• PAYDAY 2 V6 - DLC Edition
    5,003 replies, posted
Hopefully we will get that with the PD:TH ports for Payday 2. Green Bridge and Counterfeit are gonna be Awesome! I really want the raincoats thought.
[QUOTE=VenomousBeetle;48577652]It worked for 47 cmon[/QUOTE] Whoa you act like we're professionals. Like cmon we wear anime masks and use money stacks as weapons
[QUOTE=YourBreakfsat;48578692]Whoa you act like we're professionals. Like cmon we wear anime masks and use money stacks as weapons[/QUOTE] Hey just because I like stabbing people with a tooth brush that doesn't mean unprofessional ok! The nerve of people today geez you just can't have work freedom these days.
[QUOTE=MrHeadHopper;48578535]That's one little thing that PD:TH had that seriously fucked me when it didn't show up in PD2. It's like removing the legs from L4D in L4D2. I don't wanna exaggerate things, but it honestly kinda shows that they've stopped caring as much. I understand PD:TH was a big important project acting as a showcase of what the new Overkill studio could do, but it wouldn't fucking hurt to atleast pretend like PD2 isn't a money swipe. They've gotta fund their 2 new big hitter "we have been bought by Starbreeze" games, I get it, but damn. Edit: Everything you put on in PD:TH, raincoats, stealth gear, pool repairmen disguise kits and even the doctor scrubs you could actually see in the first person model too. Why can't I see my fucking ICTV bracers in first person?[/QUOTE]In the first game, all of the heister outfits had separate player models. PD2 only uses one for most characters (aka every male), and the result is a mess: [t]http://i.imgur.com/SkbagPL.png[/t] Tons of duplicated bag models for material reasons and heads for all the heisters means that there's 38 different 'objects' that can be toggled on or off. If they did it neater, I suppose we could've gotten some outfits. They even considered having a casual set of clothes at one point (but the model doesn't even exist anymore).
[QUOTE=Lolnoob1;48578806]...Words...[/QUOTE] I have to wonder if this is because of plans to implement additional heisters? I can't see a reason for doing it this way otherwise.
[QUOTE=YourBreakfsat;48578692]Whoa you act like we're professionals. Like cmon we wear anime masks and use money stacks as weapons[/QUOTE] 47 being a professional is a result of experience. He was supposed to be an inferior genetic creation that got good in the original game, like Solid Snake.
[QUOTE=Lolnoob1;48578806]In the first game, all of the heister outfits had separate player models. PD2 only uses one for most characters (aka every male), and the result is a mess: Tons of duplicated bag models for material reasons and heads for all the heisters means that there's 38 different 'objects' that can be toggled on or off. If they did it neater, I suppose we could've gotten some outfits. They even considered having a casual set of clothes at one point (but the model doesn't even exist anymore).[/QUOTE] All-in-all this way is no different than the "bodygroups" in Source, and believe me - this system of toggling objects is tons better than having separate models for every heister, both in terms of workflow, organisation and saving space (also being able to toggle items on and off in Maya instead of loading up every individual model saves so much time). Making various suits and costumes is not the issue for the most part (even if it is time consuming), as evident by both Jiro and Jacket. The problem is making sure it doesn't clip with armor and masks. That's why some of the new heisters have different outfits, but they don't deviate much from the shape of the regular suits, because they have to remain the same shape in order to not break insanely. You also have to consider that if something seems "so easy" to do, chance is it isn't. Or we would have done it by now.
[QUOTE=Hammer7;48577561]Did ammo pick up rate for grenade launchers got changed? It was 1 ammo pack = 1 grenade back then but now it feels like I need to get 3-4 drops for one grenade.[/QUOTE] it was 2 ammo pack = 1 grenade when launcher was released, now i believe its 3.
[QUOTE=Coyoteze;48580442]All-in-all this way is no different than the "bodygroups" in Source, and believe me - this system of toggling objects is tons better than having separate models for every heister, both in terms of workflow, organisation and saving space (also being able to toggle items on and off in Maya instead of loading up every individual model saves so much time). Making various suits and costumes is not the issue for the most part (even if it is time consuming), as evident by both Jiro and Jacket. The problem is making sure it doesn't clip with armor and masks. That's why some of the new heisters have different outfits, but they don't deviate much from the shape of the regular suits, because they have to remain the same shape in order to not break insanely. [B]You also have to consider that if something seems "so easy" to do, chance is it isn't. Or we would have done it by now.[/B][/QUOTE] It's very very easy to backseat game develop when we're in the seats we're in. Still, I agree, I do miss the operator overalls, scrubs and raincoats. Made the heists more unique.
[QUOTE=Mochnel;48580482]it was 2 ammo pack = 1 grenade when launcher was released, now i believe its 3.[/QUOTE] It's not set at all. [t]http://i.imgur.com/MUHBMFU.png[/t] With walk-in closet every pickup randomly gives you anywhere from 7% of a grenade to 88% of a grenade. So at best, you'll get a full grenade after 2 pickups, at worst, you'll need to grab 15 pickups before you get 1 grenade.
[QUOTE=Jojje;48580527]It's very very easy to backseat game develop when we're in the seats we're in. Still, I agree, I do miss the operator overalls, scrubs and raincoats. Made the heists more unique.[/QUOTE] I think the uniqueness of PD:TH is what made me loathe the sequel. These new heists don't feel as special anymore. I think having a small pool of very well crafted heists made the first one good, but when you spurt out mediocre ones that don't feel special, then it waters down the gameplay and the general feeling of it. We don't feel like badass heisters anymore, we just feel like mercenaries for hire. Instead of releasing a single heist with some new weapons, how about heist packs that are revolved around a central theme? A stealth pack would be necessary and nice for those stealth lovers. A big heists pack that include massive heists that have multiple days. A small heists pack that are only a day long but still feel fun. The possibilites are endless, but I feel like Overkill are just trying to cash out.
[QUOTE=GentlemanLexi;48581253]I think the uniqueness of PD:TH is what made me loathe the sequel. These new heists don't feel as special anymore. I think having a small pool of very well crafted heists made the first one good, but when you spurt out mediocre ones that don't feel special, then it waters down the gameplay and the general feeling of it. We don't feel like badass heisters anymore, we just feel like mercenaries for hire. Instead of releasing a single heist with some new weapons, how about heist packs that are revolved around a central theme? A stealth pack would be necessary and nice for those stealth lovers. A big heists pack that include massive heists that have multiple days. A small heists pack that are only a day long but still feel fun. The possibilites are endless, but I feel like Overkill are just trying to cash out.[/QUOTE] overkill doesn't just want to cash out,they just don't want to take risk by doing big heist with lot of content,because they already aren't selling so good,so for now they only do big 1 day heists,wich kinda suck edit: sorry lol I wrote in the quotes
[QUOTE=PaperMartin;48581360]overkill doesn't just want to cash out,they just don't want to take risk by doing big heist with lot of content,because they already aren't selling so good,so for now they only do big 1 day heists,wich kinda suck edit: sorry lol I wrote in the quotes[/QUOTE] pretty sure they've made enough money from the constant DLC packs to at least attempt it once
[QUOTE=GentlemanLexi;48581469]pretty sure they've made enough money from the constant DLC packs to at least attempt it once[/QUOTE] yeah but at overkill they're probably like "but what if they really don't like it and it sell really bad?"
[QUOTE=GentlemanLexi;48581469]pretty sure they've made enough money from the constant DLC packs to at least attempt it once[/QUOTE] They literally funded their own convention after releasing two games. I think they're fine money wise. [QUOTE=Coyoteze;48580442]All-in-all this way is no different than the "bodygroups" in Source, and believe me - this system of toggling objects is tons better than having separate models for every heister, both in terms of workflow, organisation and saving space (also being able to toggle items on and off in Maya instead of loading up every individual model saves so much time). Making various suits and costumes is not the issue for the most part (even if it is time consuming), as evident by both Jiro and Jacket. The problem is making sure it doesn't clip with armor and masks. That's why some of the new heisters have different outfits, but they don't deviate much from the shape of the regular suits, because they have to remain the same shape in order to not break insanely. You also have to consider that if something seems "so easy" to do, chance is it isn't. Or we would have done it by now.[/QUOTE] Overkill clearly had the time to do it in PD:TH. You'd expect a sequel to build on aspects of the game, not add a couple and tune most other things down. Right now, PD2 is one step forward, two steps back in everything but skill tree variety, music because it's the same quality you had in PD:TH and first person animations because those are straight up better. Even then I dunno what you're saying because there's insane clipping with Bonnie. She's like way more rotund than anyone else, so the bag straps from the deployable stuff and pretty much every stocked weapon she equips clips right through her. Wouldn't lighter pieces of gear, like the stealth kit from PD:TH, also work in terms of shape? I'd go as far as saying they'd be thinner than the regular suits since the arms would be bare and the rest would just be arms and legs in some basic dark navy pants.
I think it's worth the effort to put stuff like heist specific outfits and such together. It might seem like a big task for a small result but people would really appreciate it, way more than a few new guns to shoot or a new voice to shout at people in.
How would it work with CTVs? You see very few of the suit with them, so the same would happen with the rest of the outfits
[QUOTE=Coment;48581579]How would it work with CTVs? You see very few of the suit with them, so the same would happen with the rest of the outfits[/QUOTE] There could always be parts of heists where you're not armoured to begin with, and acquire it from a dead drop or something later.
[QUOTE=Coyoteze;48580442]All-in-all this way is no different than the "bodygroups" in Source, and believe me - this system of toggling objects is tons better than having separate models for every heister, both in terms of workflow, organisation and saving space (also being able to toggle items on and off in Maya instead of loading up every individual model saves so much time). Making various suits and costumes is not the issue for the most part (even if it is time consuming), as evident by both Jiro and Jacket. The problem is making sure it doesn't clip with armor and masks. That's why some of the new heisters have different outfits, but they don't deviate much from the shape of the regular suits, because they have to remain the same shape in order to not break insanely. You also have to consider that if something seems "so easy" to do, chance is it isn't. Or we would have done it by now.[/QUOTE] Sorry, but after having to deal with said concerns myself or even seeing some of the mods that were made for PAYDAY 2, your argument loses a lot of its value Not saying what you wrote is bullshit (actually the opposite), but just that at least some of it has been proven wrong If someone coded in fucking hitboxes for arms and legs don't go tell me that you guys haven't been able to do it because of complications
[QUOTE=NitronikALT;48581654]Sorry, but after having to deal with said concerns myself or even seeing some of the mods that were made for PAYDAY 2, your argument loses a lot of its value Not saying what you wrote is bullshit (actually the opposite), but just that at least some of it has been proven wrong If someone coded in fucking hitboxes for arms and legs don't go tell me that you guys haven't been able to do it because of complications[/QUOTE] At some point when the coding starts going full spaghetti, Payday 3 needs to come out. At this point, Overkill are just padding out Payday 2's DLC potential to the extreme. Let Payday 2 run it's course, but make Payday 3 the Payday 2 that we wanted.
just do payday 3 plz
by the time you're working on pd3 I'll be done with uni, you can hire me to yell at everyone
Actually. Do it. Make a few more DLC heists, finish whatever you have planned. Then, stop working on PD2. Work on PD3, make it a REAL sequel to PD:TH. Not this watered down DLC-fest.
[QUOTE=GentlemanLexi;48581741]Actually. Do it. Make a few more DLC heists, finish whatever you have planned. Then, stop working on PD2. Work on PD3, make it a REAL sequel to PD:TH. Not this watered down DLC-fest.[/QUOTE] The shareholders would like to have a little chat with you
actually they should completely change the game,PDTH was good but with payday 2 getting more dlc while still being repetitive,the community probably got bored of the game as a horde game where you just shoot people and hold f on stuff. maybe it will be an actual heist game this time,with real pre planning,etc
[QUOTE=GentlemanLexi;48581741]Actually. Do it. Make a few more DLC heists, finish whatever you have planned. Then, stop working on PD2. Work on PD3, make it a REAL sequel to PD:TH. Not this watered down DLC-fest.[/QUOTE] You have no idea of the dissapointment I felt when I played PD2 again after completing some random heists on Easy in PD:TH. There's just so much more flair in PD:TH with the sprinting bulldozers and the cloaker chasedowns. In PD2 they just kinda do an animation and kick you even if you're like twenty feet away. It's little things that got lost in the way that make it that much shittier when you realize they're missing. Like the greatest piece in the PD2 OST teaches us; Calculating the cost and the things that you lost You'll realize - love's gone missing
[t]http://i.imgur.com/c1TPZbN.jpg[/t] [t]http://i.imgur.com/a0qacCe.jpg[/t] oh no, his youtube army sure will ruin my life forever seriously, him being a 25-100 with 500hrs makes me baffled [url]http://steamcommunity.com/profiles/76561198088967197/[/url]
Heist specific content would definitely soften the blow of the ludicrous price for a single map
[QUOTE=GentlemanLexi;48581741]Actually. Do it. Make a few more DLC heists, finish whatever you have planned. Then, stop working on PD2. Work on PD3, make it a REAL sequel to PD:TH. Not this watered down DLC-fest.[/QUOTE] Also do like Payday 1 and make like [I]1[/I] DLC and it contains tons of shit, multiple heists weapons a new skill tree new deployable and new achievements all at a good price, which apparently isn't possible now
[QUOTE=Mister Sandman;48581805]Also do like Payday 1 and make like [I]1[/I] DLC and it contains tons of shit, multiple heists weapons a new skill tree new deployable and new achievements all at a good price, which apparently isn't possible now[/QUOTE] or multiple 10$ DLC but with shitload of content like this
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