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ANTHEM - failed Destiny clone from BioWare

imweasel

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Bioware built a game around a core design that is simply shit. It was a recipe for disaster straight from the beginning.

Any design talent that used to work at Bioware is long gone. Now all you have are stupid faggots like Mike Gamble who have absolutely no idea what they are doing.
 

Loostreaks

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ELEX did jetpacks first, and it did it better.

Lol, common' man. Anthem is a shit game, but they handled flying pretty damn well. ( though nowhere near as Arkham series: in momentum, speed, maneuverability and skill/use). Elex Jetpack has as much kick to it as inflatable balloon.
 

cvv

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Bioware built a game around a core design that is simply shit. It was a recipe for disaster straight from the beginning.

Any design talent that used to work at Bioware is long gone. Now all you have are stupid faggots like Mike Gamble who have absolutely no idea what they are doing.

That was already a case with DAI and then with Andromeda. It was like a revelation - jesus fuck, Bioware have literally zero idea what they're doing, wow. In both cases tho I thought it's the best environmental design I've ever seen. Their env. artists still rule the pack. I'm honestly contemplating another DAI playthrough just to see the forests and deserts again (another Andromeda run is out of the question, the writing and characters are already waaay too deep in the insufferable territory).
 

Mark Richard

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Reading up on Anthem, it appears to be another Fallout 76 situation. The multiplayer concept of the game is so outside the studio's realm of experience that they're re-introducing dozens of design issues which were solved by other prolific games years ago. Sure Bioware have a little experience with arena-based deathmatches, but nothing on an open world scale (unless you count Baldur's Gate and NWN! Which you probably shouldn't because those team members are long gone). Like Bethesda they've spent decades honing their own formula (right down to the hilt), and have presumably been told to depart from that in favour of their publisher's online live-service model. So this is what we end up with - a developer trying to use their ill-fitting talents to make a game they have no business making. The creative vision here has been suffocated, if there ever was one to begin with.
 

Angthoron

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BTW, there's a good reason why "Diablo with guns" will never work unless it's done either in the Borderlands or in Lichdom: Battlemage (Edit: Or more aptly for the thread, Warframe) style. Have a look at all the modern Diablo-likes. Gear is pretty low-poly, low-detail, quick to make fare. Borderlands was pretty much the same thing, cartoonish style hiding a fairly low-detail model job. Anthem? Welp no, level of detail on models in FPS/TPS games has to be at a completely different level. How many of those can be made quickly? How's that for a sustainable production point of view? It just doesn't fucking work. You can see that with games like Destiny, where the the amount of models is fairly limited (but is somewhat offset with weapon mods).

So, you end up with the worst of all worlds - a game with a repetitive gameplay loop that's also limited by both the weapon/armor model sets AND by the amount of items they'll represent (so, the amount of actual upgrades is also limited). Producing a lot of models quickly ends up either with half-assed models or with a huge and expensive team, and with the way the game performed at launch, and with general climate in gamedev in general and EA in particular, you can sort of guess which side of things they might lean to, if they might lean to any side at all. I mean, if it's not gonna bring much money, why not make it cheap AND slow?

In other words: it's dead, Jim.
 
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BTW, there's a good reason why "Diablo with guns" will never work unless it's done either in the Borderlands or in Lichdom: Battlemage style. Have a look at all the modern Diablo-likes. Gear is pretty low-poly, low-detail, quick to make fare. Borderlands was pretty much the same thing, cartoonish style hiding a fairly low-detail model job. Anthem? Welp no, level of detail on models in FPS/TPS games has to be at a completely different level. How many of those can be made quickly? How's that for a sustainable production point of view? It just doesn't fucking work. You can see that with games like Destiny, where the the amount of models is fairly limited (but is somewhat offset with weapon mods).

So, you end up with the worst of all worlds - a game with a repetitive gameplay loop that's also limited by both the weapon/armor model sets AND by the amount of items they'll represent (so, the amount of actual upgrades is also limited). Producing a lot of models quickly ends up either with half-assed models or with a huge and expensive team, and with the way the game performed at launch, and with general climate in gamedev in general and EA in particular, you can sort of guess which side of things they might lean to, if they might lean to any side at all. I mean, if it's not gonna bring much money, why not make it cheap AND slow?

In other words: it's dead, Jim.
Warframe does fine.
 

Angthoron

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BTW, there's a good reason why "Diablo with guns" will never work unless it's done either in the Borderlands or in Lichdom: Battlemage style. Have a look at all the modern Diablo-likes. Gear is pretty low-poly, low-detail, quick to make fare. Borderlands was pretty much the same thing, cartoonish style hiding a fairly low-detail model job. Anthem? Welp no, level of detail on models in FPS/TPS games has to be at a completely different level. How many of those can be made quickly? How's that for a sustainable production point of view? It just doesn't fucking work. You can see that with games like Destiny, where the the amount of models is fairly limited (but is somewhat offset with weapon mods).

So, you end up with the worst of all worlds - a game with a repetitive gameplay loop that's also limited by both the weapon/armor model sets AND by the amount of items they'll represent (so, the amount of actual upgrades is also limited). Producing a lot of models quickly ends up either with half-assed models or with a huge and expensive team, and with the way the game performed at launch, and with general climate in gamedev in general and EA in particular, you can sort of guess which side of things they might lean to, if they might lean to any side at all. I mean, if it's not gonna bring much money, why not make it cheap AND slow?

In other words: it's dead, Jim.
Warframe does fine.
Warframe has weapon and armor mods, which is exactly what I referenced in the very first sentence. Suppose I could've added WF there as a more obvious example for the sub though. Fixed the post a bit.

ELEX did jetpacks first, and it did it better.

Lol, common' man. Anthem is a shit game, but they handled flying pretty damn well. ( though nowhere near as Arkham series: in momentum, speed, maneuverability and skill/use). Elex Jetpack has as much kick to it as inflatable balloon.
Get on with the codex memes, fren
 
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Warframe has weapon and armor mods, which is exactly what I referenced in the very first sentence. Suppose I could've added WF there as a more obvious example for the sub though. Fixed the post a bit.
Warframe has probably around a hundred unique weapon models(a lot more skins, which range from simple textures to complete model changes) which is what I was referencing.
 

cvv

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level of detail on models in FPS/TPS games has to be at a completely different level. How many of those can be made quickly?

This. Them mutliplayer lewter games must be cheap, quick and dirty. Look at Apex. A couple of cheap assets slapped together with some netcode thrown in the mix and shazam, you got a hit. That's how you do it.

It's like Bioware/EA reacted to a boom of cheerful bouncy castles that can be inflated in 10 minutes....by taking 7 years to build an actual castle. Ponderous, cold and dull.
 

Angthoron

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Warframe has weapon and armor mods, which is exactly what I referenced in the very first sentence. Suppose I could've added WF there as a more obvious example for the sub though. Fixed the post a bit.
Warframe has probably around a hundred unique weapon models(a lot more skins, which range from simple textures to complete model changes) which is what I was referencing.
Yeah, but it's also how many years old now? I'd be surprised if they wouldn't continuously add more and more models for guns, frames, ships etc. Still, weapon mods are a very good crutch to stand on while adding more models.
 

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Apocalyptic review: https://www.eurogamer.net/articles/2019-02-26-anthem-review-shaken-apart-by-its-own-identity-crisis

Anthem review - shaken apart by its own identity crisis
God save it.

Beautiful, broken, with flashes of brilliance, Anthem is a disorganised mess in search of a reason to be.

We've been here before. In 2012, BioWare released Star Wars: The Old Republic, an online role-playing game modelled closely on World of Warcraft. At the time it was the most expensive video game ever made: a mammoth, high-stakes undertaking in a genre BioWare, which specialises in epic storytelling for a solo player, had no experience of and didn't seem entirely comfortable with. Its fully voiced dialogue and multiple branching storylines clashed awkwardly with the streamlined social play of an online world.

Seven years later, it feels like BioWare's publisher EA has once again directed it into hostile territory with a huge war chest but no map. This time, Destiny is the target, a "loot shooter" that hooked millions of players by bringing the infinite grind and social dynamics of WOW to the first-person shooter. Once again, the genre doesn't seem to play to BioWare's strengths. And once again the studio's answer, Anthem, has snowballed into a colossal, eye-wateringly expensive project that consumed all of BioWare's development teams as it rolled towards last week's release.

The outcome is different, though. The Old Republic was copybook stuff, a studious and polished imitation of Blizzard's game that did little interesting and got little wrong. Anthem takes more risks, is more original - and makes more mistakes. Much more. It seems not just unfinished but only half-started, a game caught in the act of figuring out what it is supposed to be.

jpg

Flying the javelin suits is glorious, and the view is never less than moodily dramatic.

At first, it seems clear that it is supposed to be Destiny. It's there in the name, chosen for its sonorous emptiness and vaguely aspirational quality. It's there in the artwork, which likes to contrast rust and ruin with lush futurism, comic-book cool and medieval pomp. It's there in the setting and storyline, which favour ancient powers, vague existential threats and a strain of sentimental melancholy for a lost golden age. And it's there in the game's architecture, which bolts action-game mission design into the superstructure of a massively multiplayer role-player: loot, levelling, repeatable activities, reputation grinds and tough co-op 'dungeons' for small teams of players.

Moment to moment, though, Anthem is a very different game. Destiny is above all else a first-person shooter, and a refined one at that, built on the classic action loop of developer Bungie's own Halo. It is all about guns, which take centre stage in the action, in the metagame and in the mythos as you hunt or grind for outlandish weapons with exotic names and powerful abilities.

Anthem - and you would be forgiven for not realising this, as the game itself does not appear to fully understand it - is not really about guns at all. They're there, you can shoot them and collect them, but they are not the stars of the show. These are the Javelins, the four mech suits you collect over the course of the game, in the order of your choosing, which serve as Anthem's character classes. They're all capable of rocket-propelled flight, and they all have unique abilities - two 'gear' slots, a melee attack, an ultimate and a combo effect - that are far more effective and more important to the combat than the guns.

jpg

Grouping up is easy - all content scales to individual players' levels, no matter how disparate they are.

This isn't a shooter at all. It's a third-person mech action RPG that owes as much to Diablo as it does to Destiny. The four suits play markedly differently and have very strong flavours. The Ranger is an Iron Man-inspired mobile weapons platform and jack of all trades, with a lot of rocket-based attacks. The Interceptor is a sort of robot ninja, an agile suit with strong melee attacks that darts in and out of the action. The Storm is a space wizard, a glass cannon archetype that hovers above the field of play and unleashes powerful elemental attacks. And the lumbering Colossus is a heavy tank that can soak up damage and deal with large crowds with mortars and heavy artillery.

These are wonderful creations. The flight controls are beautifully done, weighty yet nimble, with a fun cooling system that has you diving, skimming the surface of lakes or zooming through waterfalls to cool your suit and extend flight time. Flying through the world of Bastion, which is largely composed of deep canyons linked by tunnels, ravines and rock arches, is a game and a pleasure in itself. The way your Javelin rockets off with a click of the left stick, or slams down into the ground with another, gives you a satisfying physical connection to the world.

I spent the most time with the Storm and the Colossus suits. The Colossus is a glorious brute that stays grounded and in the thick of it, shield-slamming into enemies to pick up health drops and keep its defences topped up. The Storm is fragile but gets a shield bonus when hovering, so you're encouraged to keep to the skies and use a teleport to dodge bigger attacks. Unlike Destiny's samey classes, the play experiences couldn't be more different.

jpg

Cosmetic customisation of your suits isn't all that exciting, which might hamper the game's business model.

Customisation hinges on your two gear slots which, like a much simplified version of Diablo 3's interchangeable suite of skills, allow great flexibility to specialise your build, angling it towards single target damage, area-of-effect, crowd control, range or melee. Gear skills vary in style and in how active or passive they are, but all operate on some form of cooldown and do much more damage than guns, which are best used to do filler damage when your skills are on cooldown or to compensate for weaknesses in your build (adding a sniper rifle to allow a close-range Colossus build to deal with distant enemies, for example). They also interact with each other via a combo system that is vital to maximising your damage but barely explained within the game. For example, one particularly good close-range Colossus build involves using a flamethrower to 'prime' waves of enemies and a shock coil to 'detonate' them with automatic lightning strikes, triggering the Colossus' combo effect - which causes them to explode on death and deal yet more area-of-effect damage in a deliciously violent, self-sustaining cascade.

It's enormously satisfying to tinker with gear skills and hone your build - or builds, since the game allows you to save multiple setups and doesn't require you to level the Javelins separately (though, naturally, those you spend the most time with will have the best equipment). Once you master gear skills and find a build that suits you, you will forget the rather weedy gunplay and unearth the fun in Anthem's scrappy but enjoyable and distinctive combat.

But once you delve deeper still, things start to fall apart. There is so much hesitancy and half-formed thought in this game's systems. Support skills - party buffs, shields and so on - appear to be a late and consequently lame addition. Support play isn't taken seriously at all; there are no healing abilities to speak of, which limits the possibilities for real teamplay and class synergy. Gear skills are treated as loot, which means that your ability to experiment is dependent on drops, or that you sometimes have to choose between optimising your character and keeping a favoured playstyle - not a fun choice. Experimentation with your build, which ought to be one of the most fun and liberating aspects of the game, is severely discouraged by the fact that your suit's loadout can only be changed in the hub word of Fort Tarsis and never out on the field of play.

jpg

The main storyline packs one considerable punch, and it shouldn't surprise you to learn that it's character rather than plot-driven.

Worse still for the game's long-term prospects, all this plugs into an insipid item game. Loot in Anthem just isn't fun or desirable. Most drops represent minor improvements on something you already have and, as you move towards endgame, you are swiftly overwhelmed with fiddly min-maxing as you try to match the affixes on your equipment to the strengths of your build, optimising by a percentage point here or there. Eventually, you are steered hard into farming for crafting materials and endlessly rolling and rerolling craftable items to get those affixes just right. It's a pure, incremental numbers game, with none of the sense of adventure of heading out to quest or grind for legendary rewards, nor the lottery-winning thrill of finding an ultra-rare drop.

Diablo 3 launched with a terrible item game that suffered some of the same problems; by the time of its first expansion a couple of years later, it was a joyous fiesta of loot. So maybe this can be fixed. But it's fair to say that Diablo 3's fundamentals were far more sound than Anthem's, and that there is much else about BioWare's game that needs fixing.

The user interface is inordinately cumbersome, illogical and slow, which is never a good thing but which is a cardinal sin in a social game that, it is hoped, players will live with for hundreds of hours. It desperately needs a total, ground-up rework. Many of the game's systems are poorly explained (if at all), but many more defy explanation; they are poorly conceived, muddy in thinking and execution, fudged in their relationships to each other. It would be easy to play Anthem for weeks without understanding the Alliance system that rewards social play, for example, or without realising that crucial crafting blueprints are unlocked by levelling up your reputation with certain friendly factions, or without spending any Coin at all in the game's totally undeveloped economy. (There's a second, real-money currency that can be spent on cosmetic customisation only.) Anthem's design is full of botches, sketches, quick fixes and threads that lead nowhere.

Digital Foundry's look at the Xbox versions of Anthem includes some general thoughts on the state of the game at launch.

As you play and think about what on earth happened during Anthem's long but halting development (many at BioWare had to down tools to bail out the similarly troubled Mass Effect: Andromeda), a picture emerges of a directionless production, full of industry and craft, but failing to coalesce at the highest level. Nowhere is this clearer than in the disconnect between the game's two spaces, Fort Tarsis and the wilds of Bastion. Both are beautiful to behold, but they house completely different games.

The first game, familiar to fans of Mass Effect and Dragon Age, takes place in the meticulously realised fishbowl of Fort Tarsis: somewhere to stroll, tinker and indulge in languorous chat with a bustling supporting cast. These characters - performed with warmth by a strong cast - lend humour and humanity to the game's stodgy lore and perfunctory, MacGuffin-chasing plotlines. Fort Tarsis is a strictly single-player space, viewed in first-person, closed and intimate, perhaps a little pedantic in its insistence that you stop rushing about and soak it all in. (BioWare added the ability to sprint there at the eleventh hour - and apparently through gritted teeth, since it is more of a brisk stroll, maybe a trot, than a sprint.)

From Fort Tarsis, you head out - through a convoluted mission launch screen and a long, long load - to Bastion, which is pretty much its opposite: vast, action-packed, shared with other players and teeming with enemy combatants, but somehow empty. It is a lurching gear change, and BioWare doesn't help by stepping in and telling you how to enjoy its creation. Anthem is designed as a co-op game and I respect that the default option is to matchmake you into a team of four players, but if you try to change this - by finding the almost-hidden option to switch to a private session - the game censoriously reminds you, in a pop-up, that this is not how it was intended to be played, and makes the default response to switch back to a public game. Once in game, it keeps nagging you with pop-ups if you fail to keep up with the group.

jpg

There's conspicuous craft in Fort Tarsis, but without other players it can feel lifeless - while the launch pad social space is hilariously baisc.

It's true that Anthem is not very enjoyable solo, but nor is it best played with strangers, who tend to rush at objectives and with whom it's hard to communicate. A private game with friends, where you can take your time, talk and explore the sympathetic abilities of the Javelins, can be terrific fun. (If you enjoy PVE and have a reliable squad, this game is a good bet, despite its flaws.) Regardless, it is not the done thing in online worlds to legislate fun, and BioWare should be seeking to empower and embrace different styles of play. Its rigid insistence on segregating your game experiences - co-op action over here, customisation and loot over here, take your action in company and your story alone - speaks of a profound discomfort with this style of game. It's as if the developers didn't believe they could do it all at once.

The shame of it is that many of these component parts have promise and have hooks that work - or that might do with a little more time. It is unavoidable that Anthem is sorely underdeveloped. BioWare has worked fast to patch the many bugs evident in its demo and early access phase, to ensure mostly reliable connection to the servers and to smooth over some of the performance issues - though this is still a game that chugs on most platforms and feels technologically ahead of itself. But there would be much less to worry about if it was just broken.

Anthem is also small. The map is expansive, sure, and presents stunning vistas, but there's not much variety of terrain or mood. Variety is an even bigger problem in the basic, repetitious mission design. Story missions, Strongholds (the game's dungeon or strike equivalent) and Contracts (repeatable missions which come in high-difficulty legendary variants) are near indistinguishable from one another. Boss designs are few in number and terribly overused. There just isn't enough here to sustain the endless endgame Anthem is set up for. Anthem is going to need a constant flow of updates to keep players interested, but it's also going to need major expansions, with meaningful content - meaning new locations, enemy designs and mission types, not just new dialogue - and it's going to need them soon.

Loomed over by the cliffs of Bastion, threading through the warren of Fort Tarsis, chipping away at improvements to your Javelin... More often than not, Anthem makes you feel hemmed in. Claustrophobic. This is the last thing you want to feel when playing in a shared world like this, but here we are, and it feels like the people who made the game are down here with us. For whatever reason, BioWare couldn't climb far enough up this mountain to see what the landscape looked like from the top. It had no clear vision for Anthem, so neither do we. All is not lost; those Javelins make a persuasive case for their own existence, and almost everything else can be fixed or fleshed out in time. Anthem can be saved. But it's going to be a long climb.
 

fizzelopeguss

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5:04 PM (50 minutes ago)


to me
cleardot.gif

Hello,

We are delighted to inform you that you have been selected to receive a voucher to save £5 when you order Anthem on PlayStation, Xbox or PC to thank you for purchasing video games from Amazon.

Join your friends to experience Anthem's visually spectacular, evolving and open world features unpredictable conditions, hazards and enemies.

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Xor

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Yep, this goes to the heart. It's not the stupid story or writing or shit like that, it's that for a looter game the loot is absolutely shocking. In one review I glimpsed a grid-like page with guns. I HONESTLY thought it's a page showcasing many possible variants of one gun, with various mods and custom shit. Holy shit no. It was a literal inventory, with different guns. ALL OF THEM LOOKED ALMOST THE SAME1!1 Also the disconnect of difficulty from the reward? Is there a more basic mistake in a game development than that? Like what the actual fuck Bioware?


Former Diablo 3 designer points out flaws in Anthem’s loot

It’s no secret at this point that Anthem’s loot game, much like the rest of the package, is severely lacking.

If you ignore the fanfare-less way Anthem rewards loot, the actual loot itself is uninspired, and lacks the variety other loot shooters have.

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.

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.

Day 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. This causes player confusion, and further complicates matters.

As to how loot itself is acquired – mostly Strongholds, Day lamented the lack of clear difficulty tiers. Fighting the final bosses of all three Strongholds, Day realised the Tyrant Mine was the easiest. 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.


If BioWare intended for each Stronghold to have a set difficulty, the loot rewarded should reflect that. 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.

Day also touched on the lack of granularity in difficulty. For example, after gearing up to a point where Grandmaster 1 is trivial, Grandmaster 2 represents a disproportionately higher challenge. You can go from feeling comfortable in GM1, to getting one-shot in GM2.

This discourages players from pushing to higher difficulties, where they should feel challenged and not overwhelmed.

The post is incredibly informative, and should be read in its entirety. If you’re looking to hear more about Travis Day’s experience working on Diablo 3 and plenty of other Blizzard games, he has a GDC talk that’s also worth your time.
To be fair Diablo 3 was a complete shitshow when it came out; the entire endgame was based around grinding endlessly for (literal) one in a million uniques with the right affixes that didn't feel unique in the slightest. That was more because of a terrible core design decision with the RMAH than anything, but still, it took them until RoS to make the game actually playable.
 

BlackAdderBG

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D3 was designed around RMAH and when they removed it that killed the game as the easy loot and nonexistent difficulty made the problems with general gameplay more prominent.
 

Gerrard

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Warframe has weapon and armor mods, which is exactly what I referenced in the very first sentence. Suppose I could've added WF there as a more obvious example for the sub though. Fixed the post a bit.
Warframe has probably around a hundred unique weapon models(a lot more skins, which range from simple textures to complete model changes) which is what I was referencing.
Most of those "unique models" are probably made out of reused environmental meshes. In terms of actual performance you could delete half of them and not even feel it.
Nobody uses weapons just because of how they look (unless they have serious autism), that implication is inane. Who the fuck even looks at their gun while playing?
 

cvv

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Nobody uses weapons just because of how they look (unless they have serious autism), that implication is inane. Who the fuck even looks at their gun while playing?

No, this is retarded. It's like saying "who'd endlessly grind for useless digital things?" It's a stupid question. People find fun in grinding for useless digital crap and part of the fun is getting a collection of shit you can ogle with pride and satisfaction. And there's fuckall satisfaction in ogling a collection of guns that all look like Soviet appartment blocks - dull, grey and samey.

And stop fanboying the game for fucks sake.
 

thesheeep

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Nobody uses weapons just because of how they look (unless they have serious autism), that implication is inane. Who the fuck even looks at their gun while playing?

Pride and accomplishment.
Sorry, someone had to :lol:

That said... who didn't spend hours back then on Counter-Strike weapon skins? Personally, I always fought with a pillow knife, threw banana grenades and had a finger pistol.
 

Gerrard

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Nobody uses weapons just because of how they look (unless they have serious autism), that implication is inane. Who the fuck even looks at their gun while playing?

Pride and accomplishment.
Sorry, someone had to :lol:

That said... who didn't spend hours back then on Counter-Strike weapon skins? Personally, I always fought with a pillow knife, threw banana grenades and had a finger pistol.
Yeah, in a first person game where the gun takes 1/4th of your view that makes sense.
The only time you look at your guns in Warframe is when you're waiting for that one straggler to get to extraction.
 
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Location
Glass Fields, Ruins of Old Iran
Nobody uses weapons just because of how they look (unless they have serious autism), that implication is inane. Who the fuck even looks at their gun while playing?

The level 50 autists are more likely to be the ones that couldn't care less about how the gear looks since they only see the numbers.

To be fair Diablo 3 was a complete shitshow when it came out; the entire endgame was based around grinding endlessly for (literal) one in a million uniques with the right affixes that didn't feel unique in the slightest. That was more because of a terrible core design decision with the RMAH than anything, but still, it took them until RoS to make the game actually playable.

According to the thread Travis was one of the designers responsible for the changes.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,093
Location
Azores Islands
Division 2 is getting a lot of good press and the hype in the community has only grown with the latest beta. It's release will most likely be the nail in the anthem coffin.
 

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