Hazard levels and Level Changes - Question and Answer
#326
Posté 12 octobre 2012 - 10:49
#327
Posté 12 octobre 2012 - 10:51
Hence me saying that.Tronar wrote...
Not only may survive:Jos Hendriks wrote...
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!
*snip*
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!
Yes, will be added to our bug database if it's not already for investigation.
#328
Posté 12 octobre 2012 - 10:52
Emerald_Phoenix wrote...
Hey Jos we're you the camera guy at the NYC comic con event? I heard them call your name.
Nope, I have never been to New York in my life.
#329
Posté 12 octobre 2012 - 11:41
That fighter actually sits on a cylindrical inner object, like the bullseye of a target. The outer ring is where most people stand. It is possible for the volus to fall through and rest on the level below where normally troops might spawn (but they spawn on the outer part of that subfloor/rectangle). Anyway, the volus is now stuck below the fighter, trapped in this cylindrical cutout below the fighter. Death won't get him out.
Was the LZ area changed? It really looks like a dying volus can slip through the crack where that inner circle meets the outer circle. I do have screenshots and video of it.
Modifié par .458, 12 octobre 2012 - 11:42 .
#330
Posté 13 octobre 2012 - 12:56
#331
Posté 13 octobre 2012 - 02:19
p91cz7 wrote...
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.).
That could work as well, i was just basing this off the firebase as i have never been to rio, a high tide or windy waves (im still going to go with this as it can work) as those effects work the players and enemies are slowed down by the water but not constant as i can guess will be annoying and cause camping on the higher levels of the map
#332
Posté 13 octobre 2012 - 02:43
#333
Posté 13 octobre 2012 - 03:28
#334
Posté 13 octobre 2012 - 07:43
Nightlysnipe wrote...
p91cz7 wrote...
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.).
That could work as well, i was just basing this off the firebase as i have never been to rio, a high tide or windy waves (im still going to go with this as it can work) as those effects work the players and enemies are slowed down by the water but not constant as i can guess will be annoying and cause camping on the higher levels of the map
I really like your windy waves idea (even if it isn't realistic for the area). I have read many ideas for different locations, among which was wind and thought it was a bit sketchy since technically you can't see wind and adding a partical effect would make it a lot like a sandstorm or white out which we already had. But the thought of having the waves wash over the cat walks sounds really neat. Don't know what the resource cost would be but its a cool concept. The only thing I might change is rather then damage (while I can see how getting hit by strong waves IRL could hurt) to me it makes more since if it cause a stagger for anyone in the area. It would be so cool to have an Atlas or Prime take electrical damage from the water but I doubt that would happen. Still could give you an edge or be an interesting obstacle to avoid as well as create a beautiful scene in an already pretty map. Hope someone takes notice of this.
#335
Posté 13 octobre 2012 - 07:45
#336
Posté 13 octobre 2012 - 08:04
#337
Posté 13 octobre 2012 - 08:29
i love the new firebase white map with many new ways and accesses,i truly admit that i was lately camping in that map too much, forgeting how fun is to be running around instead of just that sole spot. Glacier in the other hand i liked the old small room protection and ammo locations better.
On Hazards, truly cool to barely see for few rounds with the sandstorm on dagger then manage to see again, but the reactor one is the coolest adquisition. I liked that you can actually also hurt enemies there, and play smart and use map hazards in your favor also, not just be blind and enemies keep watching you with the sandstorm.
hope to see more new hazards like the reactor one, looking forward to the rest of the maps; but guys do also hazards for some others maps like London, or even better, completely new maps with hazards, such as Haestrom radiactive sun or some others such as meteor rain, magma eruption or even thresher maw attack.
#338
Posté 13 octobre 2012 - 09:45
1) Do the kills achieved through the Reactor Core give points? I have a feeling they do since sometimes I get awarded mistery points, anyways wouldn't be better to get this info on the kill feed? Such as:
Mafia [Reactore Core] Husk
2) I have noticed a few things surviving the Reactore Core Venting, namely Atlas, Banshee, Brutes and a particulary though Turian squadmate. Now, venting the core discharges quite a lot of energy wouldn't be better if anything caught inside the core would be instakilled? I mean, this hazard seems VASTLY underpowered considered what it is and it feels more like a "chore" than a real "hazard".
3) The core trigger is in a tricky position, many times while one would like to vent the core he ends up in cover, can something be done about it?
4) The computer voice warning of reactor core venting is way too low, considered the importance of the event perhapds its volume should be raised a bit, otherwise it often goes lost amidst gunfire.
On a separate note, I must admit that I love these new hazards, especially the core thingy, I know, I love to teach the "Basic Principles of Nuclear Physics" to both friends and enemies, lesson number one being: Standing in the core while venting *IS* a no-no
Modifié par M A F I A, 13 octobre 2012 - 02:00 .
#339
Posté 13 octobre 2012 - 10:06
#340
Posté 13 octobre 2012 - 04:20
Loscakes wrote...
Based on Dagger, I foresee some of these hazards being very disruptive. I realize that is the point, but I'm not always in the mood for that and bonus experience isn't much of an incentive for giving the enemies yet another advantage. Are there plans for a Random (no hazard) option or will we have to select the map every time to avoid them.
+1 for this.
We should have 3 choices of random maps.
Random classic (normal maps, including DLC, +15% Exp)
Random Hazard (only Hazard maps, +30% Exp)
Random Mix (all maps, +25% Exp).
Also, I would love to see an option for Random Difficulty (any given difficulty, +30% Exp)
Modifié par MaKTaiL, 13 octobre 2012 - 04:34 .
#341
Posté 13 octobre 2012 - 08:06
#342
Posté 13 octobre 2012 - 09:11
here some ideas 4 the hazards:
Condor (the one on Palaven's moon)- swarms or something like that, you can't do much with this map
Hydra- LET IT RAIN (in the night)
Jade... Well, let it rain there too OR give the option to release the "next shadow broker" who is gonna run riot and attack both the squad AND the enemies (nice tactical play then to NOT get attacked by him/kill him b4 he kills you)
Goddess... Swarms, problems with the interior lighting (just put out the lights at some occasions)
Rio- All this map REALLY needs is a really decent Storm--> let's say reduced movement speed and accuracy whenever you are exposed 2 the storm (I mean, we already have the perfect setting 4 a storm there)
Vancouver- swarms, I guess
London- London is a pile of rubble there- make a dust storm there with reduced visibility
PS: on FB Dagger and later on all maps with less sight as a hazard... plz fix that so that enemies also see less, their good aim is already borderline cheating on higher difficulties, plz even the odds when WE can't see a damn thing and they keep on aiming as if the dust storm wasn't there
#343
Posté 13 octobre 2012 - 10:32
Der Ivan91 wrote...
yeah, it would be awesome, after we get all 6 maps in 3 Weeks good guy bioware lets us choose which of the 6 we want to play and starts working on the DLC maps
here some ideas 4 the hazards:
Condor (the one on Palaven's moon)- swarms or something like that, you can't do much with this map
Hydra- LET IT RAIN (in the night)
Jade... Well, let it rain there too OR give the option to release the "next shadow broker" who is gonna run riot and attack both the squad AND the enemies (nice tactical play then to NOT get attacked by him/kill him b4 he kills you)
Goddess... Swarms, problems with the interior lighting (just put out the lights at some occasions)
Rio- All this map REALLY needs is a really decent Storm--> let's say reduced movement speed and accuracy whenever you are exposed 2 the storm (I mean, we already have the perfect setting 4 a storm there)
Vancouver- swarms, I guess
London- London is a pile of rubble there- make a dust storm there with reduced visibility
PS: on FB Dagger and later on all maps with less sight as a hazard... plz fix that so that enemies also see less, their good aim is already borderline cheating on higher difficulties, plz even the odds when WE can't see a damn thing and they keep on aiming as if the dust storm wasn't there
-Loved your idea for FB Jade, the option to release Shadow Broker.
-Also on FB Hydra, they could flood the entire first floor every 5 minutes or so reducing your speed.
-And I would love to see FB Goddess at night with no light whatsoever inside the building.
We would have to rely on our flashlights if we want to move around the building.
Modifié par MaKTaiL, 13 octobre 2012 - 10:36 .
#344
Posté 14 octobre 2012 - 12:02
#345
Posté 14 octobre 2012 - 02:39
.458 wrote...
Don't know if you are aware of this, and it may have existed prior to FB white changes had volus existed before this...but at the LZ where the fighter ship rests is a flaw that wouldn't be noticable without volus.
That fighter actually sits on a cylindrical inner object, like the bullseye of a target. The outer ring is where most people stand. It is possible for the volus to fall through and rest on the level below where normally troops might spawn (but they spawn on the outer part of that subfloor/rectangle). Anyway, the volus is now stuck below the fighter, trapped in this cylindrical cutout below the fighter. Death won't get him out.
Was the LZ area changed? It really looks like a dying volus can slip through the crack where that inner circle meets the outer circle. I do have screenshots and video of it.
The LZ has not been changed at all, but that's a very interesting issue. Will add it to the bug database.
#346
Posté 14 octobre 2012 - 02:43
canerican wrote...
on what day(s) of the week do you guys plan on rotating the maps? or is that confidential information?
I'd give you an answer if I knew, but I honestly don't know when the new hazard levels will rotate in. If I were to venture a guess, however, I'd guess that it'd be a week after the day we started, so on Tuesday, but this is only a guess.DesioPL wrote...
When can be excepted the next hazard levels ? With the upcoming balance ?
#347
Posté 14 octobre 2012 - 02:46
Lord Graal wrote...
Any chance of having a random but only hazard level option? I realise there are only two levels at a time but it would be nice if they could rotate just hazard maps.
Very unlikely to happen. There is a random level rotation. You can always just select the level from the level selection if you're intent on playing on hazard levels only.
#348
Posté 14 octobre 2012 - 02:53
Has been answered before, but yes you do get points for triggering the venting and that venting killing enemies, but there is no message in the killfeed for it.M A F I A wrote...
To the Devs. Feedback and Questions:
1) Do the kills achieved through the Reactor Core give points? I have a feeling they do since sometimes I get awarded mistery points, anyways wouldn't be better to get this info on the kill feed? Such as:
Mafia [Reactore Core] Husk
Don't use it if you don't want to, but it works as designed. The damage being such that it instantly kills anything is something we tried, and it proved to make the reactor hazard so powerful that it trivialized matches in it.2) I have noticed a few things surviving the Reactore Core Venting, namely Atlas, Banshee, Brutes and a particulary though Turian squadmate. Now, venting the core discharges quite a lot of energy wouldn't be better if anything caught inside the core would be instakilled? I mean, this hazard seems VASTLY underpowered considered what it is and it feels more like a "chore" than a real "hazard".
Sits in the right place if you ask me, because you can't have a reward without a bit of risk.3) The core trigger is in a tricky position, many times while one would like to vent the core he ends up in cover, can something be done about it?
Although it's not the loudest thing there is I don't think the warning is too hard to hear.4) The computer voice warning of reactor core venting is way too low, considered the importance of the event perhapds its volume should be raised a bit, otherwise it often goes lost amidst gunfire.
Modifié par Jos Hendriks, 14 octobre 2012 - 04:54 .
#349
Posté 14 octobre 2012 - 02:58
If people don't want a hazard level, or are not ready to play one, then they shouldn't be using the unknown option. Personally I'd love to see more hazard maps. Especially one for Hydra, and maybe Condor.
-Oh hey you've posted recently. Can you give me the reason for only keeping in 2 hazards a week?
Modifié par tehpuma, 14 octobre 2012 - 03:02 .
#350
Posté 14 octobre 2012 - 03:02
Rio- Thunderstorm with wind, maybe adding some lightining capacitors, LOTSB-style. Or acid pools, since Guanabara bay is quite polluted
London- A Reaper's laser sweeping the open area from time to time.
Vancouver- Terrance and Phillip, I mean green poisonous gas.
Goddess- Night. Or red sand leaking from cannisters. Or fire.
Hydra- Possibility of flooding the lower level, enhancing overload effects.





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