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Hazard levels and Level Changes - Question and Answer


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#251
Constipator369

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So you can get hazard maps if you choose random map. Do you get both bonuses to expirience and/or money if you do so? Will we get "random hazard map" option if we get more than 2 hazard maps at once?

Modifié par Constipator369, 11 octobre 2012 - 05:20 .


#252
Spencercl

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Sorry if this is a repeat, but is there any chance to get white and glacier back in there original configurations? Maybe with an xp/credit penalty if BW deems them too easy?

#253
Mondhase

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LeandroBraz wrote...

Jos Hendriks wrote...

whateverman7 wrote...

i played dagger, and during wave 10, all my stuff stopped working...i couldnt shoot, use powers, consumables, nothing....does the sandstorm cause that to happen? from being outside in it too much?

The sandstorm would not have anything to do with that, no.


When it happen, Try to have melee, swich weapons (if you have two) or let a enemy kill you. Normally this things fix this bug (it's a old bug)


While this is an old bug and can be pretty easily fixed while playing, I have the suspicion that it can be triggered by the volus shield boost. I had this happen twice yesterday in different matches, each time with a volus squat member standing next to me and I think they just activated their shield boost. While not game-breaking, it's pretty annoying so maybe you guys at BioWare could look into this. Thanks.

#254
whateverman7

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thanks for answering my questions Jos

feedback:

make all the hazards available, they are a cool addition....played reactor last night and it was fun....this cat in the game kept killing himself using the reactor lol....

#255
M A F I A

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Does visual impairment affect enemy's AI as well? (Don't lie :)) Such as the sandstorm on Dagger (?) or do enemies see perfectly clear?

Also, using the thermal scope or the other anti-smoke scope on the sniper rifle negates the sandstorm?

Modifié par M A F I A, 11 octobre 2012 - 06:47 .


#256
Emerald_Phoenix

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M A F I A wrote...

Does visual impairment affect enemy's AI as well? (Don't lie :)) Such as the sandstorm on Dagger (?) or do enemies see perfectly clear?

Also, using the thermal scope or the other anti-smoke scope on the sniper rifle negates the sandstorm?


Thermal scope does nothing for the sandstorm - I've confirmed this already by trying it.  Dissapointing. 

I saw one of the dev's post somewhere that the enemy's sight was not disturbed by the sandstorm either, which also sucks.  Smoke blocks their vision - not sure why a sandstorm wouldn't do the same.

#257
Emerald_Phoenix

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I still didn't get an answer to my own question on page 10 of this thread. Hoping for some love.

#258
Jos Hendriks

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Emerald_Phoenix et al, please bear with me. Some of the questions asked require me to ask questions of other people at work when I don't have the answer myself, and I do still have work to do during the day, so I don't always have time to respond. I will get to updating the thread and answering new questions as soon as I have some time.

#259
Emerald_Phoenix

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Jos Hendriks wrote...

Emerald_Phoenix et al, please bear with me. Some of the questions asked require me to ask questions of other people at work when I don't have the answer myself, and I do still have work to do during the day, so I don't always have time to respond. I will get to updating the thread and answering new questions as soon as I have some time.


No Worries - Thanks Jos

#260
R0gueSp3ctre18

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I would like to express my appreciation to all of the level designers who are working on modifing the game. Granted, not everyone may like these changes. They may not be what they wanted, but isn't that how war goes anyway? Thrown into the unknown with only so much intel on tap. Situations change, enemies adapt, the environment is unpredictable, ect... Adapt, Improvise, and Overcome.

Modifié par blackproject18, 11 octobre 2012 - 08:58 .


#261
Kloreep

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Don't have a question, just want to say thanks for the hazards. Great way of making the old new rather than going to the expense of an entirely new map. :)

And yeah, please just let us play them all whenever.

#262
CrashLegacy

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A bit of my observations broken into the two obvious categories.

Layout Changes:
My main complaint with Firebase White’s modifications are that they look too bare. It looks like something done by a beginner in Halo’s Forge or in  Bethesda’s Construction Kits.
Particularly there’s a significant lack of cover on the interior end of the added halls. the middle room has consoles that provide cover looking into each of the halls, except for the newly added one, I’d suggest adding another L-shaped console against the wall in line with all the others in the room. In the lower room the addition of the new hall into the room throws the placement of the cover there completely out the window, especially when trying to do the hack objective there. Finally the outside catwalk addition seems overly large and feels like it would have looked –and flowed- a little better if the catwalk sat more flush with the ladder.

Hazards:
If there’s one good thing I can say, it is that I am loving the hazard maps. The maps in general feel a lot more ‘alive’ then they did at launch, And it’s the little things that do it to, the overhead electrical conduits on reactor, and the air condition streamers blowing in the stand storm really ad something that just felt like it was missing from the original games. I like that the sandstorm varies in intensity and the reactor has things like a heat gauge and so forth. My one complaint about the Hazard maps, the reactor’s vent warning needs to be louder. No really tat’s it.

Modifié par CrashLegacy, 12 octobre 2012 - 01:04 .


#263
Jos Hendriks

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Constipator369 wrote...

So you can get hazard maps if you choose random map. Do you get both bonuses to expirience and/or money if you do so? Will we get "random hazard map" option if we get more than 2 hazard maps at once?


Yes, hazard levels will have a 15% bonus to experience gained relative to their regular non-hazard counterparts. 

#264
Jos Hendriks

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Kamyczek wrote...

Jos Hendriks wrote...

Flashlights are prohibitively expensive to implement, so it is very unlikely that such a hazard would come into existence in ME3 MP. Thanks for the suggestion though. :)


i would even pay for that :)
idea is brilliant.
Walking in full darkness to toilet is not enough for me. I want to kill old-machines in full darkness!:ph34r:


Apologies for the unclear phrasing, I did indeed mean to say (thank you Timerider42 for mentioning this) that in terms of game performance flashlights are prohibitively expensive to implement. Dynamic lighting is the most expensive kind of lighting.

#265
Jos Hendriks

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ValorOfArms777 wrote...

Can the hazard levels be 3 per week not 2? and can you later address the other maps (of course later)

It is currently 2, and we're looking at feedback. The level rotation thing is still brand new.

also note can it be done so the damn thermal/wall hack stuff like the javs scope/geth sight ability/new scopes are MORE visible in the sight deterioration maps? like dagger I know sounds off but if we can see through walls we should see through sand and such with equal ease and can you alter when the hazards are up that the enemy changes of hitting are reduced on those maps to create even flux between us?

It is currently unlikely to change. (for either the scopes or the AI becoming less accurate)

next can you alter glacier a tad more by adding the back room we can never access before? it's located by the down way ramp into the downstairs L shaped computer counter it has a window with a view to all these devices and the doorway to get to it is blocked off by 2 crates can you open it up for us? at all I'm not saying RIGHT now but you basically cut off a entire room that I used to sit in and snipe fromthe window and now the maps kind a hard to play on without some of the hide spots I used to enjoy this small extra room grants some more hide space and a window to shoot through the other addon coudl be you openup that window and remove the crates so the enemy can shoot you while you aim at them from that room give the place a more "broken feel" from battle ya know and it re invits a sniper spot again (though not a huge spot it was a favorite pierce through the window spot)

The changes made to Glacier have been to combat specific camping methods. As it stands, the level does not need additional changes to work properly, so it is unlikely that the level will get revisited for more revision.

did you know constantly shooting the windows causes your game to lag? that's kinda weird can you guys look into that a tad?

I did not know that, and I can definitely enter it into our bug database.

#266
Jos Hendriks

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Emerald_Phoenix wrote...

Hey Jos - I saw your comments on the credit modifier in regards to the Hazard map difficulty. I played a Dagger map with Hazards turned on last night with a group on Platinum and we all reached full extraction however I noticed the amount of credits earned by the end was 144k. That is about 6k less than I was seeing for completion of the map under normal conditions. I believe we hit extraction in around 37 minutes, a little longer than normal.

I understand that taking longer on objectives lowers your overall credit score however I would have thought if there were a modifier built in for hazards (in this case a difficult one) it would have more than made up for it. Let me know if you see this - thanks in advance.

Did some checking at work and it looks like the hazard versions receive a 15% bonus to experience earned, and no credit bonus. I should have foregone answering without knowing for sure before, so apologies for making it seem like there should be a credit bonus.

#267
Jos Hendriks

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ifran03 wrote...

Does anyone know what will be available next week? character/map

I wish I could tell you but I don't know. I guess we'll have to wait and see.

#268
Jos Hendriks

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BattleCop88 wrote...

Why can't the reactor meltdown doors shut on bosses? Can you fix this so bosses may be damaged as well as mooks?


There seems to be a bug with enemies being able to walk through doors, but rest assured that anything that is within the core (so between the doors) does get damaged during the reactor venting. Tougher enemies may survive a venting, however.

#269
Jos Hendriks

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alhamel94 wrote...

plays mass effect at work.
everyone else gets jealous


If only it was playing! Testing is a whole different thing, though. :)

#270
Jos Hendriks

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LeandroBraz wrote...

Someone said that if nobody press the button, it will vent automatically from time to time, but I couldn't see that happen. Does it activate automatically? If don't, it could be a nice idea. Or you keep it vented manually, or you could be surprised with it activating automatically, in a moment you don't want too..

 anyway, it's a cool adition, people need to work together, so nobody end up cooked =P

I will have to take a look at work tomorrow as I don't remember off the top of my head, but I do believe the reactor can vent on its own if left alone. Will check back in (and update the FAQ at the start of the thread) once I can confirm this at work.

#271
Jos Hendriks

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Spencercl wrote...

Sorry if this is a repeat, but is there any chance to get white and glacier back in there original configurations? Maybe with an xp/credit penalty if BW deems them too easy?


The only way for you to get White and Glacier back into their original configurations is to uninstall Retaliation. There are no plans to bring back the original versions going forward, however.

#272
Jos Hendriks

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M A F I A wrote...

Does visual impairment affect enemy's AI as well? (Don't lie :)) Such as the sandstorm on Dagger (?) or do enemies see perfectly clear?

Also, using the thermal scope or the other anti-smoke scope on the sniper rifle negates the sandstorm?


Enemies are not affected by the sandstorm. I'm told that the thermal scope should still have an effect, but that that is range based as well.

#273
Jos Hendriks

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CrashLegacy wrote...

A bit of my observations broken into the two obvious categories.

Layout Changes:
My main complaint with Firebase White’s modifications are that they look too bare. It looks like something done by a beginner in Halo’s Forge or in  Bethesda’s Construction Kits.
Particularly there’s a significant lack of cover on the interior end of the added halls. the middle room has consoles that provide cover looking into each of the halls, except for the newly added one, I’d suggest adding another L-shaped console against the wall in line with all the others in the room. In the lower room the addition of the new hall into the room throws the placement of the cover there completely out the window, especially when trying to do the hack objective there. Finally the outside catwalk addition seems overly large and feels like it would have looked –and flowed- a little better if the catwalk sat more flush with the ladder.


Because I think this is worth addressing:
There really is a finite amount of memory available to build these levels. The original levels were built to those specifications, so when there are alterations that take place after the completion of the original level, there is only a very slight amount of memory left to play with. These alterations aren't free of cost. While I appreciate that some of the additions do indeed not feel as integrated as they possibly could, we have some strict limitations to work with. 
I disagree with the lower hallway throwing things into disarray. There are still plenty of cover opportunities, but you simply need to be on your toes more. Additional cover there would also impact AI pathing quite a bit. The catwalk is conform the size of the rest of the catwalk parts so it looks consistent, and there needs to be enough space for the bigger enemies. 

Thanks for the feedback though.

#274
Emerald_Phoenix

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Jos - thanks for taking the time to get back to us and clarify.

#275
jakenou

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Sandstorms on Dagger are pretty awesome. Brings me back to the old days back on Tatooine :)