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Hazard levels and Level Changes - Question and Answer


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#26
Jos Hendriks

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Ghost1017 wrote...

Why did you guys change FBW?


Because its layout as it was promoted camping, which suggests that it has a serious flaw. That flaw is something we wanted to fix.

#27
Jos Hendriks

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 Alright, I'm going to be away for a little while but I will come back for a bit tonight to answer questions that haven't been posted yet or I haven't been able to answer yet. In the meantime, keep em coming! ^_^

#28
Jos Hendriks

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JustAnotherVanguard wrote...

Jos Hendriks wrote...
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.


Will the hazards also affect the enemy? Will they e.g. not be able to spot us from a distance on Firebase Dagger because of the sandstorm?


Sight reducing hazards do not affect enemies, but others like Glacier's Seeker Swarm will. (even if they're Collectors I believe)

#29
Jos Hendriks

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Denali21 wrote...

Can I get into a hazard map by choosing unknown? Or do I have to choose the specific map with the hazard?


The hazard levels should be part of the unknown selection, yes.

#30
Jos Hendriks

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FreaperFTW wrote...

Can we report bugs here for Hazard maps?

Reactor's gates don't seem to stop enemies from passing through the first few seconds it closes.


No, I checked with our QA and they prefer not having separate bug things to track, but I have made note of the bug mentioned, thank you. :)

#31
Jos Hendriks

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Jzadek72 wrote...

 Benning's rain, Ontarom's sandstorm and Tuchanka's night all sound like they're going basically amount to the same thing - poor visibility, and nothing else. Can you confirm that? That's somewhat disappointing, if true.


I can confirm that that is NOT the case. The sandstorm is pure visibility reduction, Tuchanka's night is not necessarily sight reducing but it's a different take on the level, and Benning's rain is most definitely not a visual/visibility hazard. You will see soon enough. :)

#32
Jos Hendriks

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Krenn VIII wrote...

Sniper Rifle Enhanced Scope doesn't seem to help you see better on Dagger through the sandstorm. Any plans to allow the enhanced scope to kick in for hazard map lighting conditions?


Currently no, but I'll poke our gameplay guys at work tomorrow and see what they think.

#33
Jos Hendriks

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rmccowen wrote...

On a scale from 1 ("meh") to 5 ("omgroxxorz"), how awesome is it that we now get a rotating set of effectively new maps?


I personally think it's pretty cool, but I've seen very differing opinions on that today. We'll find out if we need to adjust. 

#34
Jos Hendriks

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elitehunter34 wrote...

Are you saying it's randomized?  Because from what I can tell, the hazard reactor would make it easier, and the sandstorm on Dagger would make it harder, but you are saying either one of those could be credits or experience, so doesn't that mean getting credits or experience is completely random and not based on difficulty?


Poor explanation on my part, apologies.
The modifier would add or subtract a bit based on difficulty. Reactor, as you mentioned, is likely a bit easier with the hazard than without, whereas Dagger is harder.
I'll need to do some checking at work tomorrow to give you a more conclusive answer on the experience/credits part of the question. Although I've been in discussions about the bonuses, final implementation of that stuff is out of my hands. I will check and check back in here though.

#35
Jos Hendriks

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EpsilonDelta wrote...

The hazards are really fun, a new twist that reinvigorates the old maps. Is there anything we (as a community and individuals) can do to promote more maps to be turned into hazard maps? ( I know the original six are going to go through a rotation, but are you looking at how often these maps are being played to determine if it is viable for other maps?)


Good question. It's not very easy setting these hazard versions of levels up , but never say never. Play the hazard maps, see if you enjoy them. Let us know what you think! There are no guarantees either way that we would make more hazard versions of levels, but it's safe to say that demand informs supply. ^_^

#36
Jos Hendriks

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Toxic White wrote...

Why doesn't the sandstorm affect enemies on dagger?

Cheapest hazard there is, I hope whiteout doesn't do the same thing
Oh and as a side note, I'd love it if all six hazards were always available. I really dig the sandstorm one regardless of how illogical it is, and I know I'll love ghost and giant, but for limited time is lame.


There are some technical limitations for us in implementing that, sadly.
Noted on the all 6 hazard levels availability, it's an opinion many people have shared today. 

#37
Jos Hendriks

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kipac wrote...

I was really looking forward to this hazard system, but hearing it's a weekly rotation thingy just broke my heart.


It is worth sharing. Your expectations and wants are very relevant for us to see if we should change things.

#38
Jos Hendriks

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Timerider42 wrote...

I noticed there's a bar next to the doors in Reactor but it's only used after the button is pushed. Can you have that show the heat slowly building, and then when the button is pressed have it drop back down? Right now the only cues to the progression of heat buildup are the announcer voice and the button next to the door if you're right next to it and it shows up as usable.


Actually, that is exactly what that bar is supposed to be doing. I will take a look at that at work.

#39
Jos Hendriks

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Phoenix535 wrote...

so, about the Reactor core venting, is there anything else it does? like if you dont vent it enough it has a core meltdown? I coulda swore I saw meltdowns on the DLC hazard map list, and other that accidently (or trollingly) getting locked in the room when someone pushes the button, it doesnt seem like much of a hazard. I like the idea especially since it can get you alot of laughs when your playing with freinds and someone yells "PUSH THE BUTTON" while your in there, we almost always roll over laughing. But I just thought that something like that might happen if you didnt press the vent button for half the match. Which none of us could do for trolling our freinds  hilarity's sake


The reactor core venting is the level's hazard, and there is no other hazard there.

#40
Jos Hendriks

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Hoodoo Guru wrote...

I love the new map hazards and Collector,s especially their powers and difficulty.  Would love to see all maps with hazard variants eventually.

I noticed the new numbers that switch in and out with the N7 Rating with the little galaxy next to it and the one with the Gold Symbol next to it?  What do they represent?  Is the one that switches with the N7 Rating and the one next to the character types in the character select screen the same, what do they represent?

Nice work on the upgrades BioWare Team.  :wizard:


Pretty sure the new number has something to do with the new challenge system that Retaliation introduces.

#41
Jos Hendriks

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ShabyDonner wrote...

I guess the only question I had left (that is, that no one else really covered) do the hazard level change the spawn of enemies in any way or is it the same as any other match? From playing it seems the same but I am just curious.
Thanks again, for the hard work, not just on the update but the Q&A's


Enemies do not change up their spawning in the hazard versions of the levels.

#42
Jos Hendriks

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Clivemax69 wrote...

I like the rotation idea as long as it doesn't go on for too long. I think that after we've had all the maps rotate for a while, they should be placed as permanent maps as long as it's possible. That leads into my question. Are the hazard effects on each level very server intensive? Are you having the rotation of the different hazard maps to keep the server load down?


Some of the hazards deal with server-side things, like the Reactor core venting for instance, but I wouldn't say that stresses things. The rotation is not set up because of the hazards being server intensive.

#43
Jos Hendriks

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Scruffaluphagus wrote...

Probably already been asked, but will new hazard conditions be added over time? Or will we always be stuck rotating through basically the same levels and hazards?

Jos Hendriks wrote...

Good question. It's not very easy setting these hazard versions of levels up , but never say never. Play the hazard maps, see if you enjoy them. Let us know what you think! There are no guarantees either way that we would make more hazard versions of levels, but it's safe to say that demand informs supply. [smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie]



#44
Jos Hendriks

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NikkoJT wrote...

I haven't been able to play on hazard maps yet, but the hazards seem pretty severe (from an in-universe perspective). Do characters normally helmetless put on helmets for hazard maps, and does the wind in the sandstorm affect the trajectories of slower projectiles such as grenades? If not, is this likely to be implemented?

They do not put on helmets for the hazard maps, and the wind/sand do not affect bullet/projectile trajectory. (hard to explain to the player and hard to implement). Not likely to happen.

Hazard Reactor's player-killing abilities seem open to abuse (and there are people who will abuse anything they can). Is there anything likely to be done about this?

Not currently. Right now it's an honor system and we'll be monitoring feedback on the extent of this hazard's abuse.

The Glacier and White changes are (quite rightly) made to reduce camping. Have their effects on other playstyles (and simply taking cover temporarily) been considered?

Absolutely. The layout adjustments have been tested thoroughly by people with varying play styles and it seems that play styles that make use of cover should not be affected adversely. 

#45
Jos Hendriks

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Blackphoenix85 wrote...

Is it just my impression or Dagger/Sandstorm is much more gpu demanding? I have an evident drop in framerate when I play that map, and it makes the map even harder to play ;)


The sandstorm may be a bit more GPU intensive but really not by much. (as this also has to work on PS3 and Xbox360)

#46
Jos Hendriks

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PaperAlien wrote...

How do you press the button on Reactor? Is it with the Use key? Because I've gotten to wave 6 already and it's still not pushable, the bar above it is filled.


It is with the use key, underneath the bar, on the green buttons. Were you hosting or client when you were playing?

#47
Jos Hendriks

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Lynx7725 wrote...

Question and Feedback.

Qn: On Radiation Reactor, aside from the core meltdown hazard, are there additional hazards? Is there a particular DoT that applies after shields are stripped? I was playing my Sally Eng in there, getting floored a bit faster than usual. Was wondering if there is a global "radiation DoT" that hits player health if no shields.

There is no additional hazard beyond the core venting.

Radiation Reactor, because of the uncertainty I had as to where the hazard actually is (in the reactor housing? or in the "global air"?), I don't like. If it's a global debuff, I prefer it to be something that applies to both sides and ideally not to player health.

The reactor venting is pretty clear in its location (it's the reactor's core when triggered, doors close off the area)

#48
Jos Hendriks

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Mailak wrote...

Reactor core venting is bugged. I have had Geth Prim's, Cerberus Atlus's and Phantom's all walk right through the doors to escape the vent.

Noted, looking into it.

#49
Jos Hendriks

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Tronar wrote...

I have one question regarding the credits/XP change made by hazards though. You said the amount would be slightly reduced for maps where the hazard makes it easier. So far the only hazard map I could think of becoming easier would be Reactor. All of the other hazards sound to me as making the map a littler tougher. Can you confirm that or list the maps/hazards considered to make the game easier?
Thank you in advance.

Reactor is the only hazard that makes things easier.

#50
Jos Hendriks

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Phil Dingus wrote...

Rolling them out over a period of weeks (and not taking away the existing ones) seems like a better idea. I'm confused; why would maps be removed?

I kind of like the sandstorm on Dagger. What's the rationale behind the decision that we can't play it next week, and instead can only select two others? :/


Because hazard/weather conditions change. We're monitoring feedback on this setup though, so thanks for your input. :)