Any chance that it will be changed to add a credit bonus as well?Jos Hendriks wrote...
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.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.
Hazard levels and Level Changes - Question and Answer
#301
Posté 12 octobre 2012 - 03:55
#302
Posté 12 octobre 2012 - 04:05
I really like the sandstorm on Dagger, the whole map feels different. But one ore two things I would add to this:
- The storm should affect the enemy units vision range too. It feels out of place when a ravager shoots at me with pinpoint precision, when i can't actually see it. This could make melee builds more viable on this map.
- I think the storm should offer more hazards as making your accuracy, and the enemy's accuracy worse (by ~30%). The only unaffected area should be inside the lookout tower.
#303
Posté 12 octobre 2012 - 04:17
THIS!dumdum2 wrote...
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.
It really is the diversity that keeps the fun alive. So why restrict it at all?
#304
Posté 12 octobre 2012 - 04:29
It definitely does NOT. At least not for the duration of 3 waves. I played the Hazard Reactor map quite often in the last days for solos and with my usual gaming buddies, and when nobody pressed the button, the reactor would not vent during the wave or even during the next wave (after 3 waves, I just had to push the button. It's too much fun).Jos Hendriks wrote...
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.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
It's that simple. One of the players has to push the button to start the venting process.
About the following:
My personal experience from at least 15 games on that map:Jos Hendriks wrote...
Q: Do I get points for killing enemies by triggering the core venting?
A:
Yes! You will receive points (some even get killstreaks this way!) but
there may not be a message that indicates you killed an enemy using the
reactor core hazard.
You definitely get points for killing the enemies. In fact you will get a stream of kill messages showing up in the center of your screen after activating it when the reactor was filled with enemies. It's kind of like throwing several grenades in a spawn and getting a series of kill messages after that.
When I was playing my Vorcha Sentinel he would even get his blood rage triggered by the enemies killed in the reactor! I was sitting outside the core and then after 3 kill messsages were displayed, my Vorcha would do his usual blood lust scream and red streaks on the screen intensified.
BUT your kills do NOT show up in the kill feed (logfile) at the bottom right (on Xbox at least). You can even trigger a kill streak with the reactor, but there is no message like
TR0N4R [Reactor Venting] Geth Rocket Trooper
I wonder why, because even the Demolisher's supply pylon gets an entry when killing stuff. This is my favorite line BTW, although you need the right timing and a little luck to pull it off:
TR0N4R [Supply Pylon] Phantom
Modifié par Tronar, 12 octobre 2012 - 04:32 .
#305
Posté 12 octobre 2012 - 04:59
Not only may survive:Jos Hendriks wrote...
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.
So far I've seen Atlases, Primes, Banshees, Geth Bombers and Dragoons walk through the (sometimes even still closed!) door with only a dent in their health. Even on Bronze or Silver!
So unless the Atlas is already near death, he will survive the oven treatment for sure!
But I am troubled with something else on that map:
Yesterday in a game with my usual gaming buddies playing Hazard Reactor (Gold, Cerberus) the following happened:
About near the end of Wave 9 my squadmates shouted that there were invincible enemies floating in the air. Their location was in front of those two barrel shaped things in front of the ramp coming down from the player spawnpoint a little right to the entrance of the reactor.
They were calling me, because I was hosting and from our previous experience the host usually can still deal damage to glitched enemies. We decided to take care of the rest of the Wave first and then deal with them.
The end of the story was quite unpleasant: we had cleared everything except those two guys. To make matters worse, I COULD NOT SEE them, but only my three non-hosting squadmates.
Nobody was able to kill them. I threw several Arc Grenades on them (after getting directions from my friends, they confirmed that my Grenades went right through them exploding on the front of the barrel, but still dealing AoE damage in the direction of the two Cerberus units (one of them was an engineer, I think)). I also shot them (or at least into their direction) with my Harrier without making any damage.
One of my friends even shot a missile on them, also to no avail.
Unfortunately we did NOT have a character equipped with Warp, which is our usual solution to that problem (Not that it happens often to us, but according to N7HQ I have played 1487 games, so I've seen nearly all the bugs in them game more than once).
We also tried the "let's run to the other side of the map and wait there" approach, that I read somewhere here in the forum would resolve those situations by unlocking the enemies from their weird status. In this case it didn't. We waited for quite some time, everybody being at the other end of the map without a line of sight towards the floating enemies. But nothing happened. The wave would just not finish.
So the decision was that I (the host) would quit the game, thereby restarting Wave 9 and then re-enter. Which I did, and we got a successful extraction. Nonetheless after having a smooth gaming experience up to this point, our rhythm apparantly was destroyed and we needed a lot of equipment for the last 3 waves.
The reason I am mentioning this here in this thread: one of my friends said, that exactly this had already happened to him 4 (FOUR) times on that map. And everytime ONLY on Hazard Reactor, not on the regular Reactor. So there must be a connection.
To make things worse: I was soloing Silver today to work towards the challenge goal. On Wave 8 after killing everything I ended up in an empty map. There was virtually no enemy left on the map to kill, but it would neither display the "last enemy" indicator nor finish. I ran around in circles, scrutinizing everything, but no enemy. I waited in one place to give the enemy the chance to come towards me, but nothing happened. Since I was (obviously) the host, I figured that maybe somewhere are still at least two invisible (and probably also invincible) enemies hidden and again there would be nothing I could about it.
This was really frustrating, because I had made it to Wave 8 only to fail over such a stupid bug.
I ended the solo by hitting the button on the reactor and then going inside to at least get the credits and experience out of it. So at least I got to see how it looks inside during a vent.
Can you please look into that problem? I really love that addition to the map, but now I am afraid everytime that this problem might happen again.
Thank you!
Modifié par Tronar, 12 octobre 2012 - 04:59 .
#306
Posté 12 octobre 2012 - 05:03
#307
Posté 12 octobre 2012 - 05:54
Nightlysnipe wrote...
Hmm this may not be suggested yet but with Firebase Rio there it could be windy (since there is water all around) making massive waves that from time to time wash out the platforms (little damage too both you and the enemies) this isn't consistent but happens around once per 1 minute to 2 minutes and of course the safe spot would be on top of the stairs. This would give a "real-life" simulation I reckon.
Uhm... No. I live in Rio (the real Rio, not the firebase, LOL). Judging from the Christ the Redeemer's angle, the firebase is located inside or at the shore of Guanabara bay. Big waves are very rare there. Sure, all the other hills around the map are just wrong, unless the Reaper's attack literally blasted them so much they are now FUBAR. Sorry for the nit picks.
Some ideas for hazzards would be a high tide, flooding the map's lower level (slowing down characters' pace and enhancing overload effects), thunderstorms (but I guess FB Jade will have rain) or something else caused by the Reapers' attacks (explosions, fire, etc.).
#308
Posté 12 octobre 2012 - 06:29
And Here I was reading all of that but didn't see that question answered at all thank you good sir.mark197205 wrote...
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.
#309
Posté 12 octobre 2012 - 08:57
BTW, great job guys. Love the new developments.
#310
Posté 12 octobre 2012 - 09:21
Currently, the experience bonuses do not stack. I do not know why they do not stack, but that's the answer I got.Verwuverhuven wrote...
I have a quick question. If I pick random for the map selection I get plus +15% XP. If I pick one of the hazard maps I also get +15% XP. So if I select random and the random is a hazard map do I get +30% XP?
BTW, great job guys. Love the new developments.
#311
Posté 12 octobre 2012 - 09:25
I've seen a banshee live through a core-venting. Is there any variable to how much damage they take besides the amount of health they have due to difficulty(bronze, silver, gold, plat.) so that they are easier to finish off after they get out?
#312
Posté 12 octobre 2012 - 09:26
Jos Hendriks wrote...
Currently, the experience bonuses do not stack. I do not know why they do not stack, but that's the answer I got.Verwuverhuven wrote...
I have a quick question. If I pick random for the map selection I get plus +15% XP. If I pick one of the hazard maps I also get +15% XP. So if I select random and the random is a hazard map do I get +30% XP?
BTW, great job guys. Love the new developments.
Hahaha... ok. Thanks
#313
Posté 12 octobre 2012 - 09:30
Verwuverhuven wrote...
Jos Hendriks wrote...
Currently, the experience bonuses do not stack. I do not know why they do not stack, but that's the answer I got.Verwuverhuven wrote...
I have a quick question. If I pick random for the map selection I get plus +15% XP. If I pick one of the hazard maps I also get +15% XP. So if I select random and the random is a hazard map do I get +30% XP?
BTW, great job guys. Love the new developments.
Hahaha... ok. Thanks
It'd be great if it did, 15% for radom enemy, 15% for random map, and the possibility that the 30% could go to 45%? Awesome payoff for the risk of maybe having to face gold or plainum on a tough map.
Please pass on this request. It'd be so great.
Thanks
#314
Posté 12 octobre 2012 - 09:30
Actually, farming and camping are 2 very different things. Farming is merely the act of repeatedly completing the same level/boss/challenge to gain its rewards several times, whereas camping is the act of being stationary in one position because that position offers a serious advantage to the person using it while being hard to access/counter.ShabyDonner wrote...
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.Anyone in my team probably though I was afk (or away from controller in my case) but I am just so disappointed to lose my favorite little nook of what was once one of my favorite maps. I don't think I'm alone either, I've read a lot of discontent about that room. Doubt it will change after all the work they put into "fixing" it but I think a lot of people would be happier if it did.
Edit: I knew it, I messed up the quotes, hopefully this fixed it.
The reason I changed the level layouts is to prevent camping. I have nothing against farming (as I have said several times before), and I admire the people who speedrun the levels to a certain extent, but camping is a problem to me. Not so much a problem in the sense that players are playing wrong, because they're not. They are just making optimal use of the layout given. The problem is that camping is indicative of a serious flaw in the layout. The layouts are meant to provide a challenge that makes some locations more defensible than others, but ultimately do not make it nearly impossible for enemies to overtake said locations.ElementL09 wrote...
With the Firebase Dagger Hazard not really effecting enemies, it seems just like another map with a slight visual touch. I mean it looks good (great even, especially in Krogan Rage), but it doesn't seem hazardous, not like reactor.
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?
EDIT: (because I did not fully answer your question) Right now there are no plans to change anything to the layouts of other levels, as none of the layouts are very prone to obvious/persistent camping.
Modifié par Jos Hendriks, 12 octobre 2012 - 09:33 .
#315
Posté 12 octobre 2012 - 09:35
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?
Not currently planned but as always we are receptive to feedback. No guarantees either way, but demand informs supply.
#316
Posté 12 octobre 2012 - 09:36
Actually, earlier today I have made recommendations for next week's hazard levels based on all of the feedback on what people are really excited for. Good times are coming.BlackbirdSR-71C wrote...
I heard we *may* be able to influence what characters get released over time. Would it also be possible to make the Hazard maps vote based? And to combat staleness, make it so you can only vote maps that weren't avaiable the week before.
(so, actually, the community has already been giving feedback!)
Modifié par Jos Hendriks, 12 octobre 2012 - 09:37 .
#317
Posté 12 octobre 2012 - 09:44
And your thoughts count. Honestly, this is a time and place to see what works and what doesn't. Don't think that the rotation is a permanent thing, it probably won't be, but it is new and different and therefor interesting to at least look at. The feedback we get on it is all the more important because of it.dumdum2 wrote...
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.
#318
Posté 12 octobre 2012 - 09:45
Chemical_Jordan wrote...
Why don't the XP bonuses for hazard maps stack with the XP bonus for choosing unknown map?
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.
They do not stack because they are not set up to. Not much of an answer, I'm aware, but that's it.
#319
Posté 12 octobre 2012 - 09:47
Lokiwithrope wrote...
Wasn't there a Acid Hazard?
Yes. It's currently not in the rotation, but it does exist.
#320
Posté 12 octobre 2012 - 09:49
Because we're trying out the rotation thing, while collecting feedback on how that's working out for everyone. You are not losing any content, and the rotation setup is probably not a permanent thing.MountainRespect wrote...
Why can we not keep the maps we are playing on? Can't you jut add instead of swapping as you are doing with the class kits? I pay money whenever you have a dlc, to get some psps, and I'm not too keen on losing content.
#321
Posté 12 octobre 2012 - 09:50
Apparently this is something that happens very occasionally. Heavy melee or going into bleed-out should resolve this issue for you when/if it occurs.Zeke n Pubert wrote...
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
#322
Posté 12 octobre 2012 - 09:51
I do not know myself, but I will ask around.skullmount4 wrote...
Any chance that it will be changed to add a credit bonus as well?Jos Hendriks wrote...
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.
#323
Posté 12 octobre 2012 - 09:55
Jos Hendriks wrote...
And your thoughts count. Honestly, this is a time and place to see what works and what doesn't. Don't think that the rotation is a permanent thing, it probably won't be, but it is new and different and therefor interesting to at least look at. The feedback we get on it is all the more important because of it.dumdum2 wrote...
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.
I'll throw my three cents in here too then.
For me the more options the better. Having new maps roll out two at a time I think is good. It gives people time to get used to the new layout and challenges. It also sets up a big sense of anticipation. I'm not so hot about taking them away again though. I feel that once they're there, they should stay there so people can play them if they like. Taking them away adds a level of complexity (i.e.- keeping track of which ones are there/gone) that doesn't really add anything to the game. Basically, taking things away feels like being punished.
#324
Posté 12 octobre 2012 - 09:56
You are correct. I ended up checking today, and the core does not vent itself automatically when left alone. The reason I wasn't sure is because at one point in development the hazard did actually function that way, but we found that it made the venting too unpredictable and frustrating relative to player controlled venting.Tronar wrote...
It definitely does NOT. At least not for the duration of 3 waves. I played the Hazard Reactor map quite often in the last days for solos and with my usual gaming buddies, and when nobody pressed the button, the reactor would not vent during the wave or even during the next wave (after 3 waves, I just had to push the button. It's too much fun).
It's that simple. One of the players has to push the button to start the venting process.
There is a technical reason why this does not show up in the killfeed. Mostly it's because this required a new, unique setup that is not directly compatible with the killfeed to at least make sure teh players triggering the venting would score points.About the following:
My personal experience from at least 15 games on that map:Jos Hendriks wrote...
Q: Do I get points for killing enemies by triggering the core venting?
A:
Yes! You will receive points (some even get killstreaks this way!) but
there may not be a message that indicates you killed an enemy using the
reactor core hazard.
You definitely get points for killing the enemies. In fact you will get a stream of kill messages showing up in the center of your screen after activating it when the reactor was filled with enemies. It's kind of like throwing several grenades in a spawn and getting a series of kill messages after that.
When I was playing my Vorcha Sentinel he would even get his blood rage triggered by the enemies killed in the reactor! I was sitting outside the core and then after 3 kill messsages were displayed, my Vorcha would do his usual blood lust scream and red streaks on the screen intensified.
BUT your kills do NOT show up in the kill feed (logfile) at the bottom right (on Xbox at least). You can even trigger a kill streak with the reactor, but there is no message like
TR0N4R [Reactor Venting] Geth Rocket Trooper
I wonder why, because even the Demolisher's supply pylon gets an entry when killing stuff. This is my favorite line BTW, although you need the right timing and a little luck to pull it off:
TR0N4R [Supply Pylon] Phantom
#325
Posté 12 octobre 2012 - 10:17





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