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Hazard levels and Level Changes - Question and Answer


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#201
Dunvi

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ShabyDonner wrote...

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.


You definitely do. If I hit it and then look around for enemies and see none, I'll still start getting tons of kills. :happy: Only the person who hit the button gets the kills, if you care about points, I guess it's a good thing I don't.

Note that while you'll see the points popping up as they die, they don't seem to appear in the killfeed.

I believe you can even get killstreaks with it, though I haven't managed it.

I really like the hazard reactor. I liked reactor already, now it's just ridiculously fun. Encourages communication, tactical thinking (go through the reactor or around right now?) and lulzy kiting. I'm going to be sad when it rotates out.

#202
SlabHardcheese

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I really like the DLC and especially the patch. And definitely like the fbw rearrangement. And so far the new classes I've played are fun. Very cool, and big thanks.

But I have to admit some disappointment we didn't receive any truly new levels, just modded versions of existing ones. I like the hazard versions but we really could use some truly new maps. That said I agree preferring access to all hazard maps at least after a month or so.

I would live to see this opened up to the modding community. One thing that keeps me interest in a game for extended periods of time is the creative forces of a modding community creating very imaginative new maps. I really hope me3 multiplayer can evolve forward into a more developed game and I believe publishing a map editor and way to host user created levels should be a big part of that. That kind of ecosystem feeds on itself and would become huge with this rich base of player classes.

#203
jakenou

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^ I'd like to see new maps too. I'm pretty sure we all would ;)

I'm wondering about Reactor's venting/core meltdown hazard. It seems to be the only hazard the player can actually trigger by using the door controls, but I can't tell if it actually does anything. I tried to trap some enemies in there a couple of times, but I couldn't tell if they were caught or died in there.

#204
whateverman7

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ShabyDonner wrote...

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.


oh, ok...thanks for the info, didnt know that...i just did unknown and it came up, so it made me wonder if it replaced the other map....glad to know it didnt...

in that case: release them all BW....unlease the hounds

#205
Beever_Boy

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This may have been asked already, but if we have it set to "Unknown Location," and we get placed on a hazard map, do we get both bonuses? i.e., a total of 40% extra xp or (for later maps) 25% xp + credit bonus/

#206
Jos Hendriks

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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.

#207
Jos Hendriks

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Thunder999999 wrote...

Is there anything that lets you see through the sandstorm on Dagger?
I tried the sniper rifle enhanced scope, but I didn't see enemies highlighted.

I don't actually know off the top of my head what would help you see through, but I'm told the thermal scope might.

#208
Jos Hendriks

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Rodia Driftwood wrote...

Here's your feedback, Jos: It's awesome.


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).


It is safe to say that expressing you want to see more of them doesn't hurt. No guarantees either way, but demand informs supply.:)

#209
Jos Hendriks

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JLoco11 wrote...

This is more of a question/request.

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.


Reactor's hazard will not likely change. The idea behind the hazard levels is that they each offer a different flavour/twist on the existing levels and as such, Reactor's hazard does the job well. Although more of a tool against enemies than the other hazards, it's still pretty hazardous to be in that core when it needs to vent. :)

#210
Jos Hendriks

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CptBomBom00 wrote...

How about a map for next DLC, where we will have an avalanche coming down.


It's interesting, but didn't Gears of War already cover that? ;)

#211
Jos Hendriks

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dumdum2 wrote...

So you are listening to feedback huh? Well, it feels awesome to play on the new hazard maps, but why limit our choices by having them rotating each week? I would prefer to have all hazard options permanently available so I can play them when I want to play them.


We sure are! Currently the hazard versions of levels are on rotation because we'd figured we'd try something new, see how that works out, and I think it would help in keeping the hazard versions of levels fresh. You make a good point though, I'd want to play the hazard levels all the time myself.

#212
Jos Hendriks

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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)


The hazard versions of the levels are separately selectable in the level selection menu. You can choose to play a hazard version of a level, or the regular version, at your own discretion. :)

#213
Jos Hendriks

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baldmop wrote...

How hard would it be to setup a slight damage modifier to shields in a sand storm not something severe but just enough to make shields flicker like they are actually getting hit ?


By the way love the feel of Dagger sandstorm.


The initial setup for that would not be hard. But then there is the certification and distribution which is a pretty long process, and on top of that with the existing way shields work, setting up something that deals regular damage would make shield regeneration in that level near non-existent. 

#214
Jos Hendriks

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Bob Hope wrote...

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.

Good question, but I do not have an answer for you. I know that Eric Fagnan and Corey Gaspur are looking into things on the Geth side because there has been quite a lot of feedback on them recently, but I do not know much beyond that, sorry. :)

#215
Jos Hendriks

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DesioPL wrote...

There is plans, to change other levels ? Like Ghost or Giant ? I mean here changes like in White and Glaicer.

Currently no. A bunch of us actually looked at all 6 of the original levels to see if there was anything that needed to be adjusted to fix flaws with them, and only really Glacier and White seemed to have layout problems significant enough to adjust.

#216
Jos Hendriks

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Original posts updated with more answers.

#217
Timerider42

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Dunvi wrote...

ShabyDonner wrote...

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.


You definitely do. If I hit it and then look around for enemies and see none, I'll still start getting tons of kills. :happy: Only the person who hit the button gets the kills, if you care about points, I guess it's a good thing I don't.

Note that while you'll see the points popping up as they die, they don't seem to appear in the killfeed.

I believe you can even get killstreaks with it, though I haven't managed it.

I really like the hazard reactor. I liked reactor already, now it's just ridiculously fun. Encourages communication, tactical thinking (go through the reactor or around right now?) and lulzy kiting. I'm going to be sad when it rotates out.


I don't really care about the points, but it would be nice to see something in the killfeed about it. Like:
Playername [Reactor Vent] Brute
Or even just:
[Reactor Vent] Brute

Modifié par Timerider42, 10 octobre 2012 - 11:56 .


#218
Welverin

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Jos Hendriks wrote...

CptBomBom00 wrote...

How about a map for next DLC, where we will have an avalanche coming down.


It's interesting, but didn't Gears of War already cover that? ;)


I know what Gears of War didn't have,  map with a THresher Maw boss for Wave 10!

p.s. ME3 should!

p.p.s. I also believe all of the hazard maps should be available all the time.

#219
Waffelmeister

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 Q: Will there be more hazard versions of levels, like for the DLC levels?
A: Currently not planned, but let us know! We always want feedback, because we like giving our players what they want. There are no guarantees either way, but demand informs supply. Image IPB




All of that please. ALL THE HAZARDS!

Played on sandstorm today, and it was actually loads of fun. Bonus experience will be loads of help working toward that N7 Mastery challenge too, that one will be some work!

I want more. I'd love to see what you guys come up with for the DLC maps. :happy:

#220
Waffelmeister

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Welverin wrote...

Jos Hendriks wrote...

CptBomBom00 wrote...

How about a map for next DLC, where we will have an avalanche coming down.


It's interesting, but didn't Gears of War already cover that? ;)


I know what Gears of War didn't have,  map with a THresher Maw boss for Wave 10!

p.s. ME3 should!

p.p.s. I also believe all of the hazard maps should be available all the time.


Would encourage farming reactor venting, they'd have to nerf it. I'd much rather have unknows that were different each week than the same all the time, but a slight buff to the chance to land on the two hazards for the week would be awesome. <3

#221
Timerider42

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Timerider42 wrote...

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.

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.

Played it again today and this time it was showing up. I don't know what happened the first time.

Out of curiosity, how long does it take the reactor to vent by itself after the bar fills? It seems to be able to go a long time without anyone hitting the button.

#222
JayCally80

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I stopped playing for a while due all the bugs. Downloaded the new DLC last night and it is awesome! It reignited my love of MP. I wish all maps would have that. Even quick rain storms, snowfall or fog on a regular map would be cool. Could you also add day/night cycles? Match starts as day and turns to night by wave 8.

I have to agree with everyone else, make all the hazard maps available. I've been asking for them for a while now. They are awesome and new challenge to all difficulty levels. Though it should affect the enemy's accuracy as well.

Question:
This may not be the place to ask but did you crank up the enemy AI intelligence and hit damage a lot more? Got dumped into a Geth match and they were even more a pain then before. I like the new enemies for the Geth and Ceberus but they seem to be on crack. The new Ceberus enemy's smash seems to do way more damage to me than when I do it to them. It also appears to be way more enemies in GOLD matches now and all enemies seem to do more damage an are way smarter. Did they become self aware? lol

A plus of all this, Gold isn't easy for me any more and not a guarantee win in a PUB match. It feels like Platinum light now. The hazard maps are freaking awesome!

#223
Jos Hendriks

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Timerider42 wrote...

Timerider42 wrote...

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.

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.

Played it again today and this time it was showing up. I don't know what happened the first time.

Out of curiosity, how long does it take the reactor to vent by itself after the bar fills? It seems to be able to go a long time without anyone hitting the button.


Yeah, I checked in a few ways at work today and it seemed to work just fine. Must've been some sort of glitch.
I'll have to check to give you an exact time for how long it takes after it is primed before firing, but if I were to venture an educated guess it'd be between 15 and 20 seconds. 

#224
Jos Hendriks

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JayCally80 wrote...

Question:
This may not be the place to ask but did you crank up the enemy AI intelligence and hit damage a lot more? Got dumped into a Geth match and they were even more a pain then before. I like the new enemies for the Geth and Ceberus but they seem to be on crack. The new Ceberus enemy's smash seems to do way more damage to me than when I do it to them. It also appears to be way more enemies in GOLD matches now and all enemies seem to do more damage an are way smarter. Did they become self aware? lol

A plus of all this, Gold isn't easy for me any more and not a guarantee win in a PUB match. It feels like Platinum light now. The hazard maps are freaking awesome!


Sadly I do not have an answer for your question, because I do not know. Enemy faction balance is handled by Eric Fagnan and a few others.

#225
Timerider42

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JayCally80 wrote...

Question:
This may not be the place to ask but did you crank up the enemy AI intelligence and hit damage a lot more? Got dumped into a Geth match and they were even more a pain then before. I like the new enemies for the Geth and Ceberus but they seem to be on crack. The new Ceberus enemy's smash seems to do way more damage to me than when I do it to them. It also appears to be way more enemies in GOLD matches now and all enemies seem to do more damage an are way smarter. Did they become self aware? lol

A plus of all this, Gold isn't easy for me any more and not a guarantee win in a PUB match. It feels like Platinum light now. The hazard maps are freaking awesome!

It certainly seems harder. Either that or my shields are a lot weaker. I've been getting downed more in silver than I would in gold earlier. The Collectors seem especially difficult.