Do you all manage to get your BroRyder special cache?

I think it’s for people who got the deluxe edition. Us Standard Edition people would have to watch videos and jump through hoops and stuff.

You’d still get an xp boost helmet and 2 skins

I didn’t, guess I’ll save that for my insanity playthrough.

yeah that was supposed to be marketing to get the ‘elite’ helmet and 2 skins i think and i thought was open to non-deluxe owners too. it’s just the mechanism to trigger the cache also is a workaround to get the deluxe people the 1.06-added loot.

Just noticed my install of Andromeda took an update, did they push out another patch?

I hit a 100% guaranteed hard lock bug over the weekend and it sounded like they were working on a hotfix for it, maybe that’s it?

Looks like 1.07 is out.

Today Bioware released a large in size (~1,2GB) but small in number of things done to the game Hotfix Patch. Mass Effect Andromeda should now be 1.07 when you update.

Here is the list of changes in 1.07:

Fixed issue where server would auto disconnect when sending strike teams on APEX missions.
Fixed a crash on UNC Outlaw when nearing outpost of signal source. (Kadara S.O.S.)
The Athletic Casual Outfit will now unlock for all entitled players (Deluxe edition content)
Fixed an issue which prevented completion of the Nomad upgrades / Shield Crafting quest. Please travel back to the Tempest in order to trigger completion.
[PC only] Fixed a HUD issue where some large non-standard resolutions would have elements centered in the middle of the screen

I wrapped this up yesterday, after around 50 hours of gameplay. I liked the first 6 hours and the last 6 hours very much, as the story was honestly engaging and I liked the narrative and the main quest stuff, but I feel like the middle 36 or so hours were a bit of a slog - not much different than a Far Cry for example, where you hit a planet, do all the map points of interest, rinse and repeat. It was fun, but it wore it’s welcome out after 20 or so hours, and I nearly stopped playing.

Now, I didn’t have to 100% every planet, but I know I’ll never play this again and I enjoyed seeing each planet so I wanted to look back and say “I did a little to a medium amount of everything”. I did most companion quests, did all the memory unlocks (and that was a huge pay off, I really enjoyed that), defeated all the architects, and in general did achieve my goals and was level 51 or so when I wrapped up the game.

But man, they didn’t make it easy to want to keep going. Between the clunky and un-fun research system, to save scumming vendors in order to buy the materials all the way to how you never find a cool piece of gear because the items you find are leveled to you, and that means if you can find a cool Assault Rifle Mk V you can just craft it, and craft it with your own augments, so loot is only as useful as the crafting materials you find, the game has a lot of systemic problems. I hated a lot of these systems, I don’t think I’ve enjoyed “crafting” in a bioware game in a really long time, now I think about it.

I didn’t like combat’s limitations on skills, only having 3 at a time unless you swap into different profiles is silly since you can just use the same profile a few times, why make me go through that? Heck, even with a controller set a button that toggles to a second set of 3? I got so sick of Throw, Pull, Lance, Singularity by the end of the game I put it down to Casual mode just so I didn’t have to think about the combat much. I actually ended up having a lot more fun once I did that, which surprised me. One-shotting enemies with my Adept skills made me feel good - which makes me want to strangle whoever thought it was a good idea to level the enemies with the player, which I assume must be happening. I’ve been fighting mostly the same enemies the entire game, and early on it would take 2 or 3 shotgun blasts to kill say, an observer, and at level 51 with a rank VII 1,200 damage shotgun it would take… 2 or 3 shots. Thanks guys, the combat is fairly banal as is, and now leveling up is meaningless too.

I could make a list of UI annoyances, like how many times I accidentally unequipped a weapon when I wanted to confirm load-out because the button layout changed on me just at the wrong time, but those are well known so I’ll leave the minor quibbles alone. Just know there were more of them than their should have been.

Oh, and the constant having to check in on the AVP stuff, just to feel like I was keeping up with the game, was frustrating and uninteresting. And worse yet, trying to collect goodies from the Cyro modules I’d unlocked was annoying because the count downs are only while you play, and not even when you are in a menu, unless you are in the cryo menu).

I would have scored the game a 6.5 until the last half dozen hours or so, which actually ended the game on a great note, with lots of cool call backs coming into play and the ending being quite well done. I’ll bump it up to a 7.5 for this, and lament that with a stronger combat design and more thought put into the actual gameplay systems this could have been a masterpiece.

Here comes the wrap-up story.

[quote]
I’ve spent the past three months investigating the answers to those questions. From conversations with nearly a dozen people who worked on Mass Effect: Andromeda, all of whom spoke under condition of anonymity because they weren’t authorized to talk about the game, a consistent picture has emerged. The development of Andromeda was turbulent and troubled, marred by a director change, multiple major re-scopes, an understaffed animation team, technological challenges, communication issues, politics, a compressed timeline, and brutal crunch.

Many games share some of these problems, but to those who worked on it, Andromeda felt unusually difficult. This was a game with ambitious goals but limited resources, and in some ways, it’s miraculous that BioWare shipped it at all. (EA and BioWare declined to comment for this article.)

Mass Effect: Andromeda was in development for five years, but by most accounts, BioWare built the bulk of the game in less than 18 months. This is the story of what happened.[/quote]

Sounds like Frostbite really killed a lot of initial momentum on the project.

[quote]
Engineers on Andromeda had to design many of their own features from scratch, including their animation rig. “Frostbite is wonderful for rendering and lots of things,” said a person who worked on the game. “But one of the key things that makes it really difficult to use is anything related to animation. Because out of the box, it doesn’t have an animation system.”

While describing Frostbite, one top developer on Mass Effect: Andromeda used the analogy of an automobile. Epic’s Unreal Engine, that developer said, is like an SUV, capable of doing lots of things but unable to go at crazy high speeds. The Unity Engine would be a compact car: small, weak, and easy to fit anyplace you’d like. “Frostbite,” the developer said, “is a sports car. Not even a sports car, a Formula 1. When it does something well, it does it extremely well. When it doesn’t do something, it really doesn’t do something.”

“Whenever you’re trying to do something that fits the engine—vehicles, for example—Frostbite handles that extremely well,” the developer said. “But when you’re building something that the engine is not made for, this is where it becomes difficult.” Designing the large maps of Andromeda’s planets became a struggle on Frostbite, where the maximum size of a map was initially 100 by 100 kilometers. The Andromeda team needed their maps to be way bigger than that. Other struggles included the streaming system, the save system, and various action-RPG mechanics that Andromeda needed in order to work.

“It’s been painful,” said a developer. “The pain started with Dragon Age: Inquisition and continued on with Andromeda as well.”[/quote]

I’m seeing so many parallels in this story to projects at my company that blow up. Underestimation, thrusting technology on developers without vetting it first (Frostbite), changing requirements and scope during active development. They were changing storyboards after scenes were sent for animation! Wtf!

Didn’t they work out most of the Frostbite stuff in Dragon Age Inquisition though? It had animation and big maps right?

And tons of bugs too, some of which remain unfixed (and shall remain so for eternity, apparently).

They’re still releasing patches, one coming this week probably. Just no more new content, looks like.

Not for Dragon Age Inquisition, they aren’t. Or are they?

Uh, no, probably not. I guess I misunderstood what we were discussing.

Interesting article. It also nicely explains what happens to all the worlds we were supposed to be able to visit. I never believed the “hundreds” hype but in the end, we didn’t get many more, if any, than we get in a typical ME game. For a game about exploration, that was disappointing.

[quote=“Telefrog, post:2015, topic:76729, full:true”]
Sounds like Frostbite really killed a lot of initial momentum on the project.[/quote]

It sounds like to me that if they were/are going to continue to use a FPS engine for RPG’s, then they need to invest in that engine to make it practicable to use it for RPG’s. Doing one off’s for Dragon’s Age and Mass Effect doesn’t make any sense. But I’m just an accountant, what do I know?

I suppose it’s nice to understand why the latest games were a letdown, but that still doesn’t make me want to play the release copy of DA:I I have.