Hazard levels and Level Changes - Question and Answer
#101
Posté 10 octobre 2012 - 03:22
#102
Posté 10 octobre 2012 - 03:25
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.
#103
Posté 10 octobre 2012 - 03:28
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.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.
#104
Posté 10 octobre 2012 - 03:43
etm125 wrote...
Finished a dagger hazard game. No extra credits. Sooo I assume it was just bonus xp? No real inentive for players who dont want to promote.
Personally, I think thye reduced visibility Dagger is way more fun to play than the original version.
So, Bioware, consider my vote to be in favor of having all six hazard maps available all the time.
#105
Posté 10 octobre 2012 - 04:13
#106
Posté 10 octobre 2012 - 04:14
#107
Posté 10 octobre 2012 - 04:34
Seriously.. huge headache now..
Modifié par Trogdorx, 10 octobre 2012 - 04:34 .
#108
Posté 10 octobre 2012 - 04:34
I agree. "Two year olds" shouldn't be allowed to play the game, but they are and, I predict, they WILL do exactly what you said. If that happens more than once, I will avoid the map.mrwizeguy wrote...
You do understand how this could turn out .. EX. hack in there and stupid kid venting while laughing on mic..Jos Hendriks wrote...
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.
This dosent sound good..
#109
Posté 10 octobre 2012 - 04:44
This should be changed. Cool idea, if only mentally stable adults played the game. I think they should design a different hazzard for the map, or do an instant ban if some moron does this 3 times (3 strikes - "You're OUT!"). If they could track such a thing.JaimasOfRaxis wrote...
I saw a player today troll during the hack objective on reactor by sealing the vent doors.
This was a brilliant map decision.
#110
Posté 10 octobre 2012 - 04:56
I am a fan of map variants; nighttime, weather systems, remodelling. Night Dagger would be awesome with the twin moons out.
Sandstorm wasn't really a problem, it felt more like flavour. The consistant storm just reduced visibility but I know most of the stage inside-out at this point so not much of a challenge for the extra xp.
Reactor wasn't really a problem once I figured the best way to avoid the hazard is to simply not push the button. You don't get burned for passing through while the bar is in the red only if you happen to get stuck inside. My expectation was that passing through would cause damage over time as the reactor ran hot just like in SP when there was toxic gas pockets that you had to avoid.
Like I said though; I like flavour to maps and the extra 15% is icing on the delicious cake.
#111
Posté 10 octobre 2012 - 05:21
Jos Hendriks wrote...
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.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.?
OK, thanks. Glad to hear you decided this way :-)
#112
Posté 10 octobre 2012 - 05:27
Jos Hendriks wrote...
No.tinler wrote...
Does sandstorm visibility also affect enemies' shots?
Oh come on! It should. But I guess there isn't a mechanism to handicap enemies at all, since Hunters can even fire perfectly while lifted.
#113
Posté 10 octobre 2012 - 05:29
#114
Posté 10 octobre 2012 - 05:57
Modifié par LeandroBraz, 10 octobre 2012 - 05:59 .
#115
Posté 10 octobre 2012 - 06:16
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.
#116
Posté 10 octobre 2012 - 06:22
First, I too think having all six at once to play would be best but at least think the rotation should be quicker like every couple of days or so.
Second, while I get the technical issues I had to say I agree about the visibility thing when it comes to the enemy but I understand if it can't be done.
Third, Defiantly poke about the sniper scope, it just makes wonderful logical since that if it can help you see through smoke it should help with other thing that hinder visibility.
And finally I am also defiantly interested in seeing more of these on the other maps but might I suggest that I personally think the best ones are the ones that effect both players and enemies. Also I like the interaction factor. I played Dagger and thought, yeah this is cool, makes it feel fresher and a little more real. Then I played Reactor, 6 times. It was awesome. I am sorry to those that played with trolls but my team didn't have any and we used it many times to fry some baddies. More traps added to other maps would be incredible. I am picturing ways to make some kind of hatch open on Rio or something that would drop guys into the water, or wash them away on Hydra. I don't know, just seems more re-playable to have something that creates a different outcome each time rather then just not being able to see as well. That said I have yet to play the others so I will wait and see how the swarms and rain effect things.
Overall I think this is really great. The whole update has been but the hazards have the potential to be my favorite addition.
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
Modifié par ShabyDonner, 10 octobre 2012 - 06:23 .
#117
Posté 10 octobre 2012 - 06:27
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.
I'm pretty sure I read that the little galaxy one is how many time you have promoted that class, and while I'm not sure I would think the gold has to do with the new challage system but not sure in what respect.
#118
Posté 10 octobre 2012 - 06:31
madskilzs_30 wrote...
I would rather see the player trigger vent be removed and have it so that after so many seconds of the reactor being ready to vent, it goes off.
Nooooo
#119
Posté 10 octobre 2012 - 06:34
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.
It worked perfectly when I was playing, started green, eased up to yellow around the 50% annoucment and then when the red bar filled the button could be pressed.
#120
Posté 10 octobre 2012 - 07:06
#121
Posté 10 octobre 2012 - 07:17
#122
Posté 10 octobre 2012 - 07:22
#123
Posté 10 octobre 2012 - 07:52
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?
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?
edit: bracket fix
Modifié par NikkoJT, 10 octobre 2012 - 07:53 .
#124
Posté 10 octobre 2012 - 08:04
#125
Posté 10 octobre 2012 - 08:07





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