Modifié par blackproject18, 18 octobre 2012 - 07:54 .
Hazard levels and Level Changes - Question and Answer
#501
Posté 18 octobre 2012 - 07:25
#502
Posté 18 octobre 2012 - 10:39
#503
Posté 19 octobre 2012 - 02:43
But as far as "hazard" goes, it's kind of tame. Probably need to step up a bit more.
#504
Posté 19 octobre 2012 - 06:31
#505
Posté 19 octobre 2012 - 09:11
I think two hazard maps at one time is not enough... they tend to get boring after 2h of gameplay... I know we can return to the non-hazardous versions... but the lightning is so great in those...
I would ask for a third map in the rotation!
Also... It would be great to get more hazard maps... or even better... dynamic lightning... example:
Vancouver day lightning to sunset... or night...
Just my thoughts... otherwise... the new additions have added lots of fun into multi... which got did not excite me as it used to!
So good work Bioware!
And I never liked this kind of multi...
#506
Posté 19 octobre 2012 - 10:27
people you ask questions that have been answered in the first and second post. please read things before you ask and then demand a repeat answer.Jos Hendriks wrote...
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.
#507
Posté 19 octobre 2012 - 02:50
Congratulations to all on Bioware that made them possible.
#508
Posté 19 octobre 2012 - 03:29
#509
Posté 19 octobre 2012 - 09:06
edit: i mean the levels are rewarded on top of our packs we earn. not just one or the other. i meant to specify that.
Modifié par shenlonzero, 19 octobre 2012 - 09:07 .
#510
Posté 19 octobre 2012 - 10:05
#511
Posté 19 octobre 2012 - 10:37
#512
Posté 19 octobre 2012 - 11:00
bk1217 wrote...
Can we eventually get an outdoor hazard that kills players who do not escape to the interior before loud warning sirens go off? like a blizzard that wipes out players every time it hits if players don't hide from it. OR can we PLEASE get a hazard like the sun level where if you stood in the sun you would take damage, but if you stayed in the shade you were okay. (Haestrom map) would be a great multi-player map =) and I love the ideas of hazard maps, would love if they were more dangerous to the players. (love the rain btw).
Only problem with that is you will invariably get an objective that requires you to stand in the open in one spot. And then get fried.
Have had at least 3 objectives in the rain with no shields so far, and that was hard enough as it was, at least you could stay alive with enough skill ( and a bit of luck). Can just imagine doing a download objective and choosing between failing it cause you can't get outside, or doing it and all dieing from the hazard anyway.
#513
Posté 19 octobre 2012 - 11:41
kiwiplague wrote...
bk1217 wrote...
Can we eventually get an outdoor hazard that kills players who do not escape to the interior before loud warning sirens go off? like a blizzard that wipes out players every time it hits if players don't hide from it. OR can we PLEASE get a hazard like the sun level where if you stood in the sun you would take damage, but if you stayed in the shade you were okay. (Haestrom map) would be a great multi-player map =) and I love the ideas of hazard maps, would love if they were more dangerous to the players. (love the rain btw).
Only problem with that is you will invariably get an objective that requires you to stand in the open in one spot. And then get fried.
Have had at least 3 objectives in the rain with no shields so far, and that was hard enough as it was, at least you could stay alive with enough skill ( and a bit of luck). Can just imagine doing a download objective and choosing between failing it cause you can't get outside, or doing it and all dieing from the hazard anyway.
could easily get around this by having the objectives in shaded areas. under cover. btw 2nd question... are ceratin maps going to be Volus Accessable like the spot in Vancouver where you can only get to the area by climbing up the long ladder... are we going to see Volus handy-capable ramps?
#514
Posté 20 octobre 2012 - 04:49
#515
Posté 20 octobre 2012 - 08:39
#516
Posté 20 octobre 2012 - 09:01
Modifié par Predi1988, 20 octobre 2012 - 09:01 .
#517
Posté 20 octobre 2012 - 09:40
On reactor, the squad can simply ignore the venting mechanic. There is no need to interact with it, other than trap a few baddies. I think it would be better if there was a way to force the squad to interact with the venting system. Maybe each round it isn't vented, radiation builds up, slowing shield regen at first and at higher levels, stopping shield regen. Or even starts to drain shields and health. Or if the players don't vent it for a few round the reactor goes critical and the mission fails. Something to deam it a hazard. Right now it's just not a hazard in my book.
On giant, again I don't feel the hazard. It's a night op. cool. There is lightening, sweet. What is making it dangerous? Maybe make lightening strike randomly on the ground, causing something similar to an arc grenade going off, but affects all in radius, squad and baddies. Or as the player runs around outside he builds up a static charge, if it fills up he gets struck, shields drained and recharge is slowed as the armour needs to restart it's systems. But if you get inside, the static charge will drain itself, and maybe you could manually drain it with a successful heavy melee and pass some electric damage to your foes. This would give the players the option to play with fire in a sense.
Anyway, just the thoughts of a casual gamer with too much misspent time on his hands. Thank you for reading.
#518
Posté 20 octobre 2012 - 10:03
irishking7777 wrote...
On giant, again I don't feel the hazard. It's a night op. cool. There is lightening, sweet. What is making it dangerous? Maybe make lightening strike randomly on the ground, causing something similar to an arc grenade going off, but affects all in radius, squad and baddies. Or as the player runs around outside he builds up a static charge, if it fills up he gets struck, shields drained and recharge is slowed as the armour needs to restart it's systems. But if you get inside, the static charge will drain itself, and maybe you could manually drain it with a successful heavy melee and pass some electric damage to your foes. This would give the players the option to play with fire in a sense.
Anyway, just the thoughts of a casual gamer with too much misspent time on his hands. Thank you for reading.
Thats not lighting its the big Canon firing.
#519
Posté 20 octobre 2012 - 10:26
#520
Posté 20 octobre 2012 - 01:18
Exactly!irishking7777 wrote...
... ... Then it's even less a hazard. To me hazard implies danger. I'm just not feeling it on giant and reactor.
#521
Posté 20 octobre 2012 - 04:38
#522
Posté 20 octobre 2012 - 04:38
#523
Posté 20 octobre 2012 - 05:18
#524
Posté 20 octobre 2012 - 08:11
Just voicing my opinion on this thread!
#525
Posté 20 octobre 2012 - 11:35
blackproject18 wrote...
Definitely would have been awesome if there was a Thresher Maw hazard, but still amazing without it!
I haven't even thought about it! Great idea ) One with Firebase Goddess is great too )





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