For anyone considering picking this game up tomorrow, just some information to note;
So far in our (very limited) findings, it appears that a lot of our issues could be connected to memory/storage speed. I've looked at a few tickets, and EA's ticket form includes requesting CPU, GPU, and RAM information, but it doesn't ask for the storage device, which seems to be quite important.
@Brainling , @Kenadian, and I have had very few issues with the game, and we're all playing off of NVMe or SATA Solid State Drive's. JMart thought he was playing off an SSD when dealing with several issues throughout the demo and first weekend of gameplay, but it turns out he had his hard drives confused and was running them off an Hard Disc Drive. He switched to his SSD and has experienced few issues since (the game is far from bug free, but I'll address the bugs I've encountered so far, below.)
To give you an idea of HDD, SATA SSD, and NVMe SSD differences;
My Western Digital "Black" HDD has a read speed of 160-170 MB/s
My Samsung 860 Evo SATA SSD has a read speed of ~550 MB/s
My Samsung 970 EVO NVMe SSD has a read speed of ~3500 MB/s
Obviously, I'm not a benchmark or troubleshooter, and I know that sythetic bencharks don't translate perfectly to real-world applications (Matt and Ken on their NVMe's don't load in 7x faster than JMart and I), but there really seems to be a huge bottleneck if some of your squad is running on SSD's and some are running on HDD's. The people on SSD's get in and have to wait while the people on HDD's load, and sometimes they never finish loading. Often the HDD user(s) will get stuck in the load screen, or even crash back to the desktop.
I think it helps that we're in a community and have been squad-playing together and know each other's specs, while people who are playing by themselves, and are just loading into public events with randoms are really suffering and left clueless to what the issue could be.
Or maybe it's just been a coincidence that that is how it's gone down so far for us. Again, I can't guarantee anything, I can only HIGHLY recommend you install this game on some sort of Solid State Drive, as I'd recommend with any online game, at this point.
Just listing some other bugs that I've encountered so far;
Talking to Max for the first time in the bar, certain dialog trees resulted in crashes, which meant I was forced to pick very specific answers. I'm not good at those memory games, so trying to remember which dialog options I could and could not pick was annoying. Should have just written them down and saved myself some frustrating mis-clicks. So far, it's only been with Max, and only the first two times I talked to her.
Missions not ending has occurred a couple times for Ken and I. You'll reach the end point and it won't go away. The first time we had it, the host just needed to go to their map and "Force Respawn". On reload it just ended the mission and took us to the Mission Success screen. The second time it happened was in the middle of a mission with Deb. We all "Force Respawned" and then Deb crashed out, and the rest of us were able to continue through the cutscene without issue.
I've had a total of two or three game crashes or server disconnects in ~15 hours in the game so far, not including the Max dialog tree or my internet crapping out Tuesday night, and it just came back, so I haven't had a chance to test the game since the last update.
I also haven't been able to watch many of the reviews that I've wanted to watch for this game, especially that of Skill-Up Gaming, as most of them have spoilers in their reviews which are kind of frustrating. I get that these kinds of games are almost all about the end-game for most people, but it sucks, as someone who ISN'T just here for the end game, that game reviewers are just blowing past the story. I think a lot of reviewers are of the opinion that the story just doesn't matter, but I haven't felt that yet. I'm actually still really intrigued by the stories so far, but even more, I'm loving the varied combat.
Ken and I were discussing how we were watching each other play, Ken playing "Storm" and I playing "Colossus", and how jealous we were about the other's play style. I wished I could fly around for as long as Ken could, and Ken wished he could withstand the damage that I could take, but the Javelins don't allow for it. And, for my part, I don't think I'd be able to pull off Ken's style of gameplay as well as he does it anyways. It's a very nimble and fluid Javelin to play, and I'm having way more fun bashing brains, and shooting flame throwers, and I love that that dynamic exists! This is the first game that I've ever played that has drawn that class-line so clearly beyond just "...I suck, eveyone else is good..."
Also, there was some confusion about how much your non-essential dialog choices matter. Originally I was told they mean nothing, but that is incredibly misleading. It may not have any effect on the story missions, but it does change how your future interactions with a character plays out. Some of them may not be night and day, or even change much of anything, but some of them do seem to change actions in both those peoples life and makes little changes around the fort. Again, I'm not spoiling anything, and I don't want anyone to spoil it for me... They're not on the same level as choices in Telltale games, or Fallout 3 (only Fallout game I can comment on), but to say that they don't matter isn't really fair, in my opinion, either.
My biggest issue with this game so far, something that I think is beyond getting fixed in a patch, is the down time between missions. JMart and I are about as close as possible to being lined up story wise, Deb is behind, and Matt and Ken are ahead.
This means that someone is always forced to go back in their story to repeat a mission, or jump ahead in their story and have bits of the mission spoiled. The best example was at the end of Tuesday night, when I did a mission with Ken and JMart, returned to Fort Tarsis, and talked to the person that gave me that mission and I repeated it. I could, and should, have talked to that person before we started the mission, but I didn't want to keep the party waiting for me while I went around the fort talking to people. If you're working on your missions, then you're opening new dialog, but if your party has already done the mission, they haven't opened any new dialog, and therefore they have nothing to do but to check the Forge, or the Store, and wait for you to talk and progress the story.
There is just this incessant pressure to either keep up, drop back and help someone catch up, or give up on your own story and jump ahead to someone elses story, just so that you can keep playing with someone. The Division had the same problem, where you were always going back and completely the lowest person's missions, but at least it was seemless. They could start a cutscene while you were outside wiping out a squad of gangsters, or LMB, and when their cutscene was over, you could move on. However, Anthem has this grueling down time. The gameplay is fun, and so far I enjoy repeating missions, but I completely understand why that gets boring for some people and they just move on.
Last thing, I'll go ahead and mention the Tombs that everyone is complaining about. I didn't mind the tomb grind because we did them as a squad, and there are certain QoL changes coming that will make them even easier, but I don't really feel they contributed to the story AT ALL, and the game doesn't do a good job of explaining what each one is. Bottom line, I think it was an okay "mission", and I think people are just using it to pile on to the game, but there is NO WAY it should have ever been a main mission, required to advance the plot. The grind just doesn't make sense.
So far in our (very limited) findings, it appears that a lot of our issues could be connected to memory/storage speed. I've looked at a few tickets, and EA's ticket form includes requesting CPU, GPU, and RAM information, but it doesn't ask for the storage device, which seems to be quite important.
@Brainling , @Kenadian, and I have had very few issues with the game, and we're all playing off of NVMe or SATA Solid State Drive's. JMart thought he was playing off an SSD when dealing with several issues throughout the demo and first weekend of gameplay, but it turns out he had his hard drives confused and was running them off an Hard Disc Drive. He switched to his SSD and has experienced few issues since (the game is far from bug free, but I'll address the bugs I've encountered so far, below.)
To give you an idea of HDD, SATA SSD, and NVMe SSD differences;
My Western Digital "Black" HDD has a read speed of 160-170 MB/s
My Samsung 860 Evo SATA SSD has a read speed of ~550 MB/s
My Samsung 970 EVO NVMe SSD has a read speed of ~3500 MB/s
Obviously, I'm not a benchmark or troubleshooter, and I know that sythetic bencharks don't translate perfectly to real-world applications (Matt and Ken on their NVMe's don't load in 7x faster than JMart and I), but there really seems to be a huge bottleneck if some of your squad is running on SSD's and some are running on HDD's. The people on SSD's get in and have to wait while the people on HDD's load, and sometimes they never finish loading. Often the HDD user(s) will get stuck in the load screen, or even crash back to the desktop.
I think it helps that we're in a community and have been squad-playing together and know each other's specs, while people who are playing by themselves, and are just loading into public events with randoms are really suffering and left clueless to what the issue could be.
Or maybe it's just been a coincidence that that is how it's gone down so far for us. Again, I can't guarantee anything, I can only HIGHLY recommend you install this game on some sort of Solid State Drive, as I'd recommend with any online game, at this point.
Just listing some other bugs that I've encountered so far;
Talking to Max for the first time in the bar, certain dialog trees resulted in crashes, which meant I was forced to pick very specific answers. I'm not good at those memory games, so trying to remember which dialog options I could and could not pick was annoying. Should have just written them down and saved myself some frustrating mis-clicks. So far, it's only been with Max, and only the first two times I talked to her.
Missions not ending has occurred a couple times for Ken and I. You'll reach the end point and it won't go away. The first time we had it, the host just needed to go to their map and "Force Respawn". On reload it just ended the mission and took us to the Mission Success screen. The second time it happened was in the middle of a mission with Deb. We all "Force Respawned" and then Deb crashed out, and the rest of us were able to continue through the cutscene without issue.
I've had a total of two or three game crashes or server disconnects in ~15 hours in the game so far, not including the Max dialog tree or my internet crapping out Tuesday night, and it just came back, so I haven't had a chance to test the game since the last update.
I also haven't been able to watch many of the reviews that I've wanted to watch for this game, especially that of Skill-Up Gaming, as most of them have spoilers in their reviews which are kind of frustrating. I get that these kinds of games are almost all about the end-game for most people, but it sucks, as someone who ISN'T just here for the end game, that game reviewers are just blowing past the story. I think a lot of reviewers are of the opinion that the story just doesn't matter, but I haven't felt that yet. I'm actually still really intrigued by the stories so far, but even more, I'm loving the varied combat.
Ken and I were discussing how we were watching each other play, Ken playing "Storm" and I playing "Colossus", and how jealous we were about the other's play style. I wished I could fly around for as long as Ken could, and Ken wished he could withstand the damage that I could take, but the Javelins don't allow for it. And, for my part, I don't think I'd be able to pull off Ken's style of gameplay as well as he does it anyways. It's a very nimble and fluid Javelin to play, and I'm having way more fun bashing brains, and shooting flame throwers, and I love that that dynamic exists! This is the first game that I've ever played that has drawn that class-line so clearly beyond just "...I suck, eveyone else is good..."
Also, there was some confusion about how much your non-essential dialog choices matter. Originally I was told they mean nothing, but that is incredibly misleading. It may not have any effect on the story missions, but it does change how your future interactions with a character plays out. Some of them may not be night and day, or even change much of anything, but some of them do seem to change actions in both those peoples life and makes little changes around the fort. Again, I'm not spoiling anything, and I don't want anyone to spoil it for me... They're not on the same level as choices in Telltale games, or Fallout 3 (only Fallout game I can comment on), but to say that they don't matter isn't really fair, in my opinion, either.
My biggest issue with this game so far, something that I think is beyond getting fixed in a patch, is the down time between missions. JMart and I are about as close as possible to being lined up story wise, Deb is behind, and Matt and Ken are ahead.
This means that someone is always forced to go back in their story to repeat a mission, or jump ahead in their story and have bits of the mission spoiled. The best example was at the end of Tuesday night, when I did a mission with Ken and JMart, returned to Fort Tarsis, and talked to the person that gave me that mission and I repeated it. I could, and should, have talked to that person before we started the mission, but I didn't want to keep the party waiting for me while I went around the fort talking to people. If you're working on your missions, then you're opening new dialog, but if your party has already done the mission, they haven't opened any new dialog, and therefore they have nothing to do but to check the Forge, or the Store, and wait for you to talk and progress the story.
There is just this incessant pressure to either keep up, drop back and help someone catch up, or give up on your own story and jump ahead to someone elses story, just so that you can keep playing with someone. The Division had the same problem, where you were always going back and completely the lowest person's missions, but at least it was seemless. They could start a cutscene while you were outside wiping out a squad of gangsters, or LMB, and when their cutscene was over, you could move on. However, Anthem has this grueling down time. The gameplay is fun, and so far I enjoy repeating missions, but I completely understand why that gets boring for some people and they just move on.
Last thing, I'll go ahead and mention the Tombs that everyone is complaining about. I didn't mind the tomb grind because we did them as a squad, and there are certain QoL changes coming that will make them even easier, but I don't really feel they contributed to the story AT ALL, and the game doesn't do a good job of explaining what each one is. Bottom line, I think it was an okay "mission", and I think people are just using it to pile on to the game, but there is NO WAY it should have ever been a main mission, required to advance the plot. The grind just doesn't make sense.