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Anthem Early Access is Live — Experience So Far

February 16, 2019 by Naithin Leave a Comment

The land of Bastion is ours to explore at last.

Actually it has been live for about 14 hours now. Of which I’ve been able to spend a good number playing. It has been glorious. Don’t ask me for a review or anything terribly coherent right now, as I have no doubt that the honeymoon effect is in full force.

What I can say though, is that asides from the first 40 minutes or so of the game being live where everyone was trying to flood in at the same time, it has been incredibly stable — both server and client.

You might also recall that in my VIP demo impressions, I became quite adjusted to the mouse controls and was worried at the changes coming for live. Well, I shouldn’t have worried. Yes — it feels quite different, but undeniably for the better. The automatic centering of the flight reticle in particular was a change I thought I’d be turning off immediately, but it feels great.

So if you didn’t get on with the M+KB controls during the demos and had resigned yourself to (at least flying with) a controller; give them a go again and you’ll likely be pleasantly surprised.

Microtransactions

Origin will sell the shards in your local currency if it is a currency they normally support, but in US Dollars1 the pricing of Shards are as follows:

  • 500 Shards – $4.99
  • 1050 Shards – $9.99
  • 2200 Shards – $19.99
  • 4600 Shards – $39.99

Note that if you have an Origin subscription, you will get 10% off those listed prices.

If you saw the earlier MTX leak, you’ll recognise the items for sale, if not the pricing.

Depending on the size of the pack you buy, the price of the Epic Armor Sets (incl. helm, chest, arms and legs) will cost between $7.39 to $8.48 each.

The Rare materials and Uncommon graphics cost between $2.61 to $2.99 each, and an Epic emote will cost between $3.48 to $3.99 each.

What is the Coin income like, if I’d like to not spend real money?

Early impressions are positive. In my time today I’ve made almost 12k 24k coin2 just by playing, on top of the 40k coin you start with. However, that is with the benefit of completing the daily challenges and the weekly challenge in amongst that which would have bolstered my early rates.

On the other hand, I believe that in the end game when you get Masterworks or Legendary drops (not positive on Epic) you also get a coin drop alongside.

It’s quite something being here ‘in person’ after seeing this mission in so many pre-release videos.

So be sure — I’ll come back to this later with a better view of how things stack up with the challenges completed and a view of what a typical coin income might look like.

As noted above though – early impressions are very positive. It appears to me that even starting from a 0 coin base, you could grind out the coins you needed to buy even an expensive armor set you wanted before the featured items cycled around to something else without throwing money into the game.

I believe this to be true with the 10+ day cycle we’re seeing, which would allow for 10 sets of dailies, 2 sets of weeklies, 2 sets of alliance coin incomes all on top of your normal play income. Depending on where you were with your monthlies, possibly a set of those as well.

Back into the Fray!

And with that, I’m back into it! My intent is to have a complete review out on or before the time the full-launch comes about on the 22nd Feb, so keep an eye out for that. 🙂

Over that time I should be able to complete the main story and get a fair taste for the end game, see what the final impressions of coin income is like, how much interest the loot and gear holds (already feels quite promising though, relative to the demos) and that sort of thing.

If there are any burning questions in your mind though, feel free to drop a comment or message me on Twitter. 🙂

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Filed Under: Anthem Tagged With: Coin, Cost, Early Access, Impressions, Microtransactions, MTX, Ranger, Shards

Anthem: Conviction

February 15, 2019 by Naithin 2 Comments

Neill Blomkamp’s live-action trailer for Anthem

I’m a little bit late to this party, full day workshop has at least kept me away from looking at other posts and spoilers before I could see it for myself. But I’m home now. I’ve seen it a few times (OK, maybe more than a few). I have thoughts… And also questions.

Also of note, Isey has posted an interesting take over on ‘I HAS PC’.

To my knowledge, this is the first time we’ve had the ancient enslaver race named — The Urgoth. The once masters of the humans before there even was a Dominion faction to worry about, as it was after gaining their freedom that this split occurred.

The video is set ~50 years prior to the game events. There was a tweet from @AnthemGame stating this, which has now been deleted. Now the only official timeline given is ‘Decades before’. Hmm.

It shows a Storm in the video, which suggests to me the Dominion is already formed or is just about to be at the time this short is set. We certainly have a Monitor in the mix to further that view. I say ‘a’ Monitor because it was earlier confirmed that this is a title rather than a specific individual.

The Monitor at the time of the game though is… really something. So it’s entirely possible if not likely that The Monitor of this short is NOT the same one we’ll experience in-game.

Otherwise though… So. Many. Questions!

Who is in the Storm? Is that the same person who becomes The Monitor in this timeline? What Betrayal is he accused of? His reaction at the accusation was one of negation, and it seems sincere. Either there is more to the story the accuser doesn’t understand or he didn’t in fact do it.

I suspect it is to do with the woman (Kali? An interesting name choice, which I don’t believe for a second to be an accident.1)

One part I’m not positive about is whether Kali is also the Cypher shown through-out, and the one narrating, or whether the Cypher is someone entirely different. The appearance is very similar, but possibly a bit older looking.

Either way, Kali is very closely connected to the Anthem and is even seen being permitted into a swirling collection of it near the end. I suspect The Monitor of this time is after her for this power in particular.

Also… You might be keen to know that there could be an extended version of this trailer coming. It’s certainly not promised, but in an interview with EW, it was said that Neill’s studio could “probably cut an extended trailer,” if the demand was present for it.

As a precursor story to the Game’s story I think the trailer does its job in whetting the appetite for more. But I think for the casual viewer or someone sitting on the fence when they see this, it just doesn’t answer… Well, anything. Very little in the way of context is provided in the short itself and I can absolutely see that turning some people off.

I’d be very keen to take a rewatch of this after experiencing the game’s story — and seeing if the prequel effect is a little stronger then. 🙂

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Filed Under: Anthem Tagged With: Anthem: Conviction, Dominion, Kali, Neill Blomkamp, Oats Studio, Prequel, Short Story, Urgoth

The Time for Talk is Over

February 15, 2019 by Naithin Leave a Comment

Oops.

Hrm. So, last time I maaaay’ve been a tad… overconfident… in my abilities to persuade everyone of doing things my way. I thought I was done with Khenarthis Rest — war averted, shoulder armor equipped, day saved.

Not so much, as it turns out. The Maormer (Sea Elves) were still very much in favour of attacking the port, in order to express their vast dissatisfaction with the Dominion coming in and laying any sort of claim to the area.

Yelling ‘I come in peace!’ seemed to have little impact.

Plan B: Kill the bad guys, steal their electricity.

So after being tricked into experimenting with extremely high voltage lightning pillars armed with only a lodestone — and surviving, it was time to move to plan B.

There was a small army inside this place, but I still managed to take away all their zappy-zap-power. Unfortunately, they did still have one trick up their sleeve.

I get to summon a tiny goblin thing, and they get this?? The distance belies the scale.

Luckily, the Maormer only had a very tenuous control over this titanic elemental beast. So once I disengaged their safeguards it was more interested in slaughtering its captors than anything else. Moral of the story: It’s not the size of your summon, it’s how you command it.

I decided after releasing it though to make a quick exit. What could really go wrong with just leaving it be anyway? A trifling detail, one I saw no need to rain on the party with as my success against the Maormer was being celebrated in the ruins of town.

… In unrelated news, I’m off by boat to Vulkhel Guard in Auridon.

Vulkhel Guard

Much better. Far less fire and destruction going on here.

It was upon reaching Vulkhel Guard that I decided to reassert the original plan upon myself. Ignore all side content, work through only quests required for the main storyline.

That’s. All. THAT’S. ALL. … Unless this happens. WHAT IS THIS?

There’s a Stargate in my sky. It… appears to be trying to float away? I don’t know. I should go investigate.

I fought against the G’ould Daedra coming out of the Stargate Dolmen alongside a number of other folk ranging in levels from 7 to 40-something. It reminded me a lot of rifts in, uh, Rift.

I returned in short order though and spoke to the Guard Captain like Raz had asked me to.

I’ll spare some of the details here for those who may yet wish to go through it themselves, but I ended up saving the day again (properly, this time) and joining Queen Ayrenn’s secret service.

This is essentially where I wrapped up the last two nights of play. I’m level 11, almost 12 and about to embark on a pilgrimage of sorts with the Queen it would seem.

I really want to keep to the main path. I’ve been pretty good at steadfastly ignoring all the other quest pick-up markers on the map in Vulkhel Guard. But I know me. And after even just these few posts, you might have an inkling too.

Once I leave town and see the compass map-markers in every-which-way around me…? All bets are off.

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Filed Under: Elder Scrolls Online Tagged With: Auridon, Battling the Backlog, Fresh Start, Khenarthis Roost, Maormer, Sorcerer, Vulkhel Guard

We Lost the Battle on Microtransactions

February 13, 2019 by Naithin 8 Comments

We’ve lost the battle on MTX. Outrage for horse armor has been replaced with joy on the Carleton dance. Most people are OK with cosmetics in the store, it’s simply the price point that is debate point. 

— Asmiroth (2019), Dark Clouds at Acti-Bliz (Leo’s Life)

Asmiroth’s post as you may have gathered by the title focused most on the rumoured impending lay-offs at Activision Blizzard. I replied with a comment before I left for work, but the above quote has stuck with me through the day.

Did we actually lose?

And was it ever even a battle?

Now, I’m not experienced in the games industry. I have no insider contacts. For all I know, they’re every bit as evil as we’d sometimes like to believe.

But I doubt it. I don’t have experience inside the games industry, but I do have strong parallel experience from working in product and propositions for a corporate in another industry that people love to hate. We sometimes have to make decisions that make media in less than positive ways.

We have people very focused on the business interests. The short term profitability, tactical decisions. But we also have people whose job it is to put the customer first and advocate for their needs. Long-term success requires a healthy tension between the two.

Decisions in favour of the business (e.g., microtransactions) are often the very things that allow for decisions in favour of the customer (e.g., Anthem giving story DLC to all players for free).

At the very least, consider this an alternate perspective.

First, Let’s Talk Money

If the box-price of games followed in line with the growing costs of AAA development — we would be paying ~$US97.50 for a game’s standard edition.

In 2004, when Half-Life 2 launched the ‘Bronze’ edition (i.e., standard) cost US$49.95 ($US66.43 in 2019 money). It had a development budget of US$40m (US$53.2m 2019).

Last year’s Shadow of the Tomb Raider cost $US59.99 to buy, and had a development budget of up to $US100m.1

In real dollar terms, that means we’ve had an almost 11% reduction in cost to purchase a day-1 title vs. an increase in cost to develop a modern AAA title by 46.8%.

If the box-price of games followed in line with the growing costs of AAA development — we would be paying ~$US97.50 for a game’s standard edition.

MTX subsidise the increased costs of development where a box-price increase of the required magnitude could well price AAA games out of reach for many.

And Shadow of the Tomb Raider is not even a particularly exceptional example. Some titles have cost more, and the predictions indicate development costs for AAA titles will only continue to increase.

Of course it’s a little more complex than this. This doesn’t cover all the material factors. One could also consider as the growing addressable base as more and more people accept gaming. The relative ease of cross-platform releases now compared to then. Or likely a dozen more factors I’m not presently thinking or even aware of being an outsider to the industry.

But the bottom line of it is, that MTX subsidise the increased costs of development where a box-price increase of the required magnitude could well price AAA games out of reach for many.

Test & Learn, Adapt

Sometimes, the money-people get a little too much power, or get to make one decision too many. This appears to be where Activision-Blizzard are at presently. It would have been the case in EA, when decisions on monetisation in Star Wars Battlefront II for launch were made.

To an extent it is their job, to push the envelope and find the edge of profitability, the edge of what consumers will bear.

But ideally the balance of power internally is not so far off that when it becomes exceedingly clear that edge has been found? Or even surpassed? That the customer-focused advocates in the business cannot pull things back.

There has been no indication as yet that Activision-Blizzard has found how to rebalance. EA by contrast does appear to be learning its lesson. Possibly out of fear, as I noted in an earlier post.

I think EA has been sufficiently frightened off being too obnoxious for a time by the fallout over lootboxes and the intense backlash they’ve received; not only by their customers but by legislators and as a result their shareholders.

Naithin (2019), Why Anthem? Why not The Division 2? (Time to Loot)

They appear to be in the ‘adapt’ phase, with full removal of paid loot boxes in current and upcoming titles such as Anthem, giving solemn promises not to introduce them after launch.

Anthem will have MTX for cosmetics, but real money will not be the only means of purchase. They will also be obtainable purely through ingame means. That neither the real world cost nor the time required to gain sufficient ingame currency has been revealed is certainly the cause of consternation in some quarters.

I might be crazy, but I’m willing to give them the benefit of the doubt in this until proven wrong. I feel not screwing over their player base on this to be inline with where they’re at on the corporate swing at the moment. Time to adapt.

It’s Not All Roses Though…

As you may have gathered throughout this piece (or from the original comment I left) I wouldn’t exactly jump with joy for a Carleton dance, I am fairly accepting of cosmetic MTX. At least when handled in a fair and reasonable manner.

In the transition to MTX, there have certainly been losses though. I want my expansions back, dangit. No — not little pieces of DLC with a few tidbits of story and maybe one or two no areas. I want the good stuff. The expansions that essentially came with all new campaigns, like Neverwinter Nights!

Sure, they still exist in pockets here and there. WoW is a pretty easy example to point at. But there was a time when it was essentially a given that any truly successful title would gain at least one full expansion.

I would happily pay for them. But they’re also a much greater risk to a company than the more bite-sized content. Perhaps a topic for another day. 🙂

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Filed Under: Gaming Tagged With: AAA, Activision Blizzard, Anthem, Development Costs, DLC, EA, Microtransactions, MTX

The Division 2 Private Beta – Endgame PvE

February 10, 2019 by Naithin Leave a Comment

The Division 2 Private Beta - Endgame mission on hard, reviving a friend.

I think with this, it will conclude my impressions of The Division 2 beta. I could go back and do the structured PvP, I could also go in and play the other specialisations (I tested through with the Demolitionist myself, friends took the other two: Sharpshooter and Survivalist, so I saw them in action too).

But I won’t. In part because the weekend is over and the realities of work reassert themselves, sure. Even were this not true though I feel less of a need to explore the demo more. Because it is such a familiar experience I’m more content to wait and see and do it ‘for real’ in the live game.

In any case, we played through the end-game ‘Invaded’ mission included in the beta 3 times, once on normal and twice on hard, the highest difficulty open in the beta.

So… Was it a bullet sponge fest?

On normal, with the gear the premade specialist characters started with? No, actually.

Normal difficulty felt OK. Red health bar guys were just two pumps of a SPAS-12 (8-round shotgun).

This starter gear was primarily high-end gear with a few epics thrown in. We didn’t have anything in the way of modifications for our skills. (Yep, even skills can have mods now.)

Item Level would’ve been in the 330-340 region, with a maximum possible a bit over 350 from what we could tell. High-end armor pieces were ilvl 350, with the highest weapon drop I personally saw at 352.

With this sort of gear, Normal difficulty felt OK. Red health bar guys were just two pumps of a SPAS-12 (8-round shotgun). Purple and Yellow health barred mobs took more, but still felt pretty OK. Focus firing any given target including named bosses melted them quickly.

And on Hard?

Our first pass of this room on hard was a nightmare. It made our group very afraid of the explosive flying drones. They became priority target #1.

Well… Yeah, OK. No getting around this one.

The Black Tusk enemies on Hard are a significant jump up over their normal counterparts. The damage they can inflict feels OK (actually, it hurts a great deal — I’m not into that kind of thing, I swear!) but their life bars. Sheesh.

The red health bar guys can now take five to six solid SPAS-12 blasts, breaking through the heavy armor of the medieval looking guys with chainguns takes the sustained fire of multiple full mags from the group to actually start doing damage.

Our first time through on normal it was clear as day weather at this section. The rain storm at night made for very poor visibility, and added to the challenge quite a bit.

There are quite a few unknowns that may mitigate this though. As I noted, we were missing modifications for our skills. We didn’t have a full set of skills to choose from. We didn’t necessarily have an optimum setup of attribute rolls, gear talents or brand mixes, either.

How much headroom is there for DPS growth from these factors? Unknown. I hope it is substantial though, because this was just hard. We didn’t have an opportunity to try out Challenging or Legendary1 difficulty yet.

Time to Loot

The drops were not so common as to lose all meaning, but neither were they so rare as to demotivate playing just that little bit more for a chance at another.

Warning: There is absolutely no guarantee that the drop rates experienced in the private beta will match live.

But I hope they do – because it felt like the right balance between the original stinginess of loot that we experienced in the early days of The Division 1 and the loot pinata that you’ll find if you go play now.

Even on the normal run we each received a few high-end / exotic gear pieces each. On the hard runs we perhaps received four to five such pieces each.

Basically, the drops were not so common as to lose all meaning, but neither were they so rare as to demotivate playing just that little bit more for a chance at another.

Outside of the brand gear I talked about in my early game impressions, there was no sign of ‘proper’ set gear as yet. Whether they are keeping that back for the full retail launch, or whether it is being held back for a later release, or worst of all in my opinion, expected to no longer be needed due to brands — I don’t know.

The Specialist Roles

Ehhhh.

But will there be perks to differentiate one specialisation from another? Gear sets exclusive to the specs, perhaps? I hope so, as they certainly do not feel very distinct from one another from our experience in the demo and need something to give flavour.

This is probably the area I’d most like to withhold judgement on until the the full release of the game.

But it seemed like your selection of specialty had very little bearing on how you play the game.

90 to 95% of the time you’ll be using your ‘standard’ kit, because the exotic ammo drops are rare. Extremely so. One or two drops of the ammo per run it seems, although on the first run through I had none at all.

The Sharpshooter’s .50 cal rifle is a great fight starter if they’re given the chance. The Demolitionist’s grenade launcher was excellent as an ‘Oh shi-‘ button (although using it honestly just put me in the frame of mind as it being a poor-man’s version of the Colossus’ ultimate). The Survivalist has a crossbow with explosive rounds. It seemed like a fairly versatile weapon, with the bolt lodging into whatever enemy it hits. At that point there is no escape, even if they run behind cover — that explosion in their chest is now inevitable.

But will there be perks to differentiate one specialisation from another? Gear sets exclusive to the specs, perhaps? I hope so, as they certainly do not feel very distinct from one another from our experience in the demo and need something to give flavour.

Conclusion

If you haven’t already, you may also wish to view my thoughts on the early game PvE, and the Dark Zone PvP.

With this experience I wrap-up my time with The Division 2 demo. In large part because the weekend is over and I’m back to work tomorrow, but even if that was not the case, I don’t feel any particular drive to go in and play more.

It’s not a pre-order, must have, day 1 title for me. When I pick it up is going to largely depend on the rate of content releases for Anthem. With the first story update scheduled for March, Anthem may well hold me over for some time.

Don’t get me wrong, my experience with The Division 2 — some frustrating bugs and crashes notwithstanding2 — has been by and large a positive one.

But it’s also been a very familiar one. The changes are for the most part very welcome, but the core of the game is just The Division 1 done in summer.

I’ve said it before — but it really is true; if you enjoyed and want more Division 1, this will be absolutely your jam. If you didn’t get on with Division 1 then it’s equally likely you’ll find nothing here to change your mind.

I enjoyed the taste of the endgame the beta allowed, I feel that some tuning on enemy life / armor values might be in order if the player damage doesn’t scale much from the additional mod slots we were missing, especially in consideration of the fact this was only on ‘Hard’ difficulty.

It’s not a pre-order, must have, day 1 title for me. When I pick it up is going to largely depend on the rate of content releases for Anthem. With the first story update scheduled for March, Anthem may well hold me over for some time.

Potentially that is quite an optimistic view though, and I know within my circle of gaming friends some of them are hyper-keen and were extremely impressed by the continuation of The Division. This makes it much more likely that I’ll pick it up on or soon after release — but I’ll get it when I need to and assess when that is as we go.

As always though with demo impressions, this is by no means a review. There are just too many unknowns (for me, at least) to even begin to make such a claim. Certainly the demo experience has solidified my position on to buy or not personally — but if you’re still on the fence and didn’t get a chance to try the beta out this weekend yourself…

Just wait for the actual reviews and launched game streams, etc. You’ll be able to get a much firmer idea then how well (or not) Massive and Ubisoft have managed to deal with the bugs, the balance and the like.

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Filed Under: The Division 2 Tagged With: Anthem, Demo, Endgame, Impressions, loot, PvE, The Division, Ubisoft

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About Naithin and the Blog

Gamer, reader, writer, husband and father of two boys. Former WoW and Gaming blogger, looking to return to the fold and share my love of all things looty.

You'll find a mix of opinion and informational pieces here, including the odd bit of theory-crafting on builds.

If a game includes the ability to get loot it's fair game for this blog - but will certainly be starting out with a heavy focus on Bioware's Anthem. (Seriously, so much excite!) More on 'Time to Loot' and Naithin...

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