PAYDAY 2 V9 - 900% More Chromatic Aberration and Lens dirt Edition
5,001 replies, posted
wished they made the game overall harder but added additional objectives and features unique to maps to help us,like pick up weapon etc
[QUOTE=PaperMartin;49900186]wished they made the game overall harder but added additional objectives and features unique to maps to help us,like pick up weapon etc[/QUOTE]
Having the players pick up guns once to unlock them in the inventory was an idea I had, but I scrapped it since it was way too hard and tedious to plan.
It's still a nice idea, instead of having the guns appear in your inventory out of nowhere.
[QUOTE=Loadingue;49900214]Having the players pick up guns once to unlock them in the inventory was an idea I had, but I scrapped it since it was way too hard and tedious to plan.
It's still a nice idea, instead of having the guns appear in your inventory out of nowhere.[/QUOTE]
It wouldn't really be the same game, but I would love it if there were more management features in PD2. It's part of the reason I was so excited when I heard about the 'Mastermind' class before release, I thought if you wanted, you could actually plan heists and it would be more than just picking a level and then choosing to do it quiet or loud.
I would absolutely love it if you had to manage a [del]mother[/del] base, and the gear that was available to you was determined to the contractors that you worked with. Since you do jobs for the Butcher and Gage, it would make sense if you got rewarded with sets of weapons and modifications that were associated with them (rather than paying for them with your credit card IRL).
Then instead of stealing actual money that Gensec had placed in a vault at an expo, you stole some of their top of the range body armour that they were showing off. That would also explain why their 'unbreakable vault' was actually really easy to break into, because the vault wasn't the focus of the expo, the armour was.
Then you spend some of the money you earn on decorations and furnishings for your base. You could also showcase some of the more difficult to acquire items that you've stolen, since some things would be impossible to fence. It'd be a bit like Evil Genius in that way. I mean we do already have a room filled with money, the only difference in EG is that the treasure room is filled with gold, which is much cooler IMO.
Personally I would also love it if the heisters were more than just cosmetics. They could have stats that made their playstyle radically different, and maybe they could get injured and you'd have to manage them and user others while they healed. You'd also have notoriety and heat, again like Evil Genius. The Dentist and other high profile contractors wouldn't contact you until you did a big enough job, e.g. fixing the election, which is why the Dentist contacts the gang "lore-wise". At the same time however, you couldn't attempt any large scale heists if your personal heat was too high, and you could lower the heat actively (it would decrease passively if you didn't do any jobs in the areas with heat), by either destroying evidence, working with the FBI or doing some other thing that would essentially work the same way as a heist but with a different endgame. There would also be a proper map with different areas for heat.
I have a lot of other ideas but none of them are realistic and the more I consider them the more complicated this game becomes and the further away it is from PD2. They barely even had enough heists when they released the game, there's no way they could have had a map with different areas for different heists and differing heat and notoriety levels. There'd also be different currencies, dirty cash, laundered cash and gold bullion. Hell, with the focus on meth-making that the game has, you could even include drugs as potential product that you'd sell. Now that has me thinking about DEA heat and how you would have factions like Murkywater, the FBI, Gensec and the Washington DC P.D. all out to get you. I'm just going to stop this post here because I could write for hours on what a more management-oriented Payday could have been.
Didn't one of the very early video's on Payday 2 say contracts were gonna be based on what you pick and people will see jobs other people wouldn't?
Where'd that go
Doesn't that mean crime.net's random mission pop ups, you know the ones people used before you could buy the contracts you wanted.
[QUOTE=Nickolas;49902151]Didn't one of the very early video's on Payday 2 say contracts were gonna be based on what you pick and people will see jobs other people wouldn't?
Where'd that go[/QUOTE]
Probably canned because there would be no point in that feature ; what people saw would seem random anyway.
[QUOTE=Guiboune;49902425]Probably canned because there would be no point in that feature ; what people saw would seem random anyway.[/QUOTE]
What would be cool (or . . . would [I]have[/I] been cool in an alternate universe where PD2 was a much more ambitious game) would be an unlock system for heists, where you had to do smaller jobs to get access to a given contractor's bigger/longer missions. Working your way up the ranks, gaining trust, all those similar concepts PD2 namedrops and forgets, etc.
[QUOTE=Guiboune;49902425]Probably canned because there would be no point in that feature ; what people saw would seem random anyway.[/QUOTE]
What the fuck did Goldfarb had in his mind.
It means host would either just play same short, repetitive, boring and easy time after time, or just go idle until you get something like watchdogs or framing frame,
and yeah, people would want to join you because you hosted a "rare" heist, but people wouldn't join "common" heist anyway because the previous reasons.
[QUOTE=PaperMartin;49900186]wished they made the game overall harder but added additional objectives and features unique to maps to help us,like pick up weapon etc[/QUOTE]
I've always wanted an overhaul with less hp all round, including the cops, but more damage per each shot.
could also scale down the amount of enemies, scale down your ammo and scale down the amount of specials. I just feel like it'd be more interesting to hold off against less cops, but deadlier cops and vice versa, less ammo but more damage output
I think making the cops have strategies while dealing with us, like captain winters, would make it be more interesting. If my team is camping indoor, the cops will throw a flashbang, then send in shields, then tans and tasers. Cops would surround the house/area using swat vans and police cars depending on how far they are to us, like 20-30m, sending in actual "assault waves" of 10-20 men each, including shields and specials, instead of mindlessly breaking into a house and swarming us like zerglings.
I want an organized and trained group of law enforcers that know tactics to deal with a dangerous gang of armed heisters, not insurgents wearing swat uniforms.
But the engine is old enough, so I doubt they would make this, maybe until payday 3.
I'd love to see a mode where you have more ammo, but cops don't drop ammo boxes. Obviously it's a pointless mode for stuff like Cook-off, but it means there'd be more incentive to finish a heist due to running out of ammo.
Make melee stronger, give secondaries way more ammo, give ammo bags more charges.
imo, it'd completely change the game. They already gave the weaker weapons more total ammo, making this influence the weapon choice a lot more. If cops didn't drop ammo, there's no incentive to run around, which changes the gameplay a bit too.
There's so much that this tiny change affects, and I'd love to see what would happen.
I haven't found ammo to be a problem at all in most heists, and I haven't run out of ammo bags since the weapon balance.
[QUOTE=HAKKAR!!!;49904844]I've always wanted an overhaul with less hp all round, including the cops, but more damage per each shot.
could also scale down the amount of enemies, scale down your ammo and scale down the amount of specials. I just feel like it'd be more interesting to hold off against less cops, but deadlier cops and vice versa, less ammo but more damage output[/QUOTE]
This game needs mutators.
[media]https://twitter.com/Sadir_S_Samir/status/707872554543882241[/media]
PAYDAY's new writer tweeted this. There's a new E-Mail on FBI files about something.
Can someone screen it or something?
Won't be able to access fbi files or anything before tomorrow
[QUOTE=Guiboune;49904992]This game needs mutators.[/QUOTE]
Goonmod has mutators, and a lot of them.
I used to prank people making my lobby public, wait for random players, and see their reaction when we're swarmed by 50 sprinting skulldozers.
[QUOTE=PaperMartin;49905045]Can someone screen it or something?
Won't be able to access fbi files or anything before tomorrow[/QUOTE]
[img]http://i.imgur.com/rN51UVq.png[/img]
Looks like the next heist is in L.A. But it doesn't look like the movie heist, seems more personal.
Could someone be trying to frame Dallas?
Wasn't L.A completely fucked up in aftershock or something
[url=https://twitter.com/SHATTERTWEETS]The Gensec twitter has been "taken over" by something called SHATTER[/url]
Had that been mentioned before?
I suddenly saw them pop up and was wondering who the fuck it was
[QUOTE=PaperMartin;49905160]Wasn't L.A completely fucked up in aftershock or something[/QUOTE]
Exclusive leaked trailer for the next Payday 2 heist:
[video=youtube;XJpznMaZ85c]http://www.youtube.com/watch?v=XJpznMaZ85c[/video]
[QUOTE=Nickolas;49905245][url=https://twitter.com/SHATTERTWEETS]The Gensec twitter has been "taken over" by something called SHATTER[/url]
Had that been mentioned before?
I suddenly saw them pop up and was wondering who the fuck it was[/QUOTE]
This wasn't an official account.
Shatter is the dude who give us green harvest
371.4mb update
Could it be? More safes?
nope
[url]http://steamcommunity.com/games/218620/announcements/detail/877446168725459670[/url]
"Fixed an issue related to having skins equipped on both the akimbo Bernetti 9s and a secondary Bernetti 9 at the same time"
[T]http://images.akamai.steamusercontent.com/ugc/355023457204281458/66A6EE976AD78D96D611DC311E1DC91BC2EBFC67/[/T]
RIP
[sp]I think Reinfeld + Loco skins still have the same issue tho[/sp]
[QUOTE=RookieXtz;49905799]371.4mb update
Could it be? More safes?
nope
[url]http://steamcommunity.com/games/218620/announcements/detail/877446168725459670[/url][/QUOTE]
Buff it until it's grinder
That menu looks rather..... off
What was wrong with the current one?
Could I get a screenshot of the new menu? Looks interesting.
Glad to see an actual skill tree beta in the works, looking forward to that.
Man I hope it's not just numbers change
They could give new gadgets to the technician or something.
[QUOTE=PaperMartin;49905933]Man I hope it's not just numbers change
They could give new gadgets to the technician or something.[/QUOTE]
I hope for overall reduction of needed points to fully upgrade the sentry and C4, so it can leave space to new skills. Same for converted units.
Also, I'm crazy if I say I hope they fix the Inspire being able to be used through walls but make a 100% to revive up someone? Inspire is a real big game changer and I feel it should be toned down a bit, just a bit.
[QUOTE=E.C.S;49905949]I hope for overall reduction of needed points to fully upgrade the sentry and C4, so it can leave space to new skills. Same for converted units.
Also, I'm crazy if I say I hope they fix the Inspire being able to be used through walls but make a 100% to revive up someone? Inspire is a real big game changer and I feel it should be toned down a bit, just a bit.[/QUOTE]
It's alright the way it is to my eye.
It's a last tier aced skill after all.
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