweak I would make is to have the guaranteed loot at the end be a completely random item and not limited to gear… so you could get a weapon or a component.  Next I would shift up some of the details as follows.

  • Grandmaster 1 – 1 Guaranteed Masterwork or better drops, a 50% chance of getting a second drop, and a 10% chance of upgrading any drop to Legendary.
  • Grandmaster 2 – 2 Guaranteed Masterwork or better drops, a 50% chance of getting a third drop, and a 15% chance of upgrading any drop to Legendary
  • Grandmaster 3 – 3 Guaranteed Masterwork or better drops, a 50% chance of getting a forth drop, and a 20% chance of upgrading any drop to Legendary

Additionally I would like to see each chest in the dungeon have one guaranteed masterwork or higher drop just to keep the run interesting.  This has several benefits… firstly you incentivize playing on higher difficulties and also reward players for joining the currently extremely buggy Stronghold Quickplay.  It also keeps players from wanting to bail before you get to the end boss, because it actually drops things that are going to have a reasonable chance of upgrading.

Titanforge Crafting

I am a big proponent of crafting systems that are actually capable of producing useful things for the end game.  Anthem has at low levels a really interesting concept for crafting in that using an item keeps unlocking better versions that you can craft.  This completely dies out when you hit Epic but it doesn’t necessarily have to, and I would borrow another concept this time from World of Warcraft.  Gear has the chance of upgrading in rarity as you craft it, so a blue pattern can occasionally produce a purple item.  The idea is that crafting a purple pattern has a very rare chance of instead producing the Masterwork variant of the weapon again giving you a targeted but very expensive way to burn through resources and gamble on getting something good in the process.  Similarly I would add in the same sort of system to give you a rare chance of upgrading a Masterwork to the Legendary variant upon crafting.  If I had my druthers, I would skew the percentage chance of this happening based on some sort of a scale that keeps track of how often you favor a specific weapon.  Say you use a Defender variant Auto Rifle all the time… you would have a higher chance of proccing an upgrade than if you were trying on a weapon you never use at all.  There is some dark math there, but I am just presenting the idea for someone else to chew on.

Reduce Chaos with Pockets of Control

The idea behind all of these systems is to tamp down the randomness of luck and give players a handful of ways that are under their control that they can feel like they are moving that needle forward.  All of these systems complement loot changes and are not necessarily an either/or scenario.  Running around free play with a harvest set should be as viable way of seeing progression as grinding strongholds over and over…  with the first being a slow and tedious method and the later being a faster and more action oriented.  It gives players choice in how they want to attack moving through the systems, and serves as a great way to remove excess materials from the system like the 1600 epic doodads I have clogging my bank.  Also it would be SUPER NICE if we could just see how many of a thing we have on the vault inventory screen rather than having to go to the forge to see that.

What are some of your thoughts on how to build out systems to add richness to this system?  What do you think of some of my suggestions?  Let me hear from you in the comments.

 

Panel of Knobs

I swear this time change has been significantly rougher than other ones because of the whole giving up energy drinks thing.  That said I am starting to finally feel like I am getting adjusted, and I am trying really hard not to simply replace downing lots of monsters/rockstars a day with downing a bunch of tea.  I still feel like I probably have another full week of feeling miserable before the symptoms start to pass and I can get on with my life.  I do however now suspect that I had been living in a constant state of mild dehydration, so I guess getting away from that is probably a good thing.

Panel of Knobs

Yesterdays post is probably the most critical I have been of Anthem, and honestly this morning is going to add its own frustrations.  I still very much love the game and I still honestly enjoy it…  but like a family member that is wildly fucking up and making stupid life choices…  I am disappointed because I know they can do better.  Legendaries are way too rare and last night while playing my Ranger main…  I saw the glimmer of lime that indicates that I got another one.  I got super excited, and because you can’t actually see what just dropped until you end the mission I was almost giddy to return from Freeplay and open my present.  Much like the disappointment of opening socks on Christmas morning…  I saw that I got a Legendary Component…  for a class that I was not playing at the time.

So I don’t mind the idea that you can get components for other classes, because at least on some level this helps you build out your other frames.  I’ve picked up things for all three other frames while playing my Ranger, and so long as they were Masterworks I didn’t mind much because I have reached the point where other than a god roll… only a Legendary is going to improve my build.  However there is no reason why a Legendary being as freaking rare as it is should ever drop for an alternate class.  This is just a bad choice…  and as a programmer I get how this sort of thing happens.

Panel of Knobs

This is the best analogy I can give you for making updates in a very complex system.  You essentially have this giant panel of knobs and switches, not all of which are labelled because you were in a rush when you installed the knob in the first place…  to also install about a hundred other knobs.  Your comments made sense at the time you wrote them, but six months later you have no clue what “controls sound temperature” means right now.  As you start tweaking you see the result you were after  without also seeing the thousand other tiny tweaks that you accidentally caused as a result.  So I fully get how we end up in a state where accidental changes make the game feel better, and fixing those bugs removes the joy once again.

Panel of Knobs

Unfortunately the devs have run out of the good grace that a lot of players have given them, and ultimately as of yesterday they ran out of time.  Division 2 had been looming on the horizon but Ubisoft seemingly released it a day early, giving access to anyone who bought Gold version of the game or higher immediate access to start playing.  For the rest of the world it launches on Friday, and from the sounds of it they have their shit together.  Granted Division 2 is an easier launch than Anthem was because it seems that unlike Destiny 2 they took to heart the lessons they learned while maintaining the original game and have simply iterated on a lot of ideas so that what you see instead is a very polished game state.

Panel of Knobs

On a personal level… I am still enjoying the game and still playing on a nightly basis.  With the starting of my friend Grace I am quite honestly probably going to continue playing an awful lot as she finishes the story and starts doing the higher tier content.  I know this can be a freaking amazing game, and it is on so many levels.  However Bioware has left the mode of “how do we keep players” and needs to start being concerned about “how do we win back players”.  They had a month to prove that there was enough fun here to keep people from moving on to the Division 2 and as the tone of Reddit has drastically veered off from a positive love fest to joke memes about how bad the loot is…  the community has lost its patience.

To be honest… I get it.  Bugs like the latest one that has been discovered don’t help.  Folks have realized that if you create a new profile and NEVER equip a support item…  your damage is massively increased since apparently it doesn’t take that slot into the damage calculations and since there are no Masterwork or Legendary support items in the game…  you can’t get higher than 38 in that slot.  If you think back to the panel full of knobs analogy…  I get how that happens.  It doesn’t make it feel good though.  Nor did getting a vaunted legendary component.. only to quickly realize it was for the wrong damned class.  Thankfully in my case I have been playing my Interceptor quite a bit so it won’t actually go to waste, but it wasn’t the results I actually wanted.

 

Loot Problems

Loot Problems

Shocking to no one I spent the majority of my weekend playing Anthem again.  It was a bizarre weekend for those of us who spent both Friday night and Saturday playing because some things happened.  Firstly the the 1.0.3 patch that we were expecting to land on the 12th launched a bit early on the 9th around 7 am, meaning when I woke up for the day I had a significant patch to download.  However Friday night…  they did the thing where they accidentally set the loot drops too high and we were getting Masterworks left and right.  Once again the community thought this was intentional…  because ultimately it is what we have been clamoring for all this time.  However with the launch of the patch it was rolled back…  and it has been a bit hard to separate the good of the patch with the bad of having loot nerfed again.

Loot Problems

Anthem has a loot problem, namely that it is way too stingy with Masterworks but more importantly too stingy with Legendaries.  All told I have gotten 4 Legendary drops in what is now 164 hours worth of play time.  Dividing that out it is me seeing a Legendary drop every 41 hours of play time.  There are folks out there who have racked up similar hours and have yet to see a single one.  It was the futile hope of the player base that when we removed Whites and Greens from dropping in post 30 content… that it would have a positive effect of skewing the number of Masterworks and Legendaries we would get.  However as some testing has shown…  essentially every green and white drop was replaced by a purple…  which is awesome if you are just getting started but more disenchant fodder once you enter the hunt for Orange and Lime (that’s what I am deciding to call legendary green).  There is an interesting post that was up on the reddit over the weekend…  where a player farmed 200 drops with +95 luck before and after the patch, linking to the original thread but going to post the data here for reference.

Pre-Patch Numbers

  • Common: 17 items at 8.5%
  • Uncommon: 24 items at 12%
  • Rare: 34 items at 17%
  • Epic: 102 items at 51%
  • Masterwork: 21 items at 10.5%
  • Legendary: 2 items at 1%

Post-Patch Numbers

  • Rare: 28 items at 14%
  • Epic: 163 items at 81.5%
  • Masterwork: 7 items at 3.5%
  • Legendary: 2 items at 1%

The original poster went to the trouble of documenting all of their loot with screenshots, but accounting for randomness it does appear that the Common and Uncommon slots are now just Epic items, which again is great for people getting a start in the game but bad for anyone who has collected a set of epic gear which now happens frighteningly fast under the current loot environment.

Loot Problems

All of that said… I am still enjoying myself and have managed to cobble together gear for three different javelins at this point.  I will probably be starting on the Storm at some point soon once I have spent a bit more time fine tuning the Interceptor.  Right now I have something that I would call a proper build on both the Ranger and the Colossus, and I will be farming content until I reach that point on the Interceptor as well.  How I am getting there…  is because I am exploiting the fact that Strongholds drop a guaranteed ability and Legendary contracts drop a guaranteed component.  While I only have three legendary contracts available to me each day, it seems that Quickplay on Grandmaster 1 difficulty tends to place you into a Legendary Contract more often than not…  and doing this nets you a guaranteed component as well.  Stronghold Quickplay similarly nets you a guaranteed ability drop…  however in my experience this is bugged out the vast majority of the time and not really worth your effort.

Loot Problems

Now I realize there are a lot of players out there that have been having issues with the game nonstop since release.  However for the most part I had not…  until this weekend when I started heavily relying on Quickplay.  That functionality seems to be far more buggy than the rest of the game, and I am wondering if the majority of the issues that players have been encountering have revolved around trying to do this abbreviated path to loot.  Normal Quickplay seemed to stick me in far fewer bugged out instances than it did before the patch, however when something went wrong… it went REALLY wrong often times causing me to have to either go through a loop of being bounced back to the loading screen like the above screenshot… or having to hard kill the client.  Starting Missions, Contracts, Strongholds and Freeplay myself all resulted in predictably smooth gameplay…   however any time I dared to mess with Quickplay I was effectively playing with fire.

Loot Problems

Another byproduct of the patch is that overall Javelin power feels like it has increased, and a side effect of that is that none of the lower difficulty ranks seem to be anywhere near as populated as they were.  Thalen reported issues getting full groups on normal difficulty as he was playing through the story and leveling, and I personally experienced a challenge getting groups at hard difficulty when I was attempting to finish getting the epics on my Interceptor.  So one of two things has happened… either the average player has released that they can now crush Grandmaster 1 thanks to the power scaling, or more likely a lot of players have just stopped messing with the game out of frustration over various issues.  Neither case is great for the game as a whole because it makes it harder and harder to onboard a supply of new players.  Grace will be starting up this week and I will be curious to see how that experience is as a new player and whether or not the matchmaking is as quick as it was for the rest of us that started out.  Side note since I have done this pretty much every week, throwing out a screenshot of the Alliance contribution screen…  I have yet to hit the hard cap for the week.

Loot Problems

One final screenshot of note…  since I played a bit of Warframe this weekend…  I am pretty sure these two chests in the hanger area are a nod to that game.  Anyone has played much Warframe will notice that they have a lot of lockers scattered throughout the ships that look suspiciously similar to these.  Also oddly enough playing a lot of Anthem has somehow made Warframe feel more manageable?  I was not nearly as motion sick playing it yesterday as I have been in the past, and the way too zoomed in perspective did not feel anywhere near as bad as it had after playing the whirling ball of death that is the Interceptor.  I still greatly prefer Anthem, but I have a feeling I could probably start to finally delve into Warframe if I so choose.

So where we are left is that Anthem needs to make a lot of changes quickly.  Chad Robertson the Head of Live Services chimed in over on twitter with some comments to this whole situation.  It spans several tweets so quoting rather than just pasting the thread for ease of consumption.

We appreciate all the feedback from the community on the game. We love the passion and share it. We’re not yet fully happy with the game’s loot behavior either. One of the downsides of moving so fast to improve is that we’re making changes to complex loot systems in several areas and it’s then harder to know how it’s performing. In the next few months, we’re expecting to make significant changes, but we’re starting with some incremental ones so we can better navigate that evolution. Our goal is to ensure the best possible player experience.

So while I appreciate this comment, because they are actually saying words in reference to problems…  which is a step above a lot of studios out there.  The biggest problem that I have with this comment is the fact that he mentions the time frame of “the next few months”.  I am not entirely certain that they have months…  and more likely have weeks to sort this out before players simply give up and file this game in the bin of “check back for year two” like so many of us did with Destiny.  We already see the signs in matchmaking of players dropping out of the system, which is a bad sign.  Additionally the temperature of the Reddit has shifted drastically over the last few days, which was a different situation than the inflammatory YouTube community…  they were positive and hopeful and I think were pinning their hopes on the patch from March 12th fixing a lot of the major issues…  namely with loot drops.  That however has drastically shifted to a community demanding fixes now, because Patch 1.0.3 did not deliver the solace they were hoping for.  While I am still playing the hell out of this game… I cannot say they are necessarily wrong in their frustrations.

There have been two situations where supposedly accidental loot changes have “fixed” the game.  In both times the game felt so much better because it didn’t feel bad when you got another Masterwork with crappy rolls, because you knew another one was right around the corner.  The unbridled excitement of actually seeing a legendary drop, and knowing that this wasn’t a once in a career thing…  made you care less about also getting crappy rolls on it too.  Loot needs to flow like water Diablo 3 style so you can pick through the dross and cobble together something resembling a proper build.  Nothing is more frustrating than getting a bunch of abilities you don’t care about… when you have a specific style of play that you enjoy on your character…  but feel forced to use the Masterworks because the item level increase makes them just flat out superior to using a proper build.  All of this felt less of the case when the loot was accidentally generous…  and the players will not be satisfied until we get something resembling that state again.

AggroChat #243 – Big Patchin

Featuring:  Ashgar, Belghast, Kodra, Tamrielo and Thalen

aggrochat243

Tonight we start the show with a heartfelt congratulations for our very own now Doctor Grace, for passing the gauntlet and defending her thesis.  While I am certain we will revisit this point when she officially returns to the show, we thought it was worth noting tonight. After derailing completely on a discussion about the origin of the Garter snake…  we dive into Pokemon Scotland aka Sword and Shield and the little bit of information we know about it at this point. From there Bel talks a bit about the Magic the Gathering Deck Builder’s Toolkit league that he is starting at work and why he went down that path.  Kodra breaks off from this into a discussion about the game Gruff, which leads to further talk about how balanced asymmetrical play is really hard to design.

We then dig into some of the large patches that happened this past week… namely Anthem that occured mere hours before recording the show and Warframe that occurred earlier in the week.  Bel and Tam talk a bit about their impressions so far about the tweaks made that make the characters feel significantly more powerful in Anthem. The rest of the crew that plays Warframe… which is basically everyone but Bel…  dive into a discussion about the changes that were made to the melee combat system and some of the things that are soon to come as well.

Topics Discussed

  • Doctor Grace
  • Garter Snakes
  • Pokemon Sword and Shield
    • Pokemon Scotland
  • Work Magic League
    • Deckbuilders Toolkit
  • Gruff
  • Difficulties of Asymmetrical Gameplay
  • Anthem Patch
  • Warframe Patch
    • Melee Combat Changes
    • Hildryn Frame