We’ve heard from you that Components feel like nothing more than stat modifiers. With that in mind, we’re also experimenting with a new Artifacts system to replace them. Artifacts are pieces of super powered tech that set your Javelin and Freelancer apart. Each Javelin type would have a distinct Artifact catering towards its class fantasy. For instance, your Ranger’s rocket pod would be upgraded into the Skyfell Launcher Artifact, a pair of back-mounted pods that transform into powerful rocket launchers.
These Artifacts would change in appearance, depending on what parts you equip. There’s also an opportunity to allow for more interesting decision making. The parts you equip would contribute to a powerful passive ability generated by the Artifact.
Verno wrote on Oct 29, 2020, 14:23:Jivaro wrote on Oct 29, 2020, 13:17:MoreLuckThanSkill wrote on Oct 28, 2020, 20:07:
Sheesh, good fucking luck, Bioware. I don't even know where they would begin, to try to get over the engine limitations, let alone the core designs of the game, like cool but limited flying, somewhat cool but EXTREMELY repetitive combat, etc.
I mean, I guess it's good they are still trying/working on it?
I will never understand the ridiculous limits on flight in that game. Or any other game that advertises flying combat or flying in general and then gimps it for whatever reason.
It's really hard to have challenging aerial combat design so they force you to the ground as much as possible. And they can't let you explore without the heat mechanic because then what would be the excuse for it existing in combat? The problem with Anthem is that its trying to be two entirely different games. Bioware clearly did not have the necessary experience to make a go of it. Building a decent looter shooter is hard enough these days, let alone trying to also marry RPG stories, world exploration and the kitchen sink. It has no seeming design direction, just a lot of "this is cool in other games" elements. It reinforces the need for a production/design lead with a narrow vision of what they want to accomplish instead of a design by committee misery.
Jivaro wrote on Oct 29, 2020, 13:17:MoreLuckThanSkill wrote on Oct 28, 2020, 20:07:
Sheesh, good fucking luck, Bioware. I don't even know where they would begin, to try to get over the engine limitations, let alone the core designs of the game, like cool but limited flying, somewhat cool but EXTREMELY repetitive combat, etc.
I mean, I guess it's good they are still trying/working on it?
I will never understand the ridiculous limits on flight in that game. Or any other game that advertises flying combat or flying in general and then gimps it for whatever reason.
MoreLuckThanSkill wrote on Oct 28, 2020, 20:07:
Sheesh, good fucking luck, Bioware. I don't even know where they would begin, to try to get over the engine limitations, let alone the core designs of the game, like cool but limited flying, somewhat cool but EXTREMELY repetitive combat, etc.
I mean, I guess it's good they are still trying/working on it?
Nucas wrote on Oct 28, 2020, 23:27:HorrorScope wrote on Oct 28, 2020, 21:24:
Sounds like a game in R&D.
that's the vibe i got reading the line "here's the work the team's been exploring".
drawing board stuff, probably skeleton crew since we're nearly 2 years out and they're posting skill trees.
MoreLuckThanSkill wrote on Oct 28, 2020, 20:07:
Sheesh, good fucking luck, Bioware. I don't even know where they would begin, to try to get over the engine limitations, let alone the core designs of the game, like cool but limited flying, somewhat cool but EXTREMELY repetitive combat, etc.
I mean, I guess it's good they are still trying/working on it?