• PAYDAY 2 V11 - Yeah! He's Back! Edition
    5,003 replies, posted
[QUOTE=Finale;52575547]Headsup, those custom maps are mostly only playable on like an SSD or a supercray. They're drawing from wayyyy too many packages at once. Crazy idea: don't got the resources to do a new difficulty with map changes everywhere? Don't do a whole new difficulty. Just release it for a few maps at a time when you have the resources.[/QUOTE] So difficulty changes = map changes?
[QUOTE=brenz;52575568]So difficulty changes = map changes?[/QUOTE] If the difficulty's going to be remotely decent (and if you want to do absolutely anything with stealth), it needs to be more than just stat buffs for enemies-otherwise the only effect is to restrict the scope of gameplay choices. The introduction of Mayhem and OD also made things much worse by homogenizing many aspects of loud gameplay and reducing the variety and complexity of enemies encountered on loud. I wrote a huge effortpost on designed difficulty on the steam forums awhile back. The mayhem and OD changes to game systems were some of the most embarrassingly poor in the game's development.
I really love Crime Spree as concept, it's great to finally have a scaling difficulty level. But then you get awful modifiers like reduced medic cooldowns, Zeal snipers, and Captain Winters shields forced upon you and it just drains every bit of fun out of it.
[QUOTE=SlickBlade;52574927] Something cool I saw while playing with the map, it appears Pump, Sagia and Skull variants of the Zeal Dozer were planned. Though now we have only what would be the Skull variant with the pump shotgun. [img]http://i.imgur.com/NlHwJCY.jpg[/img][/QUOTE] I could've sworn those dudes still spawned normally (even if they're horrifically unfinished). Still keeping it in the map though, because setting up the buttons is [I]really[/I] tedious.
[QUOTE=Finale;52575605]If the difficulty's going to be remotely decent (and if you want to do absolutely anything with stealth), it needs to be more than just stat buffs for enemies-otherwise the only effect is to restrict the scope of gameplay choices. The introduction of Mayhem and OD also made things much worse by homogenizing many aspects of loud gameplay and reducing the variety and complexity of enemies encountered on loud. I wrote a huge effortpost on designed difficulty on the steam forums awhile back. The mayhem and OD changes to game systems were some of the most embarrassingly poor in the game's development.[/QUOTE] Can you post it here as a link? I'd like to read, but something tells me I've already read it, I just want to check.
Well I just lost my crime spree run in the most ridiculous way possible [video=youtube;SPWrsJ6EMyc]https://www.youtube.com/watch?v=SPWrsJ6EMyc[/video] and no, the bots did not get me up in time
[QUOTE=brenz;52576985]Can you post it here as a link? I'd like to read, but something tells me I've already read it, I just want to check.[/QUOTE] [url]https://steamcommunity.com/app/218620/discussions/10/135508489634092115/#c135508662495907287[/url]
[QUOTE=riki2cool;52577574]Well I just lost my crime spree run in the most ridiculous way possible [/QUOTE] it's your fault, you should've dodged better [sp]i would think that this being sarcasm would go without saying but on second thought I can actually imagine that someone would unironically think this[/sp]
I was unsure about picking up [URL="https://modworkshop.net/mydownloads.php?action=view_down&did=13486"]Keepers[/URL], but I'm convinced and all for it now. It is very very useful and a great idea for anyone who plays with bots or Jokers. Features: You can now tell your Bots (And Jokers!) to [img]http://i.imgur.com/mmJgxDW.png[/img] Cover or [img]http://i.imgur.com/YfeSbHE.png[/img] Patrol, as well as the vanilla Follow and [img]http://i.imgur.com/MglTOqS.png[/img] Hold Position. You can change your 'Stop AI' (Hold Position) button to perform Follow, Cover or Patrol if you wish. You can also set double-tapping shout to perform any of these as well. Or not change either of these keybinds. [img]http://i.imgur.com/mmJgxDW.png[/img] Cover will make the AI hold position, and briefly displays pathing 'nodes' on the ground. This is where AI are allowed to path to. The AI will occasionally shift between the original spot you told them to hold and nearby nodes, in order to find new lines of sight, or to avoid incoming damage. [img]http://i.imgur.com/YfeSbHE.png[/img] Patrol selects much further spaced out nodes, and tells the AI to keep pathing between them, in order to patrol and protect a larger area. You can now name your Jokers, as well as syncing the name with other users of the mod. Jokers now have a small health indicator next to their name. Lastly it incorporates Goonmod's custom waypoints in order to control the bots, and thus if you wish you can tell the AI to guard a waypoint whenever they're not following you. Requires Iter and Announcer, though Announcer can be told to shut up. Iter is used to greatly improve the pathing of AI. [B]Requires Hosting or Host to also have mod to use, or you still get this bullshit[/B] [t]https://steamuserimages-a.akamaihd.net/ugc/853849748623005670/A875D1E2E0DFC3AA0C5F3250277CD484321DA733/[/t]
What's a good heist for testing builds?
Watchdogs? Jewelry Store? Original Bank Heist? Big Bank (for balancing out damage/survivability vs utility)? Drawing a blank for others
Diamond is good for testing survivability, due to HUGE amount of enemies on this map
So me and my friends were just tossing around an idea for a mod if anyone wants to give it a shot since we're probably going to be too lazy to. Essentially replacing the cloaker alert with the navy seal copypasta; (Which if it was voiced by him it would be 100x better). So instead of hearing "WULULULU", you see a cloaker running at you screaming "WHAT THE FUCK DID YOU FUCKING JUST SAY TO ME..." and so on. If anyone wants to take a crack at it, i'll probably download it.
Worth a try, though the sound file is about 5 seconds long, and you can't make it any longer than the original length.
I think somethin's coming today edit: your prophet has spoken [url]http://steamcommunity.com/games/218620/announcements/detail/1444947199697735668[/url]
[QUOTE=Lolnoob1;52576091]I could've sworn those dudes still spawned normally (even if they're horrifically unfinished). Still keeping it in the map though, because setting up the buttons is [I]really[/I] tedious.[/QUOTE] They still spawn, they all just use the same weapon so the color seems to be the only difference. EDIT: A wall is marked at the safehouse. Guess August will after all come out during August... Right at the end of it.
so august is on august 30th, too lazy to sleuth around on the bottom serial if it means anything also take your guesses on cross-promo raid items (which releases on sept. 26) [T]https://steamuserimages-a.akamaihd.net/ugc/851598038662258083/8155472D8C8C86396D62B44165A3E1AC6386F474/[/T] the meta implications of a voice actor in a modern setting standing in front of an oil portrait of that same voice actor 77 years in the past are worrying
I guess gold chains is cool but I'm not sure why they didnt do the whole crew
[QUOTE=Dick Slamfist;52584429]I guess gold chains is cool but I'm not sure why they didnt do the whole crew[/QUOTE] We already have Golden Dallas, so the rest is to come, I guess.
Something about them saying "There still might be more presents in the mail" has me thinking.
[QUOTE=VintageCat;52584681]We already have Golden Dallas, so the rest is to come, I guess.[/QUOTE] Do we have Golden Dallas? I had no idea. I feel stupid if there is
[QUOTE=Dick Slamfist;52584817]Do we have Golden Dallas? I had no idea. I feel stupid if there is[/QUOTE] I think we got it when the ultimate edition came out
So apparently there's a new "door" in the safe house. [IMG]http://i.imgur.com/f6r5Lsc.jpg[/IMG] Something in my mind though is willing to bet it's August's door. Whatever it is though, the 30.8 might be its release date. Since OVK is a swedish based company and their calendar is day/month/year, it might make sense that the number means the 30th of August. As for the bottom stuff, I have no idea.
When does the H3H3 pack come out?
[QUOTE=Mio Akiyama;52585950]When does the H3H3 pack come out?[/QUOTE] After August comes out.
Just a heads up for anyone with crashes since the update, check if you use Bag Contour. This update added a brand new bag weight, causing the mod to crash the game on launch. Have to wait for the mod author to update and redownload it from Mod Workshop. Edit: Bag Contour has been fixed. [url]https://paydaymods.com/mods/85/BC[/url]
[QUOTE] Fixed crash when killing a cop with trip mine while wearing the pumpkin mask [/QUOTE] What the fuck kind of duct tape is this game held together with that these two completely and utterly unrelated things can cause a crash
[QUOTE=Moloskeleton;52579941]What's a good heist for testing builds?[/QUOTE] I always thought Hoxton Breakout was a good test. Day 1 is very mobile and features somewhat open spaces, testing mid-to-long-range combat. Day 2 is more hunkered down, requiring pushes out of fortified positions to deal with objectives (and Winters when he spawns), focusing on mid-to-close-range combat. Day 2 can be fairly long, testing your staying power. This is a good representation of 90% of the heists of the game. If you can do well on Hoxout, chances are you'll be able to take that build to any other heist. The exceptions are the heists that focus on extreme ranges such as Bomb: Forest. [editline]18th August 2017[/editline] [QUOTE=fendermcbender;52584259]so august is on august 30th, too lazy to sleuth around on the bottom serial if it means anything also take your guesses on cross-promo raid items (which releases on sept. 26) [T]https://steamuserimages-a.akamaihd.net/ugc/851598038662258083/8155472D8C8C86396D62B44165A3E1AC6386F474/[/T] the meta implications of a voice actor in a modern setting standing in front of an oil portrait of that same voice actor 77 years in the past are worrying[/QUOTE] I wonder if they'll have a pre-order bonus or something for The Raid as a tie-in to Payday 2. On one hand they said no more paid DLC, but the Hotline Miami and other crossovers still require that game and they could say technically, it's not DLC. Also, Aldstone is clearly Control's son or something.
The difficulity in this can be very inconcistent though. The better your CPU is, the harder it gets. Almost everybody in my lobby get shredded because their build doesn't work with this many cops in a room. Especially when snipers react almost instantly.
[QUOTE=RaraKnight;52586895]What the fuck kind of duct tape is this game held together with that these two completely and utterly unrelated things can cause a crash[/QUOTE] Could be an event listener on the pumpkin mask that got called when an enemy died or something. Who knows though. :v:
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