Aller au contenu

Photo

Hazard levels and Level Changes - Question and Answer


130 réponses à ce sujet

#101
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

M A F I A wrote...

To the Devs. Feedback and Questions:

1) Do the kills achieved through the Reactor Core give points? I have a feeling they do since sometimes I get awarded mistery points, anyways wouldn't be better to get this info on the kill feed? Such as:
Mafia [Reactore Core] Husk

Has been answered before, but yes you do get points for triggering the venting and that venting killing enemies, but there is no message in the killfeed for it.

2) I have noticed a few things surviving the Reactore Core Venting, namely Atlas, Banshee, Brutes and a particulary though Turian squadmate. Now, venting the core discharges quite a lot of energy wouldn't be better if anything caught inside the core would be instakilled? I mean, this hazard seems VASTLY underpowered considered what it is and it feels more like a "chore" than a real "hazard".

Don't use it if you don't want to, but it works as designed. The damage being such that it instantly kills anything is something we tried, and it proved to make the reactor hazard so powerful that it trivialized matches in it.

3) The core trigger is in a tricky position, many times while one would like to vent the core he ends up in cover, can something be done about it?

Sits in the right place if you ask me, because you can't have a reward without a bit of risk.

4) The computer voice warning of reactor core venting is way too low, considered the importance of the event perhapds its volume should be raised a bit, otherwise it often goes lost amidst gunfire.

Although it's not the loudest thing there is I don't think the warning is too hard to hear. 

Modifié par Jos Hendriks, 14 octobre 2012 - 04:54 .


#102
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

tehpuma wrote...

 The whole 2 hazard levels a week thing sounds pretty, for lack of a better word at the moment, stupid.

If people don't want a hazard level, or are not ready to play one, then they shouldn't be using the unknown option. Personally I'd love to see more hazard maps. Especially one for Hydra, and maybe Condor.

-Oh hey you've posted recently. Can you give me the reason for only keeping in 2 hazards a week?

It's alright if you disagree with it. That's important to know. The hazards are 2 a week right now because we wanted to try something new and see if it sticks. 

#103
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Deucetipher wrote...

Assuming the rotation continues, would it be possible to have the hazard version of the map replace the traditional one, for the week it is in play? Speaking for myself as someone who plays mostly u/u/g, I've been feeling a bit of map fatigue, particularly with Reactor. Hazard Dagger plays sufficiently differently that it avoids that particular trap, at least in my opinion.


The choice is there for people to either go with the hazard version or the original. The hazard versions of available levels are taken into account in the Unknown level selection setup. It is not likely to happen that regular versions of levels become unavailable when their hazard counterparts are available.

#104
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Scruffaluphagus wrote...

So when are we getting the next rotation of hazard maps?


I honestly do not know, but if I were to guess, I'd say on Tuesday.

#105
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Der Ivan91 wrote...

And one Question:
(i know, it may be stupid, but I only wanna be sure)

We do have a rotation of hazard maps... Does this mean we also have a... rotation of characters, meaning do we loose the unlocked characters (like turian havoc soldier) when the rotation switches (I'd really love to know)

thx in advance


No rotation of characters that I'm aware of. Characters are not going to re-lock.

#106
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

supertitan wrote...

Can we see any changes to the other maps in both design and hazards? This also includes DLC maps too.


Not currently planned, but let us know what you like. No guarantees either way, but demand does inform supply. :)

#107
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

DarthSliver wrote...

I would like to say I think the Hazard maps are a great addition but why dont they give us a bigger credit reward if we have the settings set to Unknown/Unknown?

I do not know. It's not a bad idea, and I will suggest it to the people who deal with this tomorrow.

Is it also possible to allow the enemy to push the button in Hazard Reactor? I mean you said there is that voice warning that will warn us so in Theory we would have time to dart out of there, it would make the map alot more fun since Hazard Reactor is my favorite version of Reactor now. Never like Reactor map until its Hazard version, I do hope DLC maps get Hazard maps in the future.

It is not possible for enemies to also press the button. 

Also how will Hazard Maps work in future N7 weekend Operations, is it possible for you guys to have a Hazard weekend where all the normal versions of the existing Hazards maps get replaced by their Hazard counterparts/ are all there to use for such an Operation?

I do not know how the hazard maps will factor in specifically with the weekend challenges, but there is a chance they might, so we'll see. :)

#108
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Kamyczek wrote...

When next 2 hazard maps?

NOD-INFORMER37 wrote...

At what time each week will the maps rotate? 

I'd also like to add that I support having all hazard maps available at some point(maybe once when they've all rotated?).

shadowbrooker wrote...

When the next map rotation


Jos Hendriks wrote...

I honestly do not know, but if I were to guess, I'd say on Tuesday.



#109
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

FireBomb wrote...

This isn't about the maps but it is about the Retaliation DLC:
When I first downloaded the Retaliation DLC, there were much more than four characters shown to unlock. Then they disappeared. I was wondering if I needed to delete the DLC and re-download it... or if it was a mistake and the characters will be obtainable in a different DLC. (please reply, I'd really like to get those characters... they seemed really cool)
PS the Hazard Maps are awesome... Nice work.


The characters you are not seeing now are characters that will roll out one by one every week. They are part of Retaliation. 

#110
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

MountainRespect wrote...

Jos, have you seen this thread yet? It's pretty overwhelmingly unanimous. Please let us keep what we have!


http://social.biowar...3749/4#14518550


Yep, I have seen the thread, and it's good to have that thread. It's not going to immediately change the rotation but it helps changing it a bit down the line. Those who need to see the thread will.:)

#111
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

mykejm wrote...

Sorry if someone else already asked this, but if I pick "Unknown" and get a Hazard map, do I get both XP bonuses (Unknown + Hazard)? If yes, how are the bonuses combined?  

Essentially this question is, if I end up on an Hazard map by random what bonus do I get?

- 40% (bonuses added together and applied)
- 25% (unknown bonus only)
- 43.75% (15% applied on top of 25% or vice versa)


Experience bonuses do not stack. (because it hasn't been set up that way)

#112
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

TheGoda wrote...

Hey jos I noticed you didn't answer my question, I'll post it again to see if it gets answered, my question is can you change aspects of the hazards for weekend challenges? Example being how much damage the rain does?


I went back to see where I missed your question and I must've not caught the questionmark in post I haven't answered. Sorry about that.
I think a few aspects may have been set up to have tweakable values for the hazards, though the only one I know for certain is the reactor's venting damage. How tweakable values may factor into any weekend challenges will remain to be seen.

#113
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages
Added some changes to the original post about Firebase Giant that I had managed to forget about. Firebase Giant has had a few minor adjustments to the places where enemies can boost/climb up to the playable area from below. Enemies would occasionally get stuck below which would make killing them off difficult, and the change addresses this problem specifically.

Additionally, listed a change that most if not all adjusted levels (and this would include the hazard versions of levels) have been adjusted as far as ammo and grenades are concerned. There may be more frequent ammo and more grenades in these levels (because everyone seems to love more grenades and frequent ammo in the DLC levels).

#114
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Zimek wrote...

How about on Reactor if you won't vent for let's say a minute when the reactor is full it vents by itself contaminating parts of the map like in SP?


No. We tried this, but ended up being unfun.

#115
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

nolanie911 wrote...

I have a question. Why don't I have a Krogan Shaman character option or the Asari Huntress? I have Retaliation downloaded, and downloaded the update for XBox.

I do not know, and it's not a question about the levels. Try asking Eric Fagnan or Bryan Johnson.

#116
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

lightsnow13 wrote...

What's different about giant? Is the lightning (that doesn't sound at all like lightning) the only difference?

The hazardous condition for Giant is its lower light conditions.

#117
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

tehpuma wrote...

Question teacher! Here here!

The other thread got me thinking, is there a chance that you might dim the lighting on Giant some more? I really do love the idea of making it darker, it just seems it'd set the mood perfectly.


Will not likely happen. It's alright if it's mostly just atmospheric to people who play it. 

#118
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Agent Zoot wrote...

Changes to Glacier and White are very annoying and pointless, please change it back!

How are we suppose to survive harder level difficultys?!


With a good team and coordination, just like you'd survive any other level at those difficulties. 

#119
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

ka243 wrote...

Could you please let us know if salarian engineer use has dropped dramatically by users with dlc?

That is not really my area of development, but I can poke others about it.

#120
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

Lexicon19 wrote...

If you're playing a hazard map in a u/u/u game, do you get bonus xp for both the unknown and hazard?

Also, I would love to see the hazard maps flat out replace normal maps (as they are beautiful), as well as getting new hazards for the dlc maps. Pretty please?


The experience bonuses do not stack. (they're not set up to)

Hazard levels will not replace the regular versions of the levels. New hazard DLC levels have not been planned but we're listening to feedback. You never know. :)

#121
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

ryanshowseason3 wrote...

Have to say I'm disappointed with Giant. Dagger was better since it still limited the player with some mechanic and made things more difficult to justify the bonus xp. Giant is just Giant again with lighting. No challenge added really. Free 15% xp.

I wasn't hoping for swarms of varen to attack, ok maybe I was. But there's no real hazard here...

All the other hazard maps so far have been excellent. I am actually scared of ghost now, which is a good thing! Does that damage scale with difficulty? And it only eats barrier/shields right?

Oh and I recall something being said about credit bonuses for hazard maps was that ever going to happen?

I'm actually not sure about the damage scaling. I know it does in Reactor, but not sure about Ghost. They do only strip your shields, yes.

The credit bonus has been a question, but right now there is no credit bonus.

#122
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

IronRush wrote...

Jos... I am a fan man.
The new hazard maps are amazing. Stunning atmosphere.
Any chance after the first full cycle we can have all hazard maps for good?
Thanks!

I don't know what that chance is. I don't decide things like that. I know getting all the levels is in the cards at some point.

#123
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

ryanshowseason3 wrote...

Another random question now that I can't experiment with it.

Can a fury or slayer tele-dodge into and out of the reactor? Same deal I guess for a shadow who still has a lock on an enemy to perform shadow strike. I suppose that would always work though.

Absolutely.

#124
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

DesioPL wrote...

I played Giant and Ghost hazard versions.

I heard, the geth shields and health, is down, when the rain is up in the Ghost, but this working too for Marauders, Banshee, Atlas, Phantoms, Nemesis, Centurions, Collector Captain ?

This works for any enemy that has shields.

#125
Jos Hendriks

Jos Hendriks
  • BioWare Employees
  • 633 messages

HBSWong wrote...

Can we have some future Hazard maps where you can get +15% credits instead of exp? This is so much more required then +15% exp which, if you really want exp should just choose unknown instead for +25%. +15% achieves nothing as currently these 2 bonuses also do not stack.

That's outside of things that I do or decide, but I'll let those people know there is a want for it.