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.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?
Hazard levels and Level Changes - Question and Answer
#176
Posté 10 octobre 2012 - 04:25
#177
Posté 10 octobre 2012 - 04:31
I liked the sandstorm, even though the enemies aren't affected it gives an extra mood to it that I like a lot, can't wait for the others to be avaiable. Was fun to play with the button in Reactor, trying to figure out what it would do. First I thought it would damage if passed by the light, but then I noticed the button and pressed it.. funny to see my friend burn though xD Sad to see the enemies killed inside wouldn't show in the kill list and that big ones wasn't affected.. I think they should at least take some damage.
I really enjoyed the changes, though I think Glacier could have been handled better(it was my favo map that's why it hit me this much xP Not sure it will still be my favo, gotta run more tests.. white seems to be in advantage now). Oh and I think the rotation of hazard maps is good, better to enjoy a couple of them than getting all of them together all the time and then getting bored about it.. I got bored with the Earth maps really fast.. thought the hazard maps would bring new locations to make me happier but it didn't, but I really like the changes that the hazards bring.. and would be great to see all the other maps affected, not only the original ones.
#178
Posté 10 octobre 2012 - 04:55
#179
Posté 10 octobre 2012 - 04:56
I tried the sniper rifle enhanced scope, but I didn't see enemies highlighted.
#180
Posté 10 octobre 2012 - 04:57
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).
Modifié par Rodia Driftwood, 10 octobre 2012 - 04:57 .
#181
Posté 10 octobre 2012 - 05:07
Thank you for looking into it, because today I had exactly that happening. I was doing some Solo Games on Bronze with my Level 10 Vanguard to work towards getting the Solo Medals, when I decided to try out the new Reactor map.Jos Hendriks wrote...
Noted, looking into it.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.
And indeed while experimenting with it, which enemies get killed etc. (Phantoms do get killed by the way, and if you are doing it right you can even lure enough enemies into the core to get a kill streak! Yikes!) I had it happen to me, that one Atlas walked right through the closed door. I knew that they just lose only about half of their shields (on Bronze!) from previous Reactor venting tests, but I was quite surprised to see him walking through the closed door as if it were open. It looked like a ghost that isn't being stopped by any kind of matter.
If it matters, the Atlas was coming from the direction where the big ramp (and the extraction platform) are located and went through the opposite door.
Anyhow, again thank you for adding those kind of gimmicks. Reactor was never a map I liked too much before, and when I played it, I often wondered how it would be to actually be able to use the core for something more than just the buzz sound while running through it. You made it possible and now I finally have a reason to play that map.
#182
Posté 10 octobre 2012 - 05:24
on topic....i have a question:
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?
#183
Posté 10 octobre 2012 - 05:35
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.
Modifié par JLoco11, 10 octobre 2012 - 05:36 .
#184
Posté 10 octobre 2012 - 05:43
#185
Posté 10 octobre 2012 - 05:48
#186
Posté 10 octobre 2012 - 05:58
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)
#187
Posté 10 octobre 2012 - 06:00
By the way love the feel of Dagger sandstorm.
Modifié par baldmop, 10 octobre 2012 - 06:01 .
#188
Posté 10 octobre 2012 - 06:03
Jos Hendriks wrote...
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.
thanks for being my first bioware response
#189
Posté 10 octobre 2012 - 06:10
#190
Posté 10 octobre 2012 - 06:13
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.
#191
Posté 10 octobre 2012 - 06:23
#192
Posté 10 octobre 2012 - 06:39
Jos Hendriks wrote...
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.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?
I don't think it will happen often, if it happen, it will be on the first waves. I don't think there's a lot of people willing to loose credits just to screw other players...
#193
Posté 10 octobre 2012 - 06:51
Jos Hendriks wrote...
Scruffaluphagus wrote...
Probably already been asked, but will new hazard conditions be added over time? Or will we always be stuck rotating through basically the same levels and hazards?Jos Hendriks wrote...
Good question. It's not very easy setting these hazard versions of levels up , but never say never. Play the hazard maps, see if you enjoy them. Let us know what you think! There are no guarantees either way that we would make more hazard versions of levels, but it's safe to say that demand informs supply. [smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie]
It would be nice to have at least one hazard version from every map. It's a cool concept that definitely bring variety to the game, and will make people keep playing for a long time...
#194
Posté 10 octobre 2012 - 06:54
#195
Posté 10 octobre 2012 - 07:23
#196
Posté 10 octobre 2012 - 07:44
Not even going to lie... I did that on wave 10 Gold yesterday. But instead of leaving the game I followed the Escort in with everybody else before the doors closed and then used my new medi-gel transmitter to revive everybody at once. Totally worth the medi-gel.LeandroBraz wrote...
Jos Hendriks wrote...
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.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?
I don't think it will happen often, if it happen, it will be on the first waves. I don't think there's a lot of people willing to loose credits just to screw other players...
#197
Posté 10 octobre 2012 - 07:46
markshaxted wrote...
Do we get the kill points if we push the button to vent the reactor and it kills enemies? If not why not? (From what I have observed at the moment the kills don't count, not sure though)
I was going to ask the same thing and in case your question got overlooked I will, I personally don't care as much about scores and leaderboard kind of stuff but I know I'm in the minority. The last thing I need is someone yelling at me for killing 5 or 10 guys at once and throwing the kill points away. I can see where it might be difficult if not darn near impossible to track who pushed the button and how much damage was done (or at least enemys killed) as a result but it that doesn't happen I see a really cool concept turning into a major headach.
markshaxted also wrote...
As someone else has mentioned but I don't see the answer
in the main post.... Will the reactor automatically vent while a
hacking/upload objective is being done inside the reactor? Or has that
location been removed as an objective marker on hazard maps? Or will we
just have to deal with it? (I am not opposed to that, it adds an
interesting strategic element to trying to complete the objective, but
it would be nice to know about before the entire squad gets wiped
out!)
I actually think this may have been answered but I can also speak from experience, A. The reactor is still a hack location and B. If allowed to remain unvented long enough the reactor can in fact vent on its own, having said that I don't think it happens just because you are hacking in it. I have only seen it left alone long enough once and it took quite a while (like 5 waves if I reamember) . Most of the time it seems to get manually vented long before that occures, but yes, I too find it an interesting statigic factor. Oh, and don't worry about everyone getting wiped out, it still gives you the audible (and more importantly text at the top of the screen) warning you that venting is about to take place and to evacuate at once (or something like that).
#198
Posté 10 octobre 2012 - 07:54
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)
You can still select the same map in its normal form (being the original six they are near the begining of the list), and if your playing random maps its unlikely you'll get the same map with the same hazard twice in a row.
#199
Posté 10 octobre 2012 - 08:12
I can't wait for the blizzard on white...
I'm hoping we get some kind of Monsoon on Jade or Rio... maybe a Hurricane/Typhoon on Hydra... London could be on fire again... and maybe it will be mildly overcast on Vancouver...
#200
Posté 10 octobre 2012 - 08:16
It would be really nice if outdoor maps could have any random weather that could even change during the match but that's probably asking for far too much.
I've not made up my mind about the rotation idea. Not having them all available at once gives some change and variety as time goes on which might help longevity - no doubt that is the aim although it's always nice to have everything available. On balance it might be a good idea.
Modifié par Reorte, 10 octobre 2012 - 08:17 .





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