Hazard levels and Level Changes - Question and Answer
#276
Posté 12 octobre 2012 - 03:56
Also, I just wanted to take the opportunity to say to you and the rest of the team, Jos, that the patch rollout and DLC have made me go from desperately looking for reasons to still love ME3 MP after I spent 2 weeks in Borderlands 2, to now not having enough hours in the day to play as much as I wish I could! Not to mention I almost feel like a born-again n00b due to all of the new things/tweaks, and that's something I've never gotten out of a game I've only had to purchase one version of! Just when I try to get out... they keep pullin' me back in!
In closing, I would love to see some more brand new maps and even some other reworkings of the rest of the originals in additiion to the already announced hazard variants. More characters aside from the forthcoming 12 as well as more weapons (SMGs, lots and lots of SMGs!) are always desired too!
If you could do one thing though, please can we get some sort of overview/outline as to the way the shield/health gate systems seem to be functioning now, if indeed they are functioning as intended? If not, at least some sort of clarification that it's an intermittent 'bug' that's being looked at would be great. Somethings definitely changed, and while it's not always too bad it can get a little overwhelming since I cannot tell whether I should be paying more attention to the AI tweaks and adjusting my playstyle accordingly or if I should be looking elsewhere. I am available for rigorous gameplay testing and have worked professionally on AAA and Indie games alike - just in case you're looking for thorough feedback.
I love this game and BioWare so much that I would become a Mormon just to marry the both of them at the same time!
Thanks again.
- reev0
#277
Posté 12 octobre 2012 - 04:38
it was hard but it was fun too.
The team was:
Human Vanguard (me)
Batarian Sentinel
Krogan Vanguard
Volus Engineer.
#278
Posté 12 octobre 2012 - 05:22
Jos Hendriks wrote...
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.
I'm sure more on-your-toes play is the answer, it jsut seems... odd now. Just something else different to get use to. Given your reponse, I feel like I should have drawn picture to better illistrate what I was sugesting with the catwalk. I suppose the real drain on yoru remainign resources on white would have been the Whiteout Hazzard (I'm expecting some move speed reduction during the white out along side visual effects).
Anyrate, Thank you for replying. Despite me not actualy directly asking a question in my text block.
#279
Posté 12 octobre 2012 - 06:24
#280
Posté 12 octobre 2012 - 06:54
#281
Posté 12 octobre 2012 - 06:56
#282
Posté 12 octobre 2012 - 07:24
Glacier modification of closed Safety-Room sounds terrible. It was the quirk of the map, the little nuance that made it unique.
I am glad to hear the removal of cover-pieces stickign out in the open in some areas, i hope the ones that got axed were the ones in the hangar right in the darkest shadows, in the middle of the walkway, those were ill-placed (and pitch black!)
#283
Posté 12 octobre 2012 - 07:28
Dagger's sandstorm is great, as it completely changes the way you play that map.
#284
Posté 12 octobre 2012 - 08:15
Also, I would really like an answer to this - why are there "layout" changes to Firebase White and Firebase Glacier.
The change on Firebase Glacier seems very small, but on Firebase White theres a significant difference. Why the change at all? Is it because of how players played the original maps (strategies which are make specific, like holding down the corner on Firebase White or speedruns on Firebase Glacier).
Are other maps going to be changed?
#285
Posté 12 octobre 2012 - 08:24
Jos Hendriks wrote...
We sure are! Currently the hazard versions of levels are on rotation because we'd figured we'd try something new, see how that works out, and I think it would help in keeping the hazard versions of levels fresh. You make a good point though, I'd want to play the hazard levels all the time myself.
I understand the concept of it, to keep maps rotating in order to keep things "fresh", but I have to say that I think you will be shooting yourselves in the foot if you do like that. The thing that keeps a game like this alive for a long time is the diversity and variety of all the combinations to choose from. We have a lot of classes, races, weapons, powers, equipment and mods to customize our experience to keep things "fresh" and interesting.
Why limit us regarding one of the best features in the game? Why limit the choices in an RPG Multiplayer game? By giving us more permanent customization options in the game you will probably be able to keep people playing it for a longer time than if you would limit them. Just my thoughts on the matter.
#286
Posté 12 octobre 2012 - 08:50
In other words, if you select unknown map (which gives 25% more XP) and get randomly placed into a hazard map (which gives 15% more XP) you should be getting 40% but I don't think that was the case.
Modifié par Chemical_Jordan, 12 octobre 2012 - 11:27 .
#287
Posté 12 octobre 2012 - 10:06
ElementL09 wrote...
Also, I would really like an answer to this - why are there "layout" changes to Firebase White and Firebase Glacier.
The change on Firebase Glacier seems very small, but on Firebase White theres a significant difference. Why the change at all? Is it because of how players played the original maps (strategies which are make specific, like holding down the corner on Firebase White or speedruns on Firebase Glacier).
Are other maps going to be changed?
Jos did post some comments related to this, which I will try to list below if I can keep the quotes staight.
Jos Hendriks wrote...
Ghost1017 wrote...
Why did you guys change FBW?
Because
its layout as it was promoted camping, which suggests that it has a
serious flaw. That flaw is something we wanted to fix.
And
Jos Hendriks wrote...
Simple answer, to prevent camping.Zhuinden wrote...
Simple question, why?Jos Hendriks wrote...
Level Changes
Q: What has changed to Firebase Glacier?
Closed off the central dead-end control room.
And to answer you last question
Jos Hendriks wrote...
CurrentlyDesioPL wrote...
There is plans, to change other levels ? Like Ghost or Giant ? I mean here changes like in White and Glaicer.
no. A bunch of us actually looked at all 6 of the original levels to
see if there was anything that needed to be adjusted to fix flaws with
them, and only really Glacier and White seemed to have layout problems
significant enough to adjust.
So as you can see Camping (which IMO is another word for farming) is one of the main reasons for the redesigns. It's weird, I am not even much of a farmer, done it once or twice with other people that wanted to, but I am kind of annoyed at this choice. I mean I get it, the more credits people earn through "easy" means the less real money is spent on packs so I understand the thought process but for me camping is the only way I can solo and it's near impossible for me even with it. I see camping as another strategy not a cheat or something. Forget
soloing or camping, I used that room on glacier all the time as a quick way to escape all fire long enough to get my shields back, reload, or whatever, simply as cover even in normal 4 person games. Now because people used it to milk credits out of the game it's been taken away. I actually like the changes to white a lot but losing that one room is the saddest thing in the game for me. I actually walked over there the other day and just stood and looked at my little safety nest for a few seconds.
Edit: I knew it, I messed up the quotes, hopefully this fixed it.
Modifié par ShabyDonner, 12 octobre 2012 - 10:11 .
#288
Posté 12 octobre 2012 - 10:15
#289
Posté 12 octobre 2012 - 10:23
#290
Posté 12 octobre 2012 - 10:32
#291
Posté 12 octobre 2012 - 10:39
SiCKxslicky wrote...
I got a question if you are still answering them. Here goes, Will we see more Hazard levels for some of the DLC levels? If so may you answer that or no?
According to post 2 at the moment they're not planned, but if enough demand is there then they might just do that.
#292
Posté 12 octobre 2012 - 12:59
#293
Posté 12 octobre 2012 - 01:19
Lokiwithrope wrote...
Wasn't there a Acid Hazard?
I believe the rain on Ghost will be of the acid variety, unless they've changed their minds on it.
#294
Posté 12 octobre 2012 - 01:24
Firebase Hydra: Flood the entire first floor every 3 minutes killing everyone in it (enemies and players).
Since this firebase is located in a dam, it would be normal to open the gates of the dam to release the pressure of the water. A sound alarm would go off alerting 5 seconds before flooding.
#295
Posté 12 octobre 2012 - 01:59
Just played the sandstorm one, it's AWESOME! Can't wait for the nighttime one.
Of these variants I would definitely like to see more and if possible all of them selectable. I'm just greedy that way ;-)
#296
Posté 12 octobre 2012 - 02:00
Jos Hendriks wrote...
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.
But do we get both bonuses? If we do, do they stack additevly (or however you spell it) or do they multiply?
#297
Posté 12 octobre 2012 - 02:35
Acid Rain? That would make sense if you were constantly taking damage to your shields everytime you're out in the rain; most of the map is indoors but making the outside a hazard wou;d hamper movement.mark197205 wrote...
I believe the rain on Ghost will be of the acid variety, unless they've changed their minds on it.Lokiwithrope wrote...
Wasn't there a Acid Hazard?
#298
Posté 12 octobre 2012 - 03:00
Jos Hendriks wrote...
The sandstorm would not have anything to do with that, no.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?
this actually happened to me as well at Dagger sandstorm...was a late wave although not sure if it was #10...first time medigel wouldn't work. Second time, powers froze for the remainder of the round..since it's not the storm, ? if something else is going on..hadn't happened in this manner with previous multiplayer play
#299
Posté 12 octobre 2012 - 03:10
I also just love any maps with rainy weather effects.
#300
Posté 12 octobre 2012 - 03:45





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