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Hazard levels and Level Changes - Question and Answer


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#76
Jos Hendriks

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ValorOfArms777 wrote...

Can the hazard levels be 3 per week not 2? and can you later address the other maps (of course later)

It is currently 2, and we're looking at feedback. The level rotation thing is still brand new.

also note can it be done so the damn thermal/wall hack stuff like the javs scope/geth sight ability/new scopes are MORE visible in the sight deterioration maps? like dagger I know sounds off but if we can see through walls we should see through sand and such with equal ease and can you alter when the hazards are up that the enemy changes of hitting are reduced on those maps to create even flux between us?

It is currently unlikely to change. (for either the scopes or the AI becoming less accurate)

next can you alter glacier a tad more by adding the back room we can never access before? it's located by the down way ramp into the downstairs L shaped computer counter it has a window with a view to all these devices and the doorway to get to it is blocked off by 2 crates can you open it up for us? at all I'm not saying RIGHT now but you basically cut off a entire room that I used to sit in and snipe fromthe window and now the maps kind a hard to play on without some of the hide spots I used to enjoy this small extra room grants some more hide space and a window to shoot through the other addon coudl be you openup that window and remove the crates so the enemy can shoot you while you aim at them from that room give the place a more "broken feel" from battle ya know and it re invits a sniper spot again (though not a huge spot it was a favorite pierce through the window spot)

The changes made to Glacier have been to combat specific camping methods. As it stands, the level does not need additional changes to work properly, so it is unlikely that the level will get revisited for more revision.

did you know constantly shooting the windows causes your game to lag? that's kinda weird can you guys look into that a tad?

I did not know that, and I can definitely enter it into our bug database.

#77
Jos Hendriks

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Emerald_Phoenix wrote...

Hey Jos - I saw your comments on the credit modifier in regards to the Hazard map difficulty. I played a Dagger map with Hazards turned on last night with a group on Platinum and we all reached full extraction however I noticed the amount of credits earned by the end was 144k. That is about 6k less than I was seeing for completion of the map under normal conditions. I believe we hit extraction in around 37 minutes, a little longer than normal.

I understand that taking longer on objectives lowers your overall credit score however I would have thought if there were a modifier built in for hazards (in this case a difficult one) it would have more than made up for it. Let me know if you see this - thanks in advance.

Did some checking at work and it looks like the hazard versions receive a 15% bonus to experience earned, and no credit bonus. I should have foregone answering without knowing for sure before, so apologies for making it seem like there should be a credit bonus.

#78
Jos Hendriks

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ifran03 wrote...

Does anyone know what will be available next week? character/map

I wish I could tell you but I don't know. I guess we'll have to wait and see.

#79
Jos Hendriks

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BattleCop88 wrote...

Why can't the reactor meltdown doors shut on bosses? Can you fix this so bosses may be damaged as well as mooks?


There seems to be a bug with enemies being able to walk through doors, but rest assured that anything that is within the core (so between the doors) does get damaged during the reactor venting. Tougher enemies may survive a venting, however.

#80
Jos Hendriks

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alhamel94 wrote...

plays mass effect at work.
everyone else gets jealous


If only it was playing! Testing is a whole different thing, though. :)

#81
Jos Hendriks

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LeandroBraz wrote...

Someone said that if nobody press the button, it will vent automatically from time to time, but I couldn't see that happen. Does it activate automatically? If don't, it could be a nice idea. Or you keep it vented manually, or you could be surprised with it activating automatically, in a moment you don't want too..

 anyway, it's a cool adition, people need to work together, so nobody end up cooked =P

I will have to take a look at work tomorrow as I don't remember off the top of my head, but I do believe the reactor can vent on its own if left alone. Will check back in (and update the FAQ at the start of the thread) once I can confirm this at work.

#82
Jos Hendriks

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Spencercl wrote...

Sorry if this is a repeat, but is there any chance to get white and glacier back in there original configurations? Maybe with an xp/credit penalty if BW deems them too easy?


The only way for you to get White and Glacier back into their original configurations is to uninstall Retaliation. There are no plans to bring back the original versions going forward, however.

#83
Jos Hendriks

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M A F I A wrote...

Does visual impairment affect enemy's AI as well? (Don't lie :)) Such as the sandstorm on Dagger (?) or do enemies see perfectly clear?

Also, using the thermal scope or the other anti-smoke scope on the sniper rifle negates the sandstorm?


Enemies are not affected by the sandstorm. I'm told that the thermal scope should still have an effect, but that that is range based as well.

#84
Jos Hendriks

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CrashLegacy wrote...

A bit of my observations broken into the two obvious categories.

Layout Changes:
My main complaint with Firebase White’s modifications are that they look too bare. It looks like something done by a beginner in Halo’s Forge or in  Bethesda’s Construction Kits.
Particularly there’s a significant lack of cover on the interior end of the added halls. the middle room has consoles that provide cover looking into each of the halls, except for the newly added one, I’d suggest adding another L-shaped console against the wall in line with all the others in the room. In the lower room the addition of the new hall into the room throws the placement of the cover there completely out the window, especially when trying to do the hack objective there. Finally the outside catwalk addition seems overly large and feels like it would have looked –and flowed- a little better if the catwalk sat more flush with the ladder.


Because I think this is worth addressing:
There really is a finite amount of memory available to build these levels. The original levels were built to those specifications, so when there are alterations that take place after the completion of the original level, there is only a very slight amount of memory left to play with. These alterations aren't free of cost. While I appreciate that some of the additions do indeed not feel as integrated as they possibly could, we have some strict limitations to work with. 
I disagree with the lower hallway throwing things into disarray. There are still plenty of cover opportunities, but you simply need to be on your toes more. Additional cover there would also impact AI pathing quite a bit. The catwalk is conform the size of the rest of the catwalk parts so it looks consistent, and there needs to be enough space for the bigger enemies. 

Thanks for the feedback though.

#85
Jos Hendriks

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Verwuverhuven wrote...

I have a quick question. If I pick random for the map selection I get plus +15% XP. If I pick one of the hazard maps I also get +15% XP. So if I select random and the random is a hazard map do I get +30% XP?


BTW, great job guys. Love the new developments.

Currently, the experience bonuses do not stack. I do not know why they do not stack, but that's the answer I got.

#86
Jos Hendriks

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ShabyDonner wrote...
So as you can see Camping (which IMO is another word for farming) is one of the main reasons for the  redesigns. It's weird, I am not even much of a farmer, done it once or twice with other people that wanted to, but I am kind of annoyed at this choice. I mean I get it, the more credits people earn through "easy" means the less real money is spent on packs so I understand the thought process but for me camping is the only way I can solo and it's near impossible for me even with it. I see camping as another strategy not a cheat or something. Forget
soloing or camping, I used that room on glacier all the time as a quick way to escape all fire long enough to get my shields back, reload, or whatever, simply as cover even in normal 4 person games. Now because people used it to milk credits out of the game it's been taken away. I actually like the changes to white a lot but losing that one room is the saddest thing in the game for me. I actually walked over there the other day and just stood and looked at my little safety nest for a few seconds. :crying: Anyone in my team probably though I was afk (or away from controller in my case) but I am just so disappointed to lose my favorite little nook of what was once one of my favorite maps. I don't think I'm alone either, I've read a lot of discontent about that room. Doubt it will change after all the work they put into "fixing" it but I think a lot of people would be happier if it did.

Edit: I knew it, I messed up the quotes, hopefully this fixed it. ;)

Actually, farming and camping are 2 very different things. Farming is merely the act of repeatedly completing the same level/boss/challenge to gain its rewards several times, whereas camping is the act of being stationary in one position because that position offers a serious advantage to the person using it while being hard to access/counter.

ElementL09 wrote...

With the Firebase Dagger Hazard not really effecting enemies, it seems just like another map with a slight visual touch. I mean it looks good (great even, especially in Krogan Rage), but it doesn't seem hazardous, not like reactor.

Also, I would really like an answer to this - why are there "layout" changes to Firebase White and Firebase Glacier.

The change on Firebase Glacier seems very small, but on Firebase White theres a significant difference. Why the change at all? Is it because of how players played the original maps (strategies which are make specific, like holding down the corner on Firebase White or speedruns on Firebase Glacier).

Are other maps going to be changed?

The reason I changed the level layouts is to prevent camping. I have nothing against farming (as I have said several times before), and I admire the people who speedrun the levels to a certain extent, but camping is a problem to me. Not so much a problem in the sense that players are playing wrong, because they're not. They are just making optimal use of the layout given. The problem is that camping is indicative of a serious flaw in the layout. The layouts are meant to provide a challenge that makes some locations more defensible than others, but ultimately do not make it nearly impossible for enemies to overtake said locations. 

EDIT: (because I did not fully answer your question) Right now there are no plans to change anything to the layouts of other levels, as none of the layouts are very prone to obvious/persistent camping.

Modifié par Jos Hendriks, 12 octobre 2012 - 09:33 .


#87
Jos Hendriks

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SiCKxslicky wrote...

I got a question if you are still answering them. Here goes, Will we see more Hazard levels for some of the DLC levels? If so may you answer that or no?


Not currently planned but as always we are receptive to feedback. No guarantees either way, but demand informs supply.

#88
Jos Hendriks

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BlackbirdSR-71C wrote...

I heard we *may* be able to influence what characters get released over time. Would it also be possible to make the Hazard maps vote based? And to combat staleness, make it so you can only vote maps that weren't avaiable the week before.

Actually, earlier today I have made recommendations for next week's hazard levels based on all of the feedback on what people are really excited for. Good times are coming.
(so, actually, the community has already been giving feedback!)

Modifié par Jos Hendriks, 12 octobre 2012 - 09:37 .


#89
Jos Hendriks

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dumdum2 wrote...

I understand the concept of it, to keep maps rotating in order to keep things "fresh", but I have to say that I think you will be shooting yourselves in the foot if you do like that. The thing that keeps a game like this alive for a long time is the diversity and variety of all the combinations to choose from. We have a lot of classes, races, weapons, powers, equipment and mods to customize our experience to keep things "fresh" and interesting.

Why limit us regarding one of the best features in the game? Why limit the choices in an RPG Multiplayer game? By giving us more permanent customization options in the game you will probably be able to keep people playing it for a longer time than if you would limit them. Just my thoughts on the matter.

And your thoughts count. Honestly, this is a time and place to see what works and what doesn't. Don't think that the rotation is a permanent thing, it probably won't be, but it is new and different and therefor interesting to at least look at. The feedback we get on it is all the more important because of it. :)

#90
Jos Hendriks

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Chemical_Jordan wrote...

Why don't the XP bonuses for hazard maps stack with the XP bonus for choosing unknown map?

In other words, if you select unknown map (which gives 25% more XP) and get randomly placed into a hazard map (which gives 15% more XP) you should be getting 40% but I don't think that was the case.


They do not stack because they are not set up to. Not much of an answer, I'm aware, but that's it. 

#91
Jos Hendriks

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Lokiwithrope wrote...

Wasn't there a Acid Hazard?


Yes. It's currently not in the rotation, but it does exist.

#92
Jos Hendriks

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MountainRespect wrote...

Why can we not keep the maps we are playing on? Can't you jut add instead of swapping as you are doing with the class kits? I pay money whenever you have a dlc, to get some psps, and I'm not too keen on losing content.

Because we're trying out the rotation thing, while collecting feedback on how that's working out for everyone. You are not losing any content, and the rotation setup is probably not a permanent thing. 

#93
Jos Hendriks

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Zeke n Pubert wrote...

Jos Hendriks wrote...

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.



this actually happened to me as well at Dagger sandstorm...was a late wave although not sure if it was #10...first time medigel wouldn't work.  Second time, powers froze for the remainder of the round..since it's not the storm, ? if something else is going on..hadn't happened in this manner with previous multiplayer play

Apparently this is something that happens very occasionally. Heavy melee or going into bleed-out should resolve this issue for you when/if it occurs.

#94
Jos Hendriks

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skullmount4 wrote...

Jos Hendriks wrote...

Did some checking at work and it looks like the hazard versions receive a 15% bonus to experience earned, and no credit bonus. I should have foregone answering without knowing for sure before, so apologies for making it seem like there should be a credit bonus.

Any chance that it will be changed to add a credit bonus as well?

I do not know myself, but I will ask around.

#95
Jos Hendriks

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Tronar wrote...

It definitely does NOT. At least not for the duration of 3 waves. I played the Hazard Reactor map quite often in the last days for solos and with my usual gaming buddies, and when nobody pressed the button, the reactor would not vent during the wave or even during the next wave (after 3 waves, I just had to push the button. It's too much fun).
It's that simple. One of the players has to push the button to start the venting process.

You are correct. I ended up checking today, and the core does not vent itself automatically when left alone. The reason I wasn't sure is because at one point in development the hazard did actually function that way, but we found that it made the venting too unpredictable and frustrating relative to player controlled venting.

About the following:

Jos Hendriks wrote...
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.

My personal experience from at least 15 games on that map:
You definitely get points for killing the enemies. In fact you will get a stream of kill messages showing up in the center of your screen after activating it when the reactor was filled with enemies. It's kind of like throwing several grenades in a spawn and getting a series of kill messages after that.

When I was playing my Vorcha Sentinel he would even get his blood rage triggered by the enemies killed in the reactor! I was sitting outside the core and then after 3 kill messsages were displayed, my Vorcha would do his usual blood lust scream and red streaks on the screen intensified.

BUT your kills do NOT show up in the kill feed (logfile) at the bottom right (on Xbox at least). You can even trigger a kill streak with the reactor, but there is no message like
TR0N4R [Reactor Venting] Geth Rocket Trooper

I wonder why, because even the Demolisher's supply pylon gets an entry when killing stuff. This is my favorite line BTW, although you need the right timing and a little luck to pull it off: :D
TR0N4R [Supply Pylon] Phantom

There is a technical reason why this does not show up in the killfeed. Mostly it's because this required a new, unique setup that is not directly compatible with the killfeed to at least make sure teh players triggering the venting would score points. 

#96
Jos Hendriks

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Tronar wrote...

Jos Hendriks wrote...

There seems to be a bug with enemies being able to walk through doors, but rest assured that anything that is within the core (so between the doors) does get damaged during the reactor venting. Tougher enemies may survive a venting, however.

Not only may survive:
So far I've seen Atlases, Primes, Banshees, Geth Bombers and Dragoons walk through the (sometimes even still closed!) door with only a dent in their health. Even on Bronze or Silver!

So unless the Atlas is already near death, he will survive the oven treatment for sure!

Hence me saying that. ;)

*snip*

Can you please look into that problem? I really love that addition to the map, but now I am afraid everytime that this problem might happen again. :crying:

Thank you!

Yes, will be added to our bug database if it's not already for investigation.

#97
Jos Hendriks

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Emerald_Phoenix wrote...

Hey Jos we're you the camera guy at the NYC comic con event? I heard them call your name.


Nope, I have never been to New York in my life. 

#98
Jos Hendriks

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.458 wrote...

Don't know if you are aware of this, and it may have existed prior to FB white changes had volus existed before this...but at the LZ where the fighter ship rests is a flaw that wouldn't be noticable without volus.

That fighter actually sits on a cylindrical inner object, like the bullseye of a target. The outer ring is where most people stand. It is possible for the volus to fall through and rest on the level below where normally troops might spawn (but they spawn on the outer part of that subfloor/rectangle). Anyway, the volus is now stuck below the fighter, trapped in this cylindrical cutout below the fighter. Death won't get him out.

Was the LZ area changed? It really looks like a dying volus can slip through the crack where that inner circle meets the outer circle. I do have screenshots and video of it.


The LZ has not been changed at all, but that's a very interesting issue. Will add it to the bug database.

#99
Jos Hendriks

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canerican wrote...

on what day(s) of the week do you guys plan on rotating the maps? or is that confidential information?

DesioPL wrote...

When can be excepted the next hazard levels ? With the upcoming balance ?

I'd give you an answer if I knew, but I honestly don't know when the new hazard levels will rotate in. If I were to venture a guess, however, I'd guess that it'd be a week after the day we started, so on Tuesday, but this is only a guess.

#100
Jos Hendriks

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Lord Graal wrote...

Any chance of having a random but only hazard level option? I realise there are only two levels at a time but it would be nice if they could rotate just hazard maps.


Very unlikely to happen. There is a random level rotation. You can always just select the level from the level selection if you're intent on playing on hazard levels only. :)