![]() If they're all supposed to be roughly the same difficulty, then Day suggests differentiating the loot and bonuses in order to make running all three more interesting than sticking to the most efficient route of just doing Tyrant.ĭay also touched on the lack of granularity in difficulty. ![]() If BioWare intended for each Stronghold to have a set difficulty, the loot rewarded should reflect that. ![]() Because Anthem doesn't assign clear difficulty tiers to each of the three Strongholds, players will follow the path of least resistance, which in this case is the Tyrant Mine. Fighting the final bosses of all three Strongholds, Day realised the Tyrant Mine was the easiest. This causes player confusion, and further complicates matters.Īs to how loot itself is acquired - mostly Strongholds, Day lamented the lack of clear difficulty tiers. In a lengthy post on Anthem's subreddit, Travis Day, former Diablo 3 systems designer who currently works on Dauntless at Phoenix Labs, explored the game's many missteps when it comes to the loot game.ĭay started off by talking about what they called "dead inscriptions", which are affixes that do not affect the item they rolled on, despite the description implying otherwise. Stepping away from the end product for a moment, there's an interesting design conversation to be had about BioWare's decisions with regards to itemisation, frequency of rewards, and how loot is ultimately doled out. If you ignore the fanfare-less way Anthem rewards loot, the actual loot itself is uninspired, and lacks the variety other loot shooters have. It's no secret at this point that Anthem's loot game, much like the rest of the package, is severely lacking.
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