After much waiting and anticipation, Anthem has been released by Bioware, and many are taking to their Javelin suits and flying across this massive world that has been made by Bioware. However, just because a game is big doesn’t always mean that it’s good. And one of the biggest complaints about the game is the Loot System, many are having a problem with understanding how it works. Including veterans in the game industry.
This includes Travis Day, who was a designer on Diablo III. He went to Reddit and talked about the system:
“By now I suspect many people have seen items roll with stats that they don’t understand,” he began. “TLDR Man icon means it effects everything you do, Cog icon means it only effects the item that it rolled on. Currently the game allows for items to roll inscriptions that literally can not effect the item they are on. Example, Venmous Blaze with item specific Physical damage, +% Weapon damage, or +% Cold damage.”
So, how would Day have fixed such a system? He explained that as well:
“Having items roll affixes that are sub-optimal is standard practice for this kind of game but I think there should be a hard distinction made between “bad” and “literally doesn’t work”. Currently this causes a considerable amount of confusion for players learning the game as their initial assumption is to think anything an item rolled will work on the item it rolled on. Since that isn’t true I assume the design intent was to create a larger spectrum of item power based on the rolls, I would argue it comes with too many drawbacks. Keeping the spectrum of item power large could easily be accomplished by simply changing the relative weighting of affixes while restricting them to things that actual work on the item.”
What do you think? Does this solution work for you? Should it be implemented into Anthem right away? Let me know in the comments below, be sure to subscribe, and I’ll see you next time!