Aller au contenu

Photo

Hazard levels and Level Changes - Question and Answer


130 réponses à ce sujet

#51
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Pathetisad wrote...

Can enemies activate the core in reactor?


They cannot.

#52
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

TheGoda wrote...

Before I get my hopes up about giant, I was always wanting a mp map where you have to use the flashlight on the gun like in single player. I would've loved it if the swarmers were on giant and a blackout on glacier, imagine the sheer horror you and your friends would have if you could only see as far as your flashlight and you hear a banshee shriek, or see a brute just slam into you from the darkness. Glacier is the only map I can think of that being a possibility of making sense. Any chance of seeing stuff like that if future hazards are made? Maybe even for that new mass effect game that's been rumored to come out


Flashlights are prohibitively expensive to implement, so it is very unlikely that such a hazard would come into existence in ME3 MP. Thanks for the suggestion though. :)

#53
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

comrade8472 wrote...

could the Hazards have a 5% chance of not appearing for a random wave?
or is there already a chance for it to not be there for one wave?

Some of the hazard behaviour has it occasionally not be present for a wave.

#54
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

SpockLives wrote...

Who designed the new Firebase White? I soloed on it last night, and I thought it was absolutely perfect! I love the changes. Kudos to whoever is responsible.

The new Firebase White is the original with a few additions, not designed from scratch, but thank you. Glad you like it.:)

#55
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

silentstep79 wrote...

i haven't gone through all the original maps yet, but is firebase white the only one to get a redesign?
love the changes btw!


Firebase Glacier also has had some adjustments, and I may have snuck in a grenade or 2 or an ammo respawn fix into Reactor.

#56
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

PsiMatrix wrote...

Dagger sandstorm; what about a slight movement speed debuff during the denser winds? I used to walk through sand dunes and you often had to dig your feet in to avoid being blown over plus the sand tends to be harder to look through physically. Still like the effect either way.

Tried that, ultimately wasn't easy to communicate to the player, and it wasn't fun.

#57
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Zhuinden wrote...

Jos Hendriks wrote...

Level Changes

Q: What has changed to Firebase Glacier?

  • Closed off the central dead-end control room.

Simple question, why?

Simple answer, to prevent camping.

#58
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Fixers0 wrote...

New additions are great, small question: is the AI affected by the sandstorm on Dagger?

It is not.

#59
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

smeckie wrote...

I was playing reactor when the hack was inside it, 3 of us were doing hack not really thinking much about it, when butthole number four decided to push button, laugh, and leave game. So I guess my gripe is that no one saw that this would be abused?

There is always the possibility of abuse, and it has happened while we playtested it. That's why there is a delay after triggering it, and clear audio cues before it happens so that players can escape being griefed. 

#60
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

whateverman7 wrote...

i played dagger, and during wave 10, all my stuff stopped working...i couldnt shoot, use powers, consumables, nothing....does the sandstorm cause that to happen? from being outside in it too much?

The sandstorm would not have anything to do with that, no.

#61
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Thunder999999 wrote...

Is there anything that lets you see through the sandstorm on Dagger?
I tried the sniper rifle enhanced scope, but I didn't see enemies highlighted.

I don't actually know off the top of my head what would help you see through, but I'm told the thermal scope might.

#62
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Rodia Driftwood wrote...

Here's your feedback, Jos: It's awesome.


Now, a question: It's safe to think that we'll get hazard maps for the DLC maps, right? I'm sure players are loving the new feature(not as much as I am, surely).


It is safe to say that expressing you want to see more of them doesn't hurt. No guarantees either way, but demand informs supply.:)

#63
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

JLoco11 wrote...

This is more of a question/request.

When you compare Reactor to Dagger right now, all of Dagger is affected. Can't see anything on the map in any location.

With Reactor, the interactive vent purge doesn't really create a hazard for players if we avoid it. Actually acts as a weapon for us.

Considering that Dagger has an entire map affected, and Reactor's hazard is player controlled, will their be consideration in modifying that?

Judging from the trailer, White, Ghost and Giant are like Dagger with uncontrolled elements. But right now Reactor's hazard could be avoided altogether.

As a suggestion, maybe have the entire map set off electric sparks or currents OR the map goes into MELTDOWN MODE, and the players HAVE to purge the Reactor to stabilize the room. That would make the hazard in play. Imagine the game ending in any round because someone didn't push the button on the reactor to stabilize the entire map? That is a true hazard.


Reactor's hazard will not likely change. The idea behind the hazard levels is that they each offer a different flavour/twist on the existing levels and as such, Reactor's hazard does the job well. Although more of a tool against enemies than the other hazards, it's still pretty hazardous to be in that core when it needs to vent. :)

#64
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

CptBomBom00 wrote...

How about a map for next DLC, where we will have an avalanche coming down.


It's interesting, but didn't Gears of War already cover that? ;)

#65
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

dumdum2 wrote...

So you are listening to feedback huh? Well, it feels awesome to play on the new hazard maps, but why limit our choices by having them rotating each week? I would prefer to have all hazard options permanently available so I can play them when I want to play them.


We sure are! Currently the hazard versions of levels are on rotation because we'd figured we'd try something new, see how that works out, and I think it would help in keeping the hazard versions of levels fresh. You make a good point though, I'd want to play the hazard levels all the time myself.

#66
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

whateverman7 wrote...

feedback/question:

is there a way to have the hazards toggle on/off?...i mean, i'm digging them, but i wouldnt want them all the time...it would kill the fun....so is there a way yall can set the hazards to be on sometimes, but not all the time on a map?...you know, make it random (bw's favorite word)


The hazard versions of the levels are separately selectable in the level selection menu. You can choose to play a hazard version of a level, or the regular version, at your own discretion. :)

#67
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

baldmop wrote...

How hard would it be to setup a slight damage modifier to shields in a sand storm not something severe but just enough to make shields flicker like they are actually getting hit ?


By the way love the feel of Dagger sandstorm.


The initial setup for that would not be hard. But then there is the certification and distribution which is a pretty long process, and on top of that with the existing way shields work, setting up something that deals regular damage would make shield regeneration in that level near non-existent. 

#68
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Bob Hope wrote...

Jos Hendriks wrote...

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.


With this in mind, is there a plan to revert Pyros since you buffed them to disuade farming? Or at least make it so you can crouch and not be hit by flame? This has had a huge detrimental effect on regular game play when you have a bunch of pyros around you and there's zero protection, nor do you have time to run away.

Good question, but I do not have an answer for you. I know that Eric Fagnan and Corey Gaspur are looking into things on the Geth side because there has been quite a lot of feedback on them recently, but I do not know much beyond that, sorry. :)

#69
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

DesioPL wrote...

There is plans, to change other levels ? Like Ghost or Giant ? I mean here changes like in White and Glaicer.

Currently no. A bunch of us actually looked at all 6 of the original levels to see if there was anything that needed to be adjusted to fix flaws with them, and only really Glacier and White seemed to have layout problems significant enough to adjust.

#70
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages
Original posts updated with more answers.

#71
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Timerider42 wrote...

Timerider42 wrote...

Jos Hendriks wrote...

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.

Sweet, thanks. I noticed while playing that the bar stays blank until someone hits the button, and then it quickly spikes up and drains down again.

Played it again today and this time it was showing up. I don't know what happened the first time.

Out of curiosity, how long does it take the reactor to vent by itself after the bar fills? It seems to be able to go a long time without anyone hitting the button.


Yeah, I checked in a few ways at work today and it seemed to work just fine. Must've been some sort of glitch.
I'll have to check to give you an exact time for how long it takes after it is primed before firing, but if I were to venture an educated guess it'd be between 15 and 20 seconds. 

#72
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

JayCally80 wrote...

Question:
This may not be the place to ask but did you crank up the enemy AI intelligence and hit damage a lot more? Got dumped into a Geth match and they were even more a pain then before. I like the new enemies for the Geth and Ceberus but they seem to be on crack. The new Ceberus enemy's smash seems to do way more damage to me than when I do it to them. It also appears to be way more enemies in GOLD matches now and all enemies seem to do more damage an are way smarter. Did they become self aware? lol

A plus of all this, Gold isn't easy for me any more and not a guarantee win in a PUB match. It feels like Platinum light now. The hazard maps are freaking awesome!


Sadly I do not have an answer for your question, because I do not know. Enemy faction balance is handled by Eric Fagnan and a few others.

#73
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages
Emerald_Phoenix et al, please bear with me. Some of the questions asked require me to ask questions of other people at work when I don't have the answer myself, and I do still have work to do during the day, so I don't always have time to respond. I will get to updating the thread and answering new questions as soon as I have some time.

#74
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Constipator369 wrote...

So you can get hazard maps if you choose random map. Do you get both bonuses to expirience and/or money if you do so? Will we get "random hazard map" option if we get more than 2 hazard maps at once?


Yes, hazard levels will have a 15% bonus to experience gained relative to their regular non-hazard counterparts. 

#75
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Kamyczek wrote...

Jos Hendriks wrote...

Flashlights are prohibitively expensive to implement, so it is very unlikely that such a hazard would come into existence in ME3 MP. Thanks for the suggestion though. :)


i would even pay for that :)
idea is brilliant.
Walking in full darkness to toilet is not enough for me. I want to kill old-machines in full darkness!:ph34r:


Apologies for the unclear phrasing, I did indeed mean to say (thank you Timerider42 for mentioning this) that in terms of game performance flashlights are prohibitively expensive to implement. Dynamic lighting is the most expensive kind of lighting.