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Hazard levels and Level Changes - Question and Answer


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#126
Maria Caliban

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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?


I picked Unknown/Collectors and got the sandstorm, so random will get you there.

#127
DESTRAUDO

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While i think it would be great to have access to all the hazards at once, i would like that to happen in 3-4 months. Right now the hazards are like left4dead2 mutations, so i think having them on a cycle to reveal them is cool and will perk up another little reason to play each week initially. Down the line when we have all seen/played them a bit full access to those would be great.

#128
Lynx7725

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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.

Feedback: Dusty Dagger is a very good idea. Dagger is usually dominated by long range snipers. Having low visibility means it's more an assault team's playground. I think this particular implementation is good and changes the map sufficiently. Even if the enemy is not affected at least detection wise, it does shake up the game pace and player tactics.

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.

Some suggestions to future hazards:

Excess solar radiation (DoT on shields/ barrier only for both sides).

Excessive Tectonics (auto stagger at random intervals, affecting both parties).

Civilians (for Earth maps, or even Jade, Goddess, Tuchanka... eh skip Tuchanka. No such thing as a Civilian on Tuchanka).

Heavy Fog/ Smog (still air, noise damping. Not like the roar of Dusty Dagger, but a more creepy sort of stillness. Imagine a Husk suddenly appearing out of the gloom, or a Banshee's shriek close by...).

#129
Dr Toaster

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I'm going to be 100% really brutally honest here. This DLC, really rustles my jimmies.

#130
michaelgrunhardt

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 I really liked the sand storm bit ^__^. When I saw the trailor I was kinda worried about the fact that maybe Harbinger would become a Hazard. I was telling my self " Oh wow! How could we defend against a reaper on a level like Dagger,when he did what he did to Shepard D: " But as I seen from the earlier reply,I was able to brush away the sweat from my forehead and sigh :)

Anyway, I can not wait for the other Hazard maps to come about,the acid rain will be really epic I think.
Missions with rain and night skys are really beautiful in games! You guys done a really good job on this update and I love the Banner Idea ^__^ Just the idea to show every one what you have managed to do over the long hours of blood shed and spilt Reaper,Geth blood ect.. Just makes the experince all the more worth it and being able to hang around BioWares master peice :D

#131
Mailak

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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.

#132
DamonD7

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Maria Caliban wrote...

Denali21 wrote...

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


I picked Unknown/Collectors and got the sandstorm, so random will get you there.

Cool to get confirmation, thank you.

I guess the limited rotations with the hazard maps are to dip a toe in the water, so to speak, rather than dive right in.

#133
Lynx7725

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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.


Already stated as not a bug. Venting deals a lot of damage but is not an instant death. Particularly strong units can survive.

Modifié par Lynx7725, 10 octobre 2012 - 10:19 .


#134
Rotacioskapa

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Normal rain would be cool on firebase jade in the future. (not acid rain lol)

#135
Tronar

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First of all as a regular ME3-player let me thank you for making the well-known maps more interesting by introducing the hazards. That is a great idea.

I also support the notion to make the 6 new hazard maps available all the time and not only 2 of them on a weekly rotation basis.

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.

#136
FreaperFTW

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Isn't the Sandstorm a good reason to introduce helmets for races that currently don't have one?

I'm pretty sure even Krogans don't want sand getting in their nose.

#137
HusarX

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I support the idea to have all the hazard maps available all the time.
I support the idea to have different (not all) hazards available for the same map, for example : Giant Nighttime/ Giant Sandstorm / Giant Rain.

#138
-tzi

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As a tremendous Slayer fan and farming hater, I'm disgusted by the decision to block access to the small dead end room in Glacier. It served as an awesome way to phase-escape tough situations. I suggest you rather made it no-dead-end... such as making a door leading to the balcony behind the back wall where enemies spawn (and thus making the balcony accessible to players as well).

#139
Mondhase

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Lynx7725 wrote...

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.


Already stated as not a bug. Venting deals a lot of damage but is not an instant death. Particularly strong units can survive.


There's a difference between surviving the venting and simply walking through the reactor doors. Haven't seen it myself, yet, but apparently some units ignore the closing doors and walk out instead of getting trapped. I'm fine with bigger units surviving the core venting, but they shouldn't be able to walk through solid steel.

#140
PsiMatrix

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Mondhase wrote...

Lynx7725 wrote...

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.


Already stated as not a bug. Venting deals a lot of damage but is not an instant death. Particularly strong units can survive.


There's a difference between surviving the venting and simply walking through the reactor doors. Haven't seen it myself, yet, but apparently some units ignore the closing doors and walk out instead of getting trapped. I'm fine with bigger units surviving the core venting, but they shouldn't be able to walk through solid steel.

^this.

Imagine sealing a Praetorian in, making jokes about how it's getting deep-fried only to have it attack and then walk through the sealed door. Kinda funny in a pee-your-pants way.:D

#141
Phil Dingus

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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? :/

#142
Pathetisad

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Can enemies activate the core in reactor?

#143
turboteetje

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Think not. Think they can't push the button (have not seen it that is)

#144
wantsumcandii

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I've had enemies walk through the reactor door.there different times now all in different games. From praetorians to regular smaller guys are just walking through the door as if it wasn't there. I really like all the new ideas for mass effect 3 but wat good is a trap that doesn't actually trap enemies...please fix.

#145
TheGoda

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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

#146
comrade8472

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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?

#147
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.

#148
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.

#149
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.

#150
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.