For the Bioware team
#251
Posté 03 juillet 2012 - 06:06
I do hope you have some new changes in store in the next DLC beyond characters, weapons and maps. I really hope it has some new game modes, or a new enemy (though I don't really expect it... :/ ). I would LOVE! for a 'split up and complete' game mode to appear if there are 2 players or more on the field at a time. Like hack 2 devices at once. Or be cornered into different areas of the map until the objective gets completed, though I understand that would require substantial changes... One can always dream.
#252
Posté 03 juillet 2012 - 06:20
1. I dont have a Krogan Battlemaster yet
2. I think it would be cool to have ex-cerberus characters in the rumored earth DLC. Do you think it would be cool to play as a phantom with a sword as a heavy melee?
#253
Posté 03 juillet 2012 - 06:33
See signature for (1). The thread, not the words in my signature of coursedarkrogueninja wrote...
Derek, I have a few questions
1. I dont have a Krogan Battlemaster yet, but I've heard Rage on the class is bugged. Is this likely to be fixed anytime soon?
2. I think it would be cool to have ex-cerberus characters in the rumored earth DLC. Do you think it would be cool to play as a phantom with a sword as a heavy melee?
#254
Posté 03 juillet 2012 - 06:51
Which is your least favorite class/character as well as least favorite gun and why?
#255
Posté 03 juillet 2012 - 06:58
#256
Posté 03 juillet 2012 - 07:15
I was able to play against Ronnie on NBA 2K 10 ( I lost and he made sure to tweet the result) and enjoyed the conversation we had. The other guy from Ubisoft I played against ( I did beat him and rather badly ) and I also enjoyed playing with him.
Anyway, I have two question for the Dev team.
Will you guys have a "play day" to where you will set up a time and date to play with the fans? Kind of like what X Box Live use to do.
Who did you guys use to do the motion caption in Mass Effect? I found the "muzzle discipline" pretty cool to see. I cannot believe how many military shooters forget to add that.
#257
Posté 03 juillet 2012 - 07:20
Edit: I mean the vanguard glitch, not the rage glitch. Rage seems to be affected by cooldowns, though it does not show the cooldown counter.
Modifié par Mgamerz, 03 juillet 2012 - 07:26 .
#258
Posté 03 juillet 2012 - 07:20
darkrogueninja wrote...
Derek, I have a few questions
1. I dont have a Krogan Battlemaster yet, but I've heard Rage on the class is bugged. Is this likely to be fixed anytime soon?
2. I think it would be cool to have ex-cerberus characters in the rumored earth DLC. Do you think it would be cool to play as a phantom with a sword as a heavy melee?
1. This is being investigated.
2. Yes, I personally think this would be cool.
#259
Posté 03 juillet 2012 - 07:27
so I wonder "(just thinking out loud here)" what if we had a beach map by some lake on earth...
with reaper in the background, over trees?
about bugs was the invisible turrets fixed haven't seen it for awhile. if so what was causing it? if able to answer.
so what's it like being QA? what do you do in a "normal day"? do you play the game to test out what the programmers change or do you sift through code to find bugs. or do you make code changes? (hope it's understandable what i'm trying to say and not against NDA}
oh and what's it like over there is the QA department in Edmonton or in Montreal.
EDIT for gramar
about remapable controls/powers, do you notice the differnce when switching to differnt class but same race, the power placement on the controller or key board is different from class to class but it the same power. (like switching from salarian engineer to infiltrator energy drain is aasigned to different key/button. on that note what platform do you play on at home.
oh and have a wonderful day. hope you have a stress free week.
Modifié par comrade8472, 03 juillet 2012 - 07:31 .
#260
Posté 03 juillet 2012 - 07:29
Urdnot Trex wrote...
@Derek Hollan
Which is your least favorite class/character as well as least favorite gun and why?
Keeping in mind this is a personal preference only and not that I feel there is anything particularly wrong / weak with the kit...
I just don't do as well as others with the infiltrators...never really have. I've seen people rock them hard but it's just not for me.
Burst weapons...A 3 shot burst is just not my flavour either. If I want to fire 3 rounds, I'll let go of the trigger after 3 rounds (The military taught me to repeat "sonofa*****" in my head when firing bursts in order to count off the rounds as they are fired). It's a control issue for me.
#261
Posté 03 juillet 2012 - 07:39
Ranger3bn wrote...
I have to admit it very uncommon to see a video game dev team interact with it's fan base. I can only recall two that did it in the past Roinne 2K from 2K Sports and another from Ubisoft Dev team for the first Hawks game.
I was able to play against Ronnie on NBA 2K 10 ( I lost and he made sure to tweet the result) and enjoyed the conversation we had. The other guy from Ubisoft I played against ( I did beat him and rather badly ) and I also enjoyed playing with him.
Anyway, I have two question for the Dev team.
Will you guys have a "play day" to where you will set up a time and date to play with the fans? Kind of like what X Box Live use to do.
Who did you guys use to do the motion caption in Mass Effect? I found the "muzzle discipline" pretty cool to see. I cannot believe how many military shooters forget to add that.
Play days happen, albeit not that often. I believe there was one a month or two ago? (Not entirely certain).
More often than not, we are out there playing on our personal accounts...sometimes people learn who we are, other times we are trying to experience what its like for you the player in all its glory. I have not been kicked from a lobby (not sure my ego can handle it) but I know others have
Ah yes, muzzle discipline, I do not honestly know who was used for the actual motion capture, however we do have a good rapport with police and military (myself included) when it comes to weapons handling procedures.
#262
Posté 03 juillet 2012 - 07:50
Not to insult you and the other dudes at bioware, but do you happen to know what stages of testing patches go through? As you're probably aware, the last one didn't actually get alot done despite the patch notes.
Not that I'm complaining, I understand the effort and money that goes into releasing patches, but if you were going to release a large patch, surely you would have adequate ways of testing it?
Modifié par SalvationThroughDestruction, 03 juillet 2012 - 07:52 .
#263
Posté 03 juillet 2012 - 07:54
I have been a big fan of the Salarian Infiltrator (who by anagram of Mordin I always name Nimrod), have gone between a CQC shotgun/melee version and long range sniper rifle burst damage class. The recent adaptation to TC has led me to adjust my play style a little bit, but I still favour the burst damage sniper. Though I run around with a Valiant X on my developer account, my personal account doesn't have everything unlocked, so I usually stick to my Widow VII.
When not playing STG Infiltrator, it's usually one of the engineers and even occasionally adepts (asari usually). Widow, Valiant, Claymore, Harrier, Mattock, Carnifex are my main favourite weapons.
#264
Posté 03 juillet 2012 - 07:57
Que Atomic F-Bomb.Jos Hendriks wrote...
Valiant X
Seriously though, working at Bioware must be the bees' knees. Creating the lore, gameplay and setting for some of the most epic games ever created, is right up there on my Envy scale just under people with iPhones (Damn age long phone contracts)
Modifié par SalvationThroughDestruction, 03 juillet 2012 - 08:02 .
#265
Posté 03 juillet 2012 - 08:11
1. A Krogan, Vorcha, Batarian, and Turian are in a bar and the check comes. They decide to fight and whoever wins gets to choose who pays the bill. Who wins and who does he choose?
2. Assuming there is still airport security in the mass effect universe.. How do we keep those crazy biotics from hijacking planes?
3. You have only 1 power from multiplayer to use in real life. What power would it be and how would you use it?
4. For the next dlc lets unveil the male asari, the blue ones biggest secret! What do you think?
that is all
edit: I thought of another one...
5. The Javelin is in need of a weight reduction and more shots per clip or the ability to bypass shiled gate like the shotguns do. Right now I can only use it against reapers and it should be awesome against everything because its my highest ranking ultra rare.. not really a question just a complaint.
Modifié par david_demos484, 03 juillet 2012 - 08:20 .
#266
Posté 03 juillet 2012 - 08:18
#267
Posté 03 juillet 2012 - 08:23
comrade8472 wrote...
Ah yes Canada Day...hope you all enjoyed going to the beach if you went.
so I wonder "(just thinking out loud here)" what if we had a beach map by some lake on earth...
with reaper in the background, over trees?
about bugs was the invisible turrets fixed haven't seen it for awhile. if so what was causing it? if able to answer.
so what's it like being QA? what do you do in a "normal day"? do you play the game to test out what the programmers change or do you sift through code to find bugs. or do you make code changes? (hope it's understandable what i'm trying to say and not against NDA}
oh and what's it like over there is the QA department in Edmonton or in Montreal.
EDIT for gramar
about remapable controls/powers, do you notice the differnce when switching to differnt class but same race, the power placement on the controller or key board is different from class to class but it the same power. (like switching from salarian engineer to infiltrator energy drain is aasigned to different key/button. on that note what platform do you play on at home.
oh and have a wonderful day. hope you have a stress free week.
Let's see, invisible turrets. This can be something that occurs with "crust behaviours." (Not always, but possibly) That is to say, any VFX (Visual Effects) that occurs as an overlay on an actor in the engine (e.g. - biotic blue fx), whether it is a player pawn or an object like a turret. Occasionally VFX that is normally transparent might prioritize itself over an actor and an engine can fail to render the object in favour of the VFX. When this happens, the actor still exists but fails to appear. This is one possible cause of such a bug. There are a number of other possibilities too. Sometimes, due to optimizations, some of these bugs "fix themselves." The issue having been resource managment. A good deal of other possibillties can also cause issues like these. They are symptoms and many bugs can have similar symptoms.
QA typical day;
They let us out of our cages for the morning hosedown and trough feed then...oh, wait...That was a dream I had once...scratch that...
Depending on the department. For much of QA it is a methodical check of a level, power, or object. Test plans are laid out to ensure a number of factors are examined in various conditions (this becomes exponential with numerous conditions of course). It becomes a matter of running those plans through the battery of test with each passing or failing...Failing gets a bug filed to the owner of that object, level or power based on what failed (design, art, fx, etc.)
For myself, it's a quick chat and update with the design leads and producers in the morning as to what changes or events they are planning along with where we currently are with current test runs. For example, every hot fix Eric Fagnan wants to implement (usually balance changes) needs to be examined as working in our test environment prior to them going live. Depending on how many there are, this can take from a few hours to a couple days as all platforms must be thoroughly examined with the changes. This is after the balance changes have been tested in another environment so they are working to Eric's satisfaction.
I wish I could say, I play games all day but, sadly, this is not the case. I explain my job to people like this. Imagine you like golf (no...really). Now, your job is to ensure the first hole is working as intended. The fairway, the green, the sand traps and heaven forbid, a water hazard, and wind / weather. Make sure every blade of grass is the right height too (ok, slight exageration there but you just need to ask Garret Marks how many fish there are in the Sur'Kesh level in the single player game. I think he named each one).
#268
Posté 03 juillet 2012 - 08:30
As in, like a 'night' version of Hydra, or a raining one, or a foggy Firebase White. I'm sure the AI would have to be adjusted for foggy (and the rendering effects... Or you could just do it like superman 64!). It would make the maps feel a lot different if they had different lighting sometimes.
#269
Posté 03 juillet 2012 - 08:30
And a quick question about the new weapon mods found burried within the files of the EC dlc, is it true, I can haz bayonet on my Revenant?!
www.gametrailers.com/videos/s374lj/mass-effect-3-e3-2012--rebellion-dlc-gameplay
P.S. I see what you did here, and whenever this (2:12) happens I must say I love you BioWare!!!<3
#270
Posté 03 juillet 2012 - 08:36
Please read the thread in my signature, it provides a lot of information about the patches.Urdnot Trex wrote...
@Derrek Hollan Can we get a possible estimate at the next patch release date?
And a quick question about the new weapon mods found burried within the files of the EC dlc, is it true, I can haz bayonet on my Revenant?!
www.gametrailers.com/videos/s374lj/mass-effect-3-e3-2012--rebellion-dlc-gameplay
P.S. I see what you did here, and whenever this (2:12) happens I must say I love you BioWare!!!<3
Also, I have mentally renamed this thread to "Ask Derek anything"
Modifié par Mgamerz, 03 juillet 2012 - 08:38 .
#271
Posté 03 juillet 2012 - 08:37
#272
Posté 03 juillet 2012 - 08:45
SalvationThroughDestruction wrote...
Que Atomic F-Bomb.Jos Hendriks wrote...
Valiant X
Seriously though, working at Bioware must be the bees' knees. Creating the lore, gameplay and setting for some of the most epic games ever created, is right up there on my Envy scale just under people with iPhones (Damn age long phone contracts)
Tis a pretty amazing weapon.
Working here is fantastic. Lots of people who are really into making really cool things for anyone who will play it, and as much as a cliche it is to say it, being around a big group of creative, like-minded people is just a lot of fun. Don't be mistaken though, there is a lot of stress in developing games. The good outweighs the bad by an order of magnitude for me, though.
#273
Posté 03 juillet 2012 - 08:45
Derek Hollan wrote...
"snip"comrade8472 wrote...
snip
I wish I could say, I play games all day but, sadly, this is not the case. I explain my job to people like this. Imagine you like golf (no...really). Now, your job is to ensure the first hole is working as intended. The fairway, the green, the sand traps and heaven forbid, a water hazard, and wind / weather. Make sure every blade of grass is the right height too (ok, slight exageration there but you just need to ask Garret Marks how many fish there are in the Sur'Kesh level in the single player game. I think he named each one).
lol and this Is why I think you should post more often. and thanks
I knew someone was trying to keep Eric in line, glad it's you.
About the fish Can you ask him for me and get back can't seem to find his name at the bottom list of "mods"
if he says that Wrex ate them all, say Hi for me.
Modifié par comrade8472, 03 juillet 2012 - 08:48 .
#274
Posté 03 juillet 2012 - 10:09
SalvationThroughDestruction wrote...
Hi there Derek,
Not to insult you and the other dudes at bioware, but do you happen to know what stages of testing patches go through? As you're probably aware, the last one didn't actually get alot done despite the patch notes.
Not that I'm complaining, I understand the effort and money that goes into releasing patches, but if you were going to release a large patch, surely you would have adequate ways of testing it?
I understand your frustration as it is frustrating for us as well.
As you know, patches are a conglomeration of various fixes. Each fix is based on bugs issued by various team members. While we have a standard practice in how bugs are filed, it can be confusing to understand context for each individual. Standardized bug filing is important to us so they are easy to understand and reproduce in order to narrow down issues. Often, certain bugs can go through various team members similar to the way an assembly line might have particular parts pass through in a factory.
Mistakes can be made and they can hurt. We can only hope to learn from them, be humbled, and become better at our job for it.
#275
Posté 03 juillet 2012 - 10:29
Do you prefer the old "Slow and Meticulous" Splinter Cells or the newer "Badass Ninja with a Gun" versions where you can go guns blazing and still win almost every time?
I have to admit I loved the executions of Conviction... nothing is cooler than lining up 8 or more shots with your friends and then dropping a whole plaza of tangos in glorious slow-mo!
However I miss the older versions with sound and light meters... and the non-constant-black-&-white stuff.
One more... Archer or Kestrel?





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