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Hazard levels and Level Changes - Question and Answer


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#1
Jos Hendriks

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Hi, 

Like Bryan's doing with the Challenge System, I'd like to make a central thread for any and all questions regarding Hazard levels and the changes to existing levels. Please keep this on topic and ask questions about the hazard levels or level changes and I will keep this top post up to date as much as possible so that information is easily accessible in one place.

Will not answer questions about the future of things, though we are of course listening to feedback (vis-a-vis rotation, etcetera)


Level Changes

Each of the levels that has changed (including the hazard versions) may have also received an adjustment to ammo/grenade spawns.

Q: What has changed to Firebase White?
A: Firebase White has had a few layout additions, one ammo crate has been moved to a new location, and small bugs and collision fixes:
  • Added a corridor between the middle interior room and the basement.
  • Added a corridor between the upper outside balcony and the middle interior room.
  • Added a catwalk on the side of the lower exterior area.
  • Lower exterior ammo crate has moved onto the new catwalk.
Q: What has changed to Firebase Glacier?
A: Firebase Glacier has had a few layout changes, one ammo crate has been moved to a new location, and small bugs and collision fixes:
  • Closed off the central dead-end control room.
  • Adjusted cover placement in and surrounding the basement area.
  • Basement ammo crate has moved to the long staircase corridor.
Q: What has changed to Firebase Giant?
A: Firebase Giant has only had a few minor adjustments to the areas where enemies can climb/boost up to the playable area. Occasionally enemies would either get stuck below and with the change this should occur far less.

Q: Are the changes just for the hazard versions of the levels?
A: The changes are for both the hazard and the regular versions of the levels.

Modifié par Jos Hendriks, 16 octobre 2012 - 08:28 .


#2
Jos Hendriks

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Hazards (general)

Q: How do I get the hazard levels?
A: The hazard levels are part of the Retaliation DLC. Install the DLC and the hazard levels should show up in level selection.

Q: How do I select a hazard level?
A: Hazard levels will show up as new level selections at the end of the level selection list. 

Q: What are the level hazards?
A: You will see/learn the details of what it means when the levels come up in rotation, but as follows:
  • Dagger: Sandstorm.
  • Reactor: Core venting.
  • Ghost: Rain.
  • Giant: Nighttime.
  • Glacier: Seeker Swarm.
  • White: Whiteout.
Q: I can only see 2 hazard levels in level selection, where are the others?
A: Currently there will be 2 active hazard levels a week, rotating to a new set every week.

Q: Will all 6 hazard levels become available at the same time at some point?
A: Currently it is set up on a 2 level rotation basis, but we are and will be monitoring all the feedback we get on this topic.

Q: Are hazard levels part of the Unknown map rotation?
A: Yes, they are.

Q: Does every level have a hazard variant?
A: The original 6 levels have a hazard variant. (White, Ghost, Dagger, Reactor, Glacier, Giant)

Q: What bonus(es) are there for playing a hazard level over a regular one?
A: The hazard levels have a modifier that gives a 15% experience bonus for playing in a hazard level.

Q: Do hazards affect single-player?
A: Hazards do not affect single-player.

Q: What was the decision making process to include hazards?
A: There has been requests for environmental/weather/nighttime versions of existing levels, and the addition of hazards give existing levels a different feel and hopefully also play a little differently.

Q: Will there be unique hazards for weekend events?
A: The hazards are limited to the ones that exist in the 6 original levels, though there is a possibility weekend challenges tie back to hazard levels.

Q: Will there be more hazard versions of levels, like for the DLC levels?
A: Currently not planned, but let us know! We always want feedback, because we like giving our players what they want. There are no guarantees either way, but demand informs supply. :)


Firebase Reactor hazard

Q: Will the reactor be able to vent while the core hacking objective is active?
A: Yes. Luckily, there is a delay when it gets triggered paired with audio/visual cues so that players can vacate the area to prevent getting downed by the venting.

Q: The reactor hazard is player triggered, which makes it open to abuse. What about griefing?
A: Luckily, there is a delay when it gets triggered paired with audio/visual cues so that players can vacate the area to prevent getting downed by the venting.

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.

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)


Firebase Dagger hazard

Q: Does the sandstorm impact enemies and why?
A: The sandstorm does not affect enemies in the sense that they become less accurate or have reduced visibility. This is because we have some technical limitations.

Modifié par Jos Hendriks, 12 octobre 2012 - 01:02 .


#3
Jos Hendriks

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VaultingFrog wrote...

Will you be creating unique hazards and or traps for mission weekends?


The hazards are limited to the ones that exist in the 6 original levels, though there is a possibility weekend challenges tie back to hazard levels.

#4
Jos Hendriks

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The_Pretender00 wrote...

urmm... not trying to be rude, but are you actually going to answer any questions? also is this thread gunna become a sticky?


I'll answer them separately in the thread as well so you can see it, but the second post at the top has some questions and answers already.

#5
Jos Hendriks

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Elfonztm wrote...

How do I get those hazard enviroments? I have played reactor today (PC) - no hazard or anything.


The hazard levels are part of the Retaliation DLC. Install the DLC and the hazard levels should show up in level selection.

#6
Jos Hendriks

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NYG1991 wrote...

Does every map have a hazard variant?


The original 6 levels have a hazard variant. (White, Ghost, Dagger, Reactor, Glacier, Giant)

#7
Jos Hendriks

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InTheZone wrote...

What was the decision making process to include hazards in the first place? I didn't realize there was a demand for it


There have been requests for environmental/weather/nighttime versions of existing levels, and the addition of hazards give existing levels a different feel and hopefully will play a little differently as well.

#8
Jos Hendriks

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PoetryAvenger wrote...

So I've noticed that the core on Reactor vents periodically and can be manually vented by hitting the buttons outside the three exits, but is it possible for the core to automatically vent while the team is on a hacking objective inside it?


Yes. Luckily, there are distinct visual and audio cues (there is an announcer that will comment on the state of the reactor, and when venting is immenent. Additionally, there are warning lights inside the reactor core) that should warn you of when the automatic venting will occur, allowing you enough time to get to safety.

Modifié par Jos Hendriks, 09 octobre 2012 - 09:44 .


#9
Jos Hendriks

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DesioPL wrote...

I notice today, Firebase Dagger and Reactor have Hazzard.

It's possible, maps from Resurgence, Rebelion and Earth will have Hazard ?


Currently the original 6 levels have hazard variants.

#10
Jos Hendriks

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pirsquar wrote...

Can you tell us what the hazards are for the other four levels?


Hazards for the levels:

Reactor: Core meltdown.
Dagger: Sandstorm.
White: Whiteout.
Ghost: Acid Rain.
Glacier: Seeker Swarm.
Giant: Nighttime.

#11
Jos Hendriks

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Parallax Demon wrote...

Can you kill enemies in Reactor's Core?

We found out you can kill a teammate by pressing the button (sorry Mr. Random), but the Banshee we trapped in the core came out pretty much unharmed.


Yes, though the bigger/tougher enemies (as well as the tougher player builds) can come through without dying.

#12
Jos Hendriks

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Pathetisad wrote...

I haven't checked, but do these level changes (to FBW and FBG for example) cross over to single player ?


They do not.

#13
Jos Hendriks

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Equidae wrote...

 On firebase reactor I pressed a button and the energy core exploded and killed everyone in the room. Is that new?


That would be Reactor's hazard, and yes, that's new. :)

#14
Jos Hendriks

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Miaoven Winter wrote...

Jos, I think you should make it clear in the thread starter for those concerned that the new map variants w/hazards appear as separate map selections, at the very end of the selection list.


Good point, updated.

#15
Jos Hendriks

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Awesome Tree wrote...

Are the level layouts that were changed in White and Glacier exclusively for their hazard variants, or are these layouts available in their regular form?


Available for both hazard and regular versions of the levels.

#16
Jos Hendriks

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Bravenu3 wrote...

I played the hazard variant of Dagger quite a few times today, but didn't notice anything besides the reduced visibility. Is that the hazard? Nothing more direct like wind stripping shields, preventing regen, etc.?


Trust me, we've looked into quite a few different approaches for each of the hazards, including the sandstorm dealing damage, but that was plain not fun in the end. Reduced visibility is the extent of the hazard for Dagger.

#17
Jos Hendriks

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DVS27t wrote...

What are the bonuses for playing hazard maps over normal ones?  I haven't been able to logon yet, so I can't check that stuff.


There should be a modifier to either experience or credits earned in the hazard levels, each depending on whether the hazard makes it more difficult or easier.

#18
Jos Hendriks

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Godokay wrote...

once all six hazard levels have been rotated will they be added to the game so i could search 4 "unknown hazard location"? tht would be kl


Currently it is set up on a 2 level rotation basis, but we are and will be monitoring all the feedback we get on this topic. :)

#19
Jos Hendriks

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TheAdventurer29 wrote...

How drastically hazard changes affect gameplay!?


It should give the level each specific hazard occurs on a fresh feeling, and possibly change up your usual play style a bit. 

#20
Jos Hendriks

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Shampoohorn wrote...


Jos,

Did the patch enable you to easily make future changes to the maps? Over time, can we expect to see more alterations in cover, etc?


Not layout/cover changes, and unlikely. Long story short, those changes are still not easy, and it would make versions of individual levels hard to keep the same for all the people who play with each other. (for example, if we were to push these updates regularly, and one person didn't get the updated level, they wouldn't be able to play with people who do have it)

#21
Jos Hendriks

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tinler wrote...

Does sandstorm visibility also affect enemies' shots?


No.

#22
Jos Hendriks

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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?

#23
Jos Hendriks

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mrwizeguy wrote...

Regarding FB Reactor ... can u burn passing by team mates by pushing that button?

Havent got DLC yet (PS3EU) but from what i ve read so far its the first thing that crossed my mind.


Yes, you can harm your own teammates by triggering the core to vent.

#24
Jos Hendriks

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BlackbirdSR-71C wrote...

Jos Hendriks wrote...

DVS27t wrote...

What are the bonuses for playing hazard maps over normal ones?  I haven't been able to logon yet, so I can't check that stuff.


There should be a modifier to either experience or credits earned in the hazard levels, each depending on whether the hazard makes it more difficult or easier.


I see! So hazard reactor would give bonus experience, while hazard Dagger would give bonus credits, correct?


It depends entirely on whether the hazard makes it easier or more difficult. Either could be credits or experience.

#25
Jos Hendriks

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wh00ley 06 wrote...

I thought Harbinger himself would be a hazard, or at least have a role to play in the new map pack. The trailer was quite misleading in that regard. Why did you decide to use him to market the DLC when you weren't planning on implementing him?

Sorry, that is a question I do not have the answer to, as I am not part of the marketing side of things.