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Hazard levels and Level Changes - Question and Answer


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#326
Emerald_Phoenix

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Hey Jos we're you the camera guy at the NYC comic con event? I heard them call your name.

#327
Jos Hendriks

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Tronar wrote...

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.

Not only may survive:
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!

Hence me saying that. ;)

*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. :crying:

Thank you!

Yes, will be added to our bug database if it's not already for investigation.

#328
Jos Hendriks

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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
.458

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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.

Modifié par .458, 12 octobre 2012 - 11:42 .


#330
NightShadow1800

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I'd personally like to have full selection of all hazard maps, not just 2 a week.

#331
Nightlysnipe

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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
JoJohnson117

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There seems is a collision problem on Firebase White at the far side of the level in the corridor that takes you to the exterior ammo crate. It freezes you in the position if you start sprinting at that point sometimes.

#333
canerican

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on what day(s) of the week do you guys plan on rotating the maps? or is that confidential information?

#334
ShabyDonner

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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
DesioPL

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When can be excepted the next hazard levels ? With the upcoming balance ?

#336
Lord Graal

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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.

#337
The Shadow Broker

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first, congratulate you guys for the map changes and hazards so far.Good work!

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
M A F I A

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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

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 :devil:

Modifié par M A F I A, 13 octobre 2012 - 02:00 .


#339
Loscakes

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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.

#340
MaKTaiL

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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
a-karpen

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I really hope, that after all the maps rotate (in three weeks) we will get them all and forever,maybe lower the chance to get a hazard map, if your settings are "Unknown", but I really hope that they will all stay and if you want to play on such hazard map, any map - it's your choice, without limits.

#342
Der Ivan91

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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

#343
MaKTaiL

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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
.458

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It would be fun if on FB reactor a failure to vent within a certain time caused it to flood the whole lower area, and require vent from up top. Currently that reactor is just a novelty, it isn't any real benefit. It's way too tame. Mostly it kills players instead of enemy. Timing the door through such a slow closing is a pain, bosses just don't care and walk through or even when hit brush it off.

#345
Jos Hendriks

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.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
Jos Hendriks

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canerican wrote...

on what day(s) of the week do you guys plan on rotating the maps? or is that confidential information?

DesioPL wrote...

When can be excepted the next hazard levels ? With the upcoming balance ?

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.

#347
Jos Hendriks

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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
Jos Hendriks

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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

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.

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".

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.

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?

Sits in the right place if you ask me, because you can't have a reward without a bit of risk.

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.

Although it's not the loudest thing there is I don't think the warning is too hard to hear. 

Modifié par Jos Hendriks, 14 octobre 2012 - 04:54 .


#349
tehpuma

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 The whole 2 hazard levels a week thing sounds pretty, for lack of a better word at the moment, stupid.

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
p91cz7

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Condor- Meteor or debris shover (lots of Turain warships in orbit being blown by the Reapers).
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.