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Hazard levels and Level Changes - Question and Answer


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#401
Jos Hendriks

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mykejm wrote...

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)


Experience bonuses do not stack. (because it hasn't been set up that way)

#402
Jos Hendriks

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TheGoda wrote...

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?


I went back to see where I missed your question and I must've not caught the questionmark in post I haven't answered. Sorry about that.
I think a few aspects may have been set up to have tweakable values for the hazards, though the only one I know for certain is the reactor's venting damage. How tweakable values may factor into any weekend challenges will remain to be seen.

#403
Ramsutin

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I absolutely love the new Reactor, makes playing it more tactical and enjoyable.

#404
Tonymac

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I would like to see all hazard maps available all of the time

#405
laudable11

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Tonymac wrote...

I would like to see all hazard maps available all of the time


This!

Also please have weather and/or daytime and nighttime variants for all the maps.

Thanks Image IPB

#406
laudable11

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London during sunrise or sunset would be awesome

Modifié par laudable11, 16 octobre 2012 - 03:29 .


#407
kipac

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Seriously, rotating available maps are a bad decision.
I read one of devs said something like "we are doing rotation system, because otherwise, there would be too higher probability of hazard map getting selected when people choose unknown."
I really don't think they should take away maps from us just because of that minor reason.
I'm bored of the vanilla maps. I'd rather play in the new hazards all the time.

Also, what about people like me, who only have time to play on weekends for few hours?
And that few hours of playing is not even guaranteed.
If I don't have time to play even on weekends, then that means I'm missing out the chance of trying out that new hazards for few weeks or months (because it's rotational).

#408
MountainRespect

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Jos, thanks for being available to answer all of these questions. It's great to here any and all answers for better or worse! I cant't thank you enough, for even just taking the time to read what we write. Bioware has my faith for years to come. The content you are putting out for me3 mp is amazing.

#409
Madeline Lightning

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Why do you have to rotate them? Why can't we just have them forever? I won't even touch collectors on anything but the sandstorm.

#410
robarcool

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Jos Hendriks wrote...

tinler wrote...

Does sandstorm visibility also affect enemies' shots?


No.

What a bummer. At the very least, Cerberus should have been affected. Anyway.

#411
Antaresss

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Feedback for you BW guys: The hazard levels are great! I love the challenge! They also give a completely different feel to the map and to the game as a whole. I'm happier than I would have been if you'd have included completely new levels instead of the hazard levels. I'm looking forward to seeing other hazard levels, especially the nighttime one! And I hope you make new hazard levels in the future! Great work, BioWare!

#412
Bravenu3

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I found the venting on Reactor underwhelming. Players are killed instantly, but bosses barely get scratches? Please increase the damage, so it becomes a more meaningful gameplay mechanic. Luring bosses in and having them roasted is just too much fun.

Apart from that, I don't understand the logic. The reactor core is heating up while the doors are open, right? Then, by closing the doors and accumulating the heat inside, it cools down?!? I don't have a PhD in physics, but this mechanism seems weird to my ;-D

Otherwise, I liked the hazard maps so far. Please don't replace them with new ones, add the latter and keep existing ones available.

Modifié par Bravenu3, 16 octobre 2012 - 08:27 .


#413
Jos Hendriks

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Added some changes to the original post about Firebase Giant that I had managed to forget about. Firebase Giant has had a few minor adjustments to the places where enemies can boost/climb up to the playable area from below. Enemies would occasionally get stuck below which would make killing them off difficult, and the change addresses this problem specifically.

Additionally, listed a change that most if not all adjusted levels (and this would include the hazard versions of levels) have been adjusted as far as ammo and grenades are concerned. There may be more frequent ammo and more grenades in these levels (because everyone seems to love more grenades and frequent ammo in the DLC levels).

#414
mikeloeven

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Bravenu3 wrote...

I found the venting on Reactor underwhelming. Players are killed instantly, but bosses barely get scratches? Please increase the damage, so it becomes a more meaningful gameplay mechanic. Luring bosses in and having them roasted is just too much fun.

Apart from that, I don't understand the logic. The reactor core is heating up while the doors are open, right? Then, by closing the doors and accumulating the heat inside, it cools down?!? I don't have a PhD in physics, but this mechanism seems weird to my ;-D

Otherwise, I liked the hazard maps so far. Please don't replace them with new ones, add the latter and keep existing ones available.


more than likley those doors are supposed to be maintenance access and normally remain closed. in order to safley open them the coolant flow has to be shut off thus the heat buildup and emergancy venting is temporarially flushing the reactor with coolant

#415
FireBomb

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Jos Hendriks wrote...

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. 



okay cool... thanks for the reply... and that is neat... thanks for all your hard work

#416
Zimek

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How about on Reactor if you won't vent for let's say a minute when the reactor is full it vents by itself contaminating parts of the map like in SP?

#417
Jos Hendriks

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Zimek wrote...

How about on Reactor if you won't vent for let's say a minute when the reactor is full it vents by itself contaminating parts of the map like in SP?


No. We tried this, but ended up being unfun.

#418
BlackbirdSR-71C

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What's the "Hazard" Part of Hazard: Giant?

#419
BlackbirdSR-71C

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Also, what about credit bonuses for playing the difficult Hazard maps? Heck, as it stands there's zero point in oicking a Hazard map over Random. Making Hazard maps give between 30%-40% bonus XP might make selecting them a better option now that there's challenges for promoting.

#420
khannoir

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Drone Escort in an acid rainstorm is much of the suck....

and is a BLAST thank you devs :)

#421
kipac

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kipac wrote...

Seriously, rotating available maps are a bad decision.
I read one of devs said something like "we are doing rotation system, because otherwise, there would be too higher probability of hazard map getting selected when people choose unknown."
I really don't think they should take away maps from us just because of that minor reason.
I'm bored of the vanilla maps. I'd rather play in the new hazards all the time.

Also, what about people like me, who only have time to play on weekends for few hours?
And that few hours of playing is not even guaranteed.
If I don't have time to play even on weekends, then that means I'm missing out the chance of trying out that new hazards for few weeks or months (because it's rotational).


Quoting myself for justice...

#422
Aetika

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BlackbirdSR-71C wrote...

What's the "Hazard" Part of Hazard: Giant?


Epileptic seizure.

#423
Jetblackmoon

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Jos Hendriks wrote...

Additionally, listed a change that most if not all adjusted levels (and this would include the hazard versions of levels) have been adjusted as far as ammo and grenades are concerned. There may be more frequent ammo and more grenades in these levels (because everyone seems to love more grenades and frequent ammo in the DLC levels).


Yay! :wizard: In Hazard Dagger, it took ammo so long to resupply. :(

#424
.458

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Jos Hendriks wrote...

Added some changes to the original post about Firebase Giant that I had managed to forget about. Firebase Giant has had a few minor adjustments to the places where enemies can boost/climb up to the playable area from below. Enemies would occasionally get stuck below which would make killing them off difficult, and the change addresses this problem specifically.

Additionally, listed a change that most if not all adjusted levels (and this would include the hazard versions of levels) have been adjusted as far as ammo and grenades are concerned. There may be more frequent ammo and more grenades in these levels (because everyone seems to love more grenades and frequent ammo in the DLC levels).


/Tail wagging like a happy puppy dog...

#425
Reizo Ryuu

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Firebase ghost is seriously amazing (even though ea decided to disconnect me just now on wave 10..).
Dunno what's so different about Giant though, it needs to be way darker for the light flashes to have any atmospheric value.