[QUOTE=Pyraax;49804132]Just played on Shadow Raid on hard today with randoms. We got all the bags, then some guy got detected and left. 2 of us ran back to the van, waiting for the other dude to get here. We still had about 10 seconds left but the guy kept trying to jump into the van and[I] we ended up failing because of that[/I].
I honestly don't know what to say. I'm speechless.[/QUOTE]
isn't the van well within the escape zone??
[QUOTE=Pyraax;49804132]Just played on [B]Shadow Raid[/B] on hard today [B]with randoms.[/B] We got all the bags, then some guy got detected and left. 2 of us ran back to the van, waiting for the other dude to get here. We still had about 10 seconds left but the guy kept trying to jump into the van and[I] we ended up failing because of that[/I].
I honestly don't know what to say. I'm speechless.[/QUOTE]
There's the problem right there, friend.
[QUOTE=DavidCameron;49794283]Framing Frame day 3 is so bullshit. There is hardly any cover, the cameras are everywhere and every other wall is a window. The fact that guards are alerted by moved bookshelves I can't push back and the hard drives and stuff being really well hidden.[/QUOTE]
You haven't experienced BS until a guard sees a body through a floor
[QUOTE=lintz;49804224]isn't the van well within the escape zone??[/QUOTE]
Not on Shadow Raid from what I've seen.
I want to play this game but I seriously can't get over myself and actually do it. Is anyone else just getting this feeling where you literally cannot open the game because of the bad mojo? The two best mods for the game came back in full force, I'm holding steady 30fps, I got lots of other little patches & fixes to make the gameplay that much more fun and it's pretty great but I can't even bring myself to open the thing.
I feel like I'm dissapointing the last 2 buddies I have who actually play the fucking game :^(
aren't those first batch of masks supposed to come out tomorrow?
[QUOTE=MrHeadHopper;49804576]I want to play this game but I seriously can't get over myself and actually do it. Is anyone else just getting this feeling where you literally cannot open the game because of the bad mojo? The two best mods for the game came back in full force, I'm holding steady 30fps, I got lots of other little patches & fixes to make the gameplay that much more fun and it's pretty great but I can't even bring myself to open the thing.
I feel like I'm dissapointing the last 2 buddies I have who actually play the fucking game :^([/QUOTE]
I just don't play it anymore because it feels like I've seen everything interesting. Whenever I open the game, all of its flaws, unfinished features, unfixed bugs, unbalanced elements surge in my mind at once. I can come back to a similar game like L4D2 because it's a complete and fun experience all around; the same can't be said with Payday 2.
[QUOTE=Loadingue;49805884]I just don't play it anymore because it feels like I've seen everything interesting. Whenever I open the game, all of its flaws, unfinished features, unfixed bugs, unbalanced elements surge in my mind at once. I can come back to a similar game like L4D2 because it's a complete and fun experience all around; the same can't be said with Payday 2.[/QUOTE]
L4D2 also allows alot more modding flexibility than Payday 2, including community made maps and the like. Something payday will never get, because apparently the level design tools are complex and scurry, please, if people can deal with Hammer they can deal with overkill's mapping tools.
[QUOTE=MrHeadHopper;49804576]I want to play this game but I seriously can't get over myself and actually do it. Is anyone else just getting this feeling where you literally cannot open the game because of the bad mojo? The two best mods for the game came back in full force, I'm holding steady 30fps, I got lots of other little patches & fixes to make the gameplay that much more fun and it's pretty great but I can't even bring myself to open the thing.
I feel like I'm dissapointing the last 2 buddies I have who actually play the fucking game :^([/QUOTE]
I took a 3 or 4 month break, and the game still feels incredibly stale. I only really play it with friends now.
[QUOTE=Exploders;49806238]L4D2 also allows alot more modding flexibility than Payday 2, including community made maps and the like. Something payday will never get, because apparently the level design tools are complex and scurry, please, if people can deal with Hammer they can deal with overkill's mapping tools.[/QUOTE]
There's more to releasing mod-tools than just releasing what they're using currently. One major issue is licensing for any proprietary tech they might be using.
[editline]24th February 2016[/editline]
I would just like to mention to everyone saying that "the game is stale now" etc - Have you checked your playtime recently? Maybe after 500, 1000, possibly more hours, it's no surprise you're starting to tire of the game.
Most of the fun I make in this game now is making stupid shit like this:
[t]http://images.akamai.steamusercontent.com/ugc/499142450968889942/8E3E259E9C3C6C94D881CEA49ABF800CE786B8D4/[/t]
[QUOTE=MrHeadHopper;49804576]I want to play this game but I seriously can't get over myself and actually do it. Is anyone else just getting this feeling where you literally cannot open the game because of the bad mojo? The two best mods for the game came back in full force, I'm holding steady 30fps, I got lots of other little patches & fixes to make the gameplay that much more fun and it's pretty great but I can't even bring myself to open the thing.
I feel like I'm dissapointing the last 2 buddies I have who actually play the fucking game :^([/QUOTE]
I've been quite interested in pretty much everything Overkill have released this year, and I do want to go back to it and play the PD1 heists, but it's been difficult for me to immerse myself into the game since crimefest, because I keep on thinking about the scandal, and the reality that we're all going to have to continuously bleed money to get the content that they release.
I can't even talk to my brother about what's going on with the game anymore, which I used to do quite frequently, because he kept on coming back with 'yeah but overkill are terrible and payday is dead', so I just stopped.
[url]http://steamcommunity.com/gid/103582791437419546#announcements/detail/988908910444250862[/url]
Green Harvest,for anyone that was interested
[QUOTE=DeadMansChest;49806322]Most of the fun I make in this game now is making stupid shit like this:
[t]http://images.akamai.steamusercontent.com/ugc/499142450968889942/8E3E259E9C3C6C94D881CEA49ABF800CE786B8D4/[/t][/QUOTE]
Any influence from the ASM-1 from Advanced Warfare? Except in there it shoots fast and then slows down.
[QUOTE=E.C.S;49800334][t]http://images.akamai.steamusercontent.com/ugc/318997942505300956/B9AD49E51851C842DF030F98219AA85ECAF19282/[/t]
Is this what my life of robbery has come to?[/QUOTE]
[t]http://images.akamai.steamusercontent.com/ugc/496889383577197075/0D0D94C259018CD927759427C8786673EB0E13DA/[/t]
Same
I just wish they'd completely rebalance all the enemies and gameplay flow. All the generic enemies are pushovers on Overkill and Assault Waves feel like they never end, only slow. Below Overkill, well lets just say I went afk with 2 bots on Normal because I was reaching for an achievement, and we only got attacked by about about a dozen Blue SWAT during an Assault. I don't know how people could possibly fail in that mode.
What I would like to see is a complete rework of the 'loud' system. As I play Overkill almost exclusively, I am basing all my ideas off this difficulty.
[U]Assaults and Intermissions:[/U]
First off, the Pre-Assault phase will allow you much more time to prepare before the enemy shows up. Depending on the map, they may be Washington Police, FBI Agents, or even Gangsters. They'll form up outside and will make up the first Assault Wave, in most cases this is a warm-up wave and shouldn't give you much trouble. Between waves you'll have some breathing room, Spawns are halted except for Hostage Rescue who will try to rescue hostages and strongly avoid you. If you are guarding the hostages, you shouldn't even see these guys. If you do, they'll try to escape or fight, and will be susceptible to surrender. As they act as mostly passive units, killing them increases the intensity of the police response.
[U]Force Composition:[/U]
Rather than units based on difficulty (it gets old seeing and dealing with the same enemies all the time), they're based on time and location. Blues to take the place (and stats) of Greens and form the bulk of the starting force, and Yellows take the place of Tans (without the magic plate). Greens are given the durability of Tasers, and Tans are given the the fighting style of of Commissar / Rat and the highest non-Bulldozer durability. Murkywater are on-par with Yellows and GenSec FTSU is on-par with Greens, they only appear on certain Heists. As the game goes on, the composition changes to favor larger numbers of stronger units, which matches Bain's escalation warning speech. This goes for Shields and Bulldozers as well, starting with preference to SWAT shields and Greendozers, and ending preference for FBI Shields and Blackdozers.
[U]Locational Examples:[/U]
In Framing 1, Rats 2, Goat 2 the first wave will be a full-on Assault wave but with Gangsters, and no Special units. In Framing 2 and Hoxton 2 the first wave is FBI Desk Workers and FBI Agents (same model, but considered different from HRT) while the rest of the heist is FBI Agents and FBI SWAT with some Blue SWAT. In Beneath The Mountain, Murkywater form the primary force composition while GenSec and FBI appear later on. Murkywater Shields would be a nice addition to this, a retexture of the SWAT Shield. On Train the guards are Murkywater and the first response is GenSec, then SWAT. In Big Bank, GenSec Elite will be part of the responding force alongside SWAT and FBI SWAT. Perhaps a new enemy based off the Captain's shield guards and using the Tan's helmet could be made to serve as a GenSec themed Tan for missions where the FBI are not present.
[U]Tactics:[/U]
The addition of The Captain has shown that the game is capable of supporting tactical formations, so it'd be nice to have formations of Tasers and Shields, or Shields backed by SWAT, etc. Shields could also be made more timid so that they keep a distance and retreat when being flanked. On the other hand, some Shields could try to turn the tide using their shields to keep you contained, such as posting up in exterior doorways on Small Bank (the roof and windows still serve as exits, or you could just use anti-shield weapons to clear them).
[QUOTE=PaperMartin;49806722][url]http://steamcommunity.com/gid/103582791437419546#announcements/detail/988908910444250862[/url]
Green Harvest,for anyone that was interested[/QUOTE]
Any screenshots? Sounds cool but I would like to see what I get.
[QUOTE=Chiv;49806778]Any influence from the ASM-1 from Advanced Warfare? Except in there it shoots fast and then slows down.[/QUOTE]
Actually, this is how the ASM1 Speakeasy behaved. ROF bonuses only applied to its default fire rate, not the intro firerate.
Also, I still question why we can customize the Santa masks.
[t]http://images.akamai.steamusercontent.com/ugc/499142450966430673/86C5946FC38482DDBDD87D9DB32B231D9CA8DF71/[/t]
[QUOTE=DavidCameron;49807096]Any screenshots? Sounds cool but I would like to see what I get.[/QUOTE]
Okay!
[t]https://dl.dropboxusercontent.com/u/27595954/asynchronous/payday2_win32_release%202016-02-14%2015-37-38-33.png[/t]
[t]https://dl.dropboxusercontent.com/u/27595954/asynchronous/payday2_win32_release%202016-02-14%2015-38-23-82.png[/t]
Double camera room. Harder difficulty. New contractor. Soon to have new loot spawns. Uh... it looks pretty?
I'm glad to finally get it out the door!
[QUOTE=Mr. Someguy;49807006]I just wish they'd completely rebalance all the enemies and gameplay flow. All the generic enemies are pushovers on Overkill and Assault Waves feel like they never end, only slow. Below Overkill, well lets just say I went afk with 2 bots on Normal because I was reaching for an achievement, and we only got attacked by about about a dozen Blue SWAT during an Assault. I don't know how people could possibly fail in that mode.
What I would like to see is a complete rework of the 'loud' system.[/QUOTE]
I have a shit-you-not 100+ page design doc for a new, better-balanced endgame difficulty that I've been adding to and tweaking since Death Wish came out.
[QUOTE=Finale;49809881]I have a shit-you-not 100+ page design doc for a new, better-balanced endgame difficulty that I've been adding to and tweaking since Death Wish came out.[/QUOTE]
I'd love to read that. You'll only get Overkill's attention if you add some spicy memes, though.
For having worked in the industry for a bit, I can guarantee no one's gonna dare read it if it's 100+ pages long. I'd suggest presenting a <15 pages document with pictures and bullet points first, then, if they are interested, show them the 100+ pages one but separated as much as possible into smaller documents each representing chapters (Weak Cop, Green Cop, Pathfinding, Pistol Balance, etc.) A Google Drive folder sounds best for that if you wanna share it.
Mega Cthulhu, i think i just jizzed myself.
[URL="http://www.overkillsoftware.com/games/overkillmasks/"]The Overkill Masks.[/URL]
[QUOTE]
[B]Extra Patch Notes[/B]
Code
Fixed an issue where players could avoid bleed out after Swansong by getting tased
Spotter skill now applies to the SWAT Van Turret correctly
Fixed an issue that would occur if a heist was successfully completed but no players were left alive, the crew alive bonus was a negative value and not 0
Audio
Re-added missing weapon sounds
Fixed an issue that caused Bonnie to sometimes play the wrong voice when securing bags in stealth
Weapons
Fixed an issue where gadgets and marking guards didn't work while the Bipod was deployed with the LMG
Fixed an issue where the stock modification for the STRYK pistol was visible through walls
Art
Fixed an issue where the back button appeared behind the background during credits
Fixed an issue where the head of a security guard could clip through the ground when killed
Fixed a visual issue on Bodhi’s hand when running with a Chimano 88 Pistol
Levels
Fixed an issue with the SWAT Vans on the Counterfeit job
Fixed an issue where Captain Winters would roam around instead of leaving the area once defeated on the Counterfeit job
Fixed an issue that caused the paper rolls on the Counterfeit job not to stack when transferred between players
Fixed an issue where players could get stuck behind the barn doors on Day 2 of the Goat Simulator job
Corrected misplaced cameras on Golden Grin Casino
The fire extinguishers on Golden Grin Casino no longer cause lethal explosions
Fixed a rare crash when opening a door on Day 2 of the Hoxton Breakout job[/QUOTE]
[QUOTE]Perk Deck [B]Open Beta[/B] changelog
Update size: 978.6 MB
GAMBLER
Medical Supplies Perk
- Addition to already existing perk: If the Gambler's current health is lower than another player's, the heal effect on the Gambler is increased by 100%. Stacks up to three times
BURGLAR
Breath of Fresh Air Perk
- Addition to already existing perk: Added a 10% crouching movement speed increase
ARMORER
Reinforced Armor Perk
- Addition to already existing perk: When your armor get depleted you will be immune to health damage for 1.5 seconds. This cannot occur more often than once every 30 seconds
CREW CHIEF
Wolf Pack Perk
- Combined the old Brute Strength perk with the Wolf Pack perk
Brute Strength Perk
- Replaced old perk with: You grants 8% damage reduction for player in your group. This bonus is double when you are under 50% health for yourself only
HITMAN
Ambidexterity Perk
- Added Akimbo related perks from Tooth and Claw and changed Stability Penalty from -24 to -16
- Addition to already existing perk: Akimbo ammo capacity of your akimbo weapon increased to 125%
Tooth and Claw Perk
- Moved Akimbo related perk to the Ambidexterity Perk
- Added to already existing perk: Your armor will recover 6 second after being broken no matter what the situation
[/QUOTE]
Can they stop making custom scroll on update pages ffs.
All it does is just scrolls down to Mega DW mask and stops there.
[QUOTE=Hammer7;49811588]Can they stop making custom scroll on update pages ffs.
All it does is just scrolls down to Mega DW mask and stops there.[/QUOTE]
I just decreased the size of the whole page in chrome and it worked fine for me.
Site's a bit fucky. Just zoom out a bit to view the masks.
Is the scrolling not working properly on the mega masks website for anyone else?
[QUOTE=KaptonJack;49809979]I'd love to read that. You'll only get Overkill's attention if you add some spicy memes, though.[/QUOTE]
[QUOTE=Guiboune;49811357]For having worked in the industry for a bit, I can guarantee no one's gonna dare read it if it's 100+ pages long. I'd suggest presenting a <15 pages document with pictures and bullet points first, then, if they are interested, show them the 100+ pages one but separated as much as possible into smaller documents each representing chapters (Weak Cop, Green Cop, Pathfinding, Pistol Balance, etc.) A Google Drive folder sounds best for that if you wanna share it.[/QUOTE]
Although I've tried to make it realistically achievable with minimal new asset creation (~3 new /modified old enemy models, a large amount of new voicework for Bain and objective strings) I don't really expect Overkill or anyone else to actually act on it. I do have the short bulletpoint version pretty clearly mapped out, though.
i can't even turn the music off
its so loud
[QUOTE=a-cookie;49811618]i can't even turn the music off
its so loud[/QUOTE]
I was about to say there was an option, then i clicked the button.
Nothing.
Nice one overkill.
I dig the Mega Plague Doctor, brings back memories of my golden plague doctor mask I used to run all the time when Infamy came out.
[editline]25th February 2016[/editline]
Excellent work as always, Coyoteze.
Sorry, you need to Log In to post a reply to this thread.