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Hazard levels and Level Changes - Question and Answer


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#376
ValorOfArms777

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Jos Hendriks wrote...

ValorOfArms777 wrote...

why didn't you add a the backroom of glacier that I see but can never goto it even has a window to play with


Could you be more specific as to what backroom you mean?


okay on glacier map there is 2 windows one wich we can see the extraction balcony opposition of it just behind that there is the ramp way leading to the far bottom of the map just to the  side there is a window which various consoles just abit further to the deeper dark dead end just before it is 2 big crates that block the doorway to it 

it would be nice to add that full room to explore and hide about in etc.

Edit * sorry I found your answers eventually

I'm sorry to hear you can't revisit it to add a tad more room you guys did kinda remove one of the good balconies by crating off that room, I was just hoping to add a more sizable room just to the back addition that wouldn't result in farming but another running hole it feels empty without even that small space to run in .... I wish we could have a tad more travel room in the back not a ton just a little so we can utilize the other window wall for pierce weapons cause once you removed that other room which had a window wall you removed my favorite snipe zone, I understand why it was done it also removed me from using the teleport moves to get into it as an escape route or out of it as a quick way to reach a fallen ally adding a moderatly okay sized room that offers hardly any cover or none at all back there would be nice and make it have a second opening at the bottom of the map so ppl don't hide in it and cause a funnel effect this woudn't just please me but many players as I have heard dozens of complaints on glacier changes of shrinking the map further and removing one of the nice snipe zones for pierce snipers, if the window room thats un accessable to us was avaible we woudn't feel as pinned down giving us a run spot other than the death trap we have in teh hall way cross way section giving us 4 directions to run isntead of 3 ways to run but 4 way zones enemies come from that are highly narrow, I can play glacier still but it feels very very tiny now with just that 1 room blockaded 

Modifié par ValorOfArms777, 15 octobre 2012 - 05:13 .


#377
APTEC

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Foud some bug: ATLAS can easily walk throu the door of reactor, when it's activated/. fix it, please!

#378
Digitalis32

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APTEC wrote...

Foud some bug: ATLAS can easily walk throu the door of reactor, when it's activated/. fix it, please!


I have seen banshees,scions,praetorians and brutes do exactly the same thing.

#379
M A F I A

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Jos Hendriks wrote...

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. 


Thank you for taking the time to answer and for the explanations.

#380
DarthSliver

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Jos Hendriks wrote...

DarthSliver wrote...

I would like to say I think the Hazard maps are a great addition but why dont they give us a bigger credit reward if we have the settings set to Unknown/Unknown?

I do not know. It's not a bad idea, and I will suggest it to the people who deal with this tomorrow.

Is it also possible to allow the enemy to push the button in Hazard Reactor? I mean you said there is that voice warning that will warn us so in Theory we would have time to dart out of there, it would make the map alot more fun since Hazard Reactor is my favorite version of Reactor now. Never like Reactor map until its Hazard version, I do hope DLC maps get Hazard maps in the future.

It is not possible for enemies to also press the button. 

Also how will Hazard Maps work in future N7 weekend Operations, is it possible for you guys to have a Hazard weekend where all the normal versions of the existing Hazards maps get replaced by their Hazard counterparts/ are all there to use for such an Operation?

I do not know how the hazard maps will factor in specifically with the weekend challenges, but there is a chance they might, so we'll see. :)


Thank You for Answering my questions

#381
2Shepards

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Please give us more hazard levels, or rather more then two at a time, they are fabulous!

#382
Kamyczek

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When next 2 hazard maps?

#383
Tronar

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Jos Hendriks wrote...

Tronar wrote...
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.
[...]
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.

Thank you very much. I'd love to play that fun Reactor Hazard Map again without having to fear enemies glitching out to the point that only the host quitting can get the game running afresh (which by definition in case of a solo is a complete disaster then).

Also I am curious: Was this bug already in your bug database? If not, if you should need additional data to track it down (e.g. date of the game, participating players etc.) just send me a message and I'd be more than happy to help.

#384
ElSuperGecko

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Any chance we'll eventually see a hazard map featuring a Reaper Destroyer wandering around the background, occasionally firing at the team? (when you hear that horn, GET INSIDE ;-)

Also, how about a hazard map set on Haestrom? That shield-burning sunlight mechanic might be quite interesting...

#385
shadowbrooker

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When the next map rotation

#386
Saans Shadow

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Jos Hendriks wrote...

Q: Can enemies trigger the core venting?
A: They cannot. (If you see them do it though, be very afraid, as they may have become sentient)


Ok I admit this made me laugh rather loudly at work today :o

#387
NOD-INFORMER37

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At what time each week will the maps rotate?

I'd also like to add that I support having all hazard maps available at some point(maybe once when they've all rotated?).

#388
Saans Shadow

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Hi Jos,
The new hazard levels are a ton of fun, I'm excited for the acid rain :) I know there aren't any plans for DLC maps to get the hazard rework but I would love to see something like Palavens moon with a meteor shower or the occasional reaper beam to rip through London, falling hazard in Vancouver (if thats even possible) I do like the idea of the flashlights because that was creepy the first time at the monastery in SP. I would like after a while for all the hazard maps to be accessible. Thanks for all your hard work!

#389
mikeloeven

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the map changes are bogus and detrimental to game play it is nothing to do with balance it is to force the good players to start buying bio ware points.

i made a convenient flowchart that expresses as much

Image IPB

#390
Jos Hendriks

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Kamyczek wrote...

When next 2 hazard maps?

NOD-INFORMER37 wrote...

At what time each week will the maps rotate? 

I'd also like to add that I support having all hazard maps available at some point(maybe once when they've all rotated?).

shadowbrooker wrote...

When the next map rotation


Jos Hendriks wrote...

I honestly do not know, but if I were to guess, I'd say on Tuesday.



#391
TheGoda

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Hey jos I noticed you didn't answer my question, I'll post it again to see if it gets answered, my question is can you change aspects of the hazards for weekend challenges? Example being how much damage the rain does?

#392
mykejm

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Sorry if someone else already asked this, but if I pick "Unknown" and get a Hazard map, do I get both XP bonuses (Unknown + Hazard)? If yes, how are the bonuses combined?  

Essentially this question is, if I end up on an Hazard map by random what bonus do I get?

- 40% (bonuses added together and applied)
- 25% (unknown bonus only)
- 43.75% (15% applied on top of 25% or vice versa)

Modifié par mykejm, 15 octobre 2012 - 09:51 .


#393
MountainRespect

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Jos, have you seen this thread yet? It's pretty overwhelmingly unanimous. Please let us keep what we have!


http://social.biowar...3749/4#14518550

#394
FireBomb

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This isn't about the maps but it is about the Retaliation DLC:
When I first downloaded the Retaliation DLC, there were much more than four characters shown to unlock. Then they disappeared. I was wondering if I needed to delete the DLC and re-download it... or if it was a mistake and the characters will be obtainable in a different DLC. (please reply, I'd really like to get those characters... they seemed really cool)
PS the Hazard Maps are awesome... Nice work.

#395
Tristam25

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Rain and Nighttime sound awesome. Don't know why, but I love Nighttime maps and maps with rain!

#396
AguilaDeAcero

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ElSuperGecko wrote...

Any chance we'll eventually see a hazard map featuring a Reaper Destroyer wandering around the background, occasionally firing at the team? (when you hear that horn, GET INSIDE ;-)

Also, how about a hazard map set on Haestrom? That shield-burning sunlight mechanic might be quite interesting...


Now THAT! It's a great IDEA! +2

#397
Brakensiek

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I love the idea of hazard maps. Cannot wait to play the others and hopefully even see more unique hazard maps such as one having a turret that can be used by allies and enemy alike, however greatly limit ammunition for squads between waves.

#398
shadowbrooker

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When the new maps and character coming out for the uk

#399
Jos Hendriks

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FireBomb wrote...

This isn't about the maps but it is about the Retaliation DLC:
When I first downloaded the Retaliation DLC, there were much more than four characters shown to unlock. Then they disappeared. I was wondering if I needed to delete the DLC and re-download it... or if it was a mistake and the characters will be obtainable in a different DLC. (please reply, I'd really like to get those characters... they seemed really cool)
PS the Hazard Maps are awesome... Nice work.


The characters you are not seeing now are characters that will roll out one by one every week. They are part of Retaliation. 

#400
Jos Hendriks

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MountainRespect wrote...

Jos, have you seen this thread yet? It's pretty overwhelmingly unanimous. Please let us keep what we have!


http://social.biowar...3749/4#14518550


Yep, I have seen the thread, and it's good to have that thread. It's not going to immediately change the rotation but it helps changing it a bit down the line. Those who need to see the thread will.:)