[QUOTE=TWKUK;52832879]designing a good stealth system is pretty simple.
Step 1: Identify what Metal Gear Solid 3 did
Step 2: Copy all of that[/QUOTE]
MGS3's stealth works because the game is made for it, it wont work in PD2, at best maybe MGS1/2's stealth, since it doesn't work off of a camo index.
[QUOTE=VenomousBeetle;52832933]what
they're already penalizing you for killing, letting you hold up guards, and giving you RNG detection from what you're wearing, but besides that there's nothing really of value from the MGS3 stealth.[/QUOTE]
[sp]i was making a stupid joke my dude[/sp]
[QUOTE=TWKUK;52832879]designing a good stealth system is pretty simple.
Step 1: Identify what Metal Gear Solid 3 did
Step 2: Copy all of that[/QUOTE]
be able to call up gage on your codec and ask what year the assault rifle the guard has was made and learn about its deep history in warfare while eating tree frogs in the parking lot of diamond heist for buffs
[QUOTE=VenomousBeetle;52832933][editline]29th October 2017[/editline]
He's talking about Locke and Load riddles[/QUOTE]
Doesn't mean it's unrelated. Because, Aldstone's missions didn't go away even after the promotion for Raid: WW2 ended.
I asked you people to see for yourselves because I was away from home.
Made something you guys may like. Feel free to suggest more options.
[img]https://modworkshop.net/mydownloads/previews/preview_1664_1509280197_d35e1514d092b80ca09190e23be40e34.png[/img]
[URL="https://modworkshop.net/mydownloads.php?action=view_down&did=21187#description"]Stoic Colors[/URL]
[QUOTE=SlickBlade;52833220]Made something you guys may like. Feel free to suggest more options.
[img]https://modworkshop.net/mydownloads/previews/preview_1664_1509280197_d35e1514d092b80ca09190e23be40e34.png[/img]
[URL="https://modworkshop.net/mydownloads.php?action=view_down&did=21187#description"]Stoic Colors[/URL][/QUOTE]
Maybe a very subtle indicator for the health you recover when you wait 4 seconds/use the flask?
[QUOTE=brenz;52833250]Maybe a very subtle indicator for the health you recover when you wait 4 seconds/use the flask?[/QUOTE]
I don't know how I would achieve that. My mod is simply edited textures.
[QUOTE=VenomousBeetle;52832933]Social stealth?[/QUOTE]
I mean the way it's less about skulking about in the shadows and not getting spotted while neutralising any guards you see, and more about blending in, looking like you belong there, and getting in and out with as minimal collateral damage as possible.
[editline]e[/editline]
A more succinct way to put it would probably be while MGS is a game about being unseen, Hitman is more about being unnoticed.
Dunno how popular of an opinion it might be, since everyone's focused on the stealth gameplay aspect... but I kind of wish the third game treated itself a bit more seriously and had a fleshed out, proper storyline - or no storyline at all, but rather a loosely connected bunch of jobs.
Payday: The Heist has the atmosphere of a heist film, whereas Payday 2 feels like an arcade'ish mess with wacky faux-gritty atmosphere. There's an odd attempt at making a story but it's kind of... uh... we get lots of plot threads and almost none of them gets a resolution.
I would love to see a heist game which treats itself seriously. Hardboiled criminals, well-prepared and action-filled jobs (or frantic B-plans), high stakes in play, a game where cooperation is pretty much required to have a chance of surviving. All that without fake difficulty (see: bullet sponge enemies with absurdly high damage output spawning en masse, like we get on higher difficulties in PD2).
...but even though I wish it was true, I can't imagine it would happen - not to the Payday series, at least. The community would riot (hell, I'd probably riot too) if the most recognizable mechanics (think stuff like Inspire Ace or Swan Song) were announced as absent from the third game.
[media]https://twitter.com/SimonViklund/status/924725278680772608[/media]
I am still getting notifications from these tweets to Simon but him stating this makes me feel optimistic about No Mercy returning
Not sure it will, but those hopes raised some more
[editline]29th October 2017[/editline]
I am probably thinking too much into this but i can dream damnit
They pretty much confirmed No Mercy during the AMA. No need to dream.
today I noticed that the entrance to the garnett vault has a framed picture of a diamond inside of it, which just makes me laugh on how absurd that is
just take 15 more steps and you can see actual diamonds, man
[QUOTE=MartinPL;52833624]Dunno how popular of an opinion it might be, since everyone's focused on the stealth gameplay aspect... but I kind of wish the third game treated itself a bit more seriously and had a fleshed out, proper storyline - or no storyline at all, but rather a loosely connected bunch of jobs.
Payday: The Heist has the atmosphere of a heist film, whereas Payday 2 feels like an arcade'ish mess with wacky faux-gritty atmosphere. There's an odd attempt at making a story but it's kind of... uh... we get lots of plot threads and almost none of them gets a resolution.
I would love to see a heist game which treats itself seriously. Hardboiled criminals, well-prepared and action-filled jobs (or frantic B-plans), high stakes in play, a game where cooperation is pretty much required to have a chance of surviving. All that without fake difficulty (see: bullet sponge enemies with absurdly high damage output spawning en masse, like we get on higher difficulties in PD2).
[b]...but even though I wish it was true, I can't imagine it would happen - not to the Payday series, at least. The community would riot (hell, I'd probably riot too) if the most recognizable mechanics (think stuff like Inspire Ace or Swan Song) were announced as absent from the third game.[/b][/QUOTE]
I actually want those skills gone.
[QUOTE=VintageCat;52834405]They pretty much confirmed No Mercy during the AMA. No need to dream.[/QUOTE]
Didn't Simon once say he'd do a Code Silver remix even if they disconfirmed No Mercy?
[QUOTE=brenz;52834974]I actually want those skills gone.[/QUOTE]
I'd opt for it too if the game's higher difficulties were more complicated than just "Cops do more damage and have more health." Unless you [I]really[/I] know what you're doing, you pretty much need those skills to even get started with Mayhem+
[QUOTE=brenz;52834974]I actually want those skills gone.[/QUOTE]
Heretics. All nine of you, heretics!
How could you DARE to wish for the removal of the legendary GET THE FUCK UP
[QUOTE=Arbys Watcher;52836184]Heretics. All nine of you, heretics!
How could you DARE to wish for the removal of the legendary GET THE FUCK UP[/QUOTE]
Instead of "Get the fuck up!" it becomes "Get the fuck out [of the discussion]!"
[QUOTE=brenz;52834974]I actually want those skills gone.[/QUOTE]
If the higher difficulties weren't bullshit, I would agree with you. However they are, so I have to disagree with you.
I hope they'll take "less cops but they're smarter" approach for PD3.
Kinda defeats the purpose, its supposed to be a horde shooter.
[QUOTE=Doctor Zedacon;52836370]Kinda defeats the purpose, its supposed to be a horde shooter.[/QUOTE]
Never late to change up the formula.
[QUOTE=Exploders;52836376]Never late to change up the formula.[/QUOTE]
Actually, yeah kinda. An established series shouldn't wildly change the overall formula several games in to the series.
[QUOTE=VintageCat;52836355]I hope they'll take "less cops but they're smarter" approach for PD3.[/QUOTE]
For higher difficulties, maybe. But there's something very fun about mowing down hordes and hordes of semi-smart AI on Mayhem.
[QUOTE=Doctor Zedacon;52836370]Kinda defeats the purpose, its supposed to be a horde shooter.[/QUOTE]
“Horde shooter” is not so narrow a design that difficulty based on changes to enemy behavior can’t be a mechanism of difficulty. Indeed, until Housewarming’s universally panned changes, it was one of the main mechanisms Payday 2 used to adjust difficulty.
what just happened lol
modworkshop page turned to aurora rgb page then it gave me certification error
[QUOTE=Finale;52836524]“Horde shooter” is not so narrow a design that difficulty based on changes to enemy behavior can’t be a mechanism of difficulty. Indeed, until Housewarming’s universally panned changes, it was one of the main mechanisms Payday 2 used to adjust difficulty.[/QUOTE]
Yes, but the statement was about less enemies, which is inherently contrary to the idea of the horse shooter.
[QUOTE=Doctor Zedacon;52836577]Yes, but the statement was about less enemies, which is inherently contrary to the idea of the horse shooter.[/QUOTE]
I thought we were talking about shooting virtual cops, not horses? :v:
I personally think that the cause for One Down's creation were these overpowered skills such as Inspire Aced and Swan Song Aced.
The only reason OD exists is because, similarly to the creation of Deathwish, people were complaining that Deathwish was too easy.
However, unlike the creation of Deathwish which was actually warranted since Overkill and below do piss all to increase difficulty, people only complained about Deathwish being too easy because of the steady increase of player powercreep (CF2015 weapon rework, perk decks with HP regen, DLC weapons, U100 skill rework, etc.)
[QUOTE=VintageCat;52836355]I hope they'll take "less cops but they're smarter" approach for PD3.[/QUOTE]
I wouldn't mind a heist-shooter like this where both you and the cops are like, insurgency-levels of fragile with smarter, fewer cops so going loud is both a [I]lot[/I] less desirable and cops actually feel like an overwhelming superior force as things ramp up rather than an advancing mob of disposable cop-bots.
I don't think it's in Payday's best interest to become that game, though. It'd have to be a new IP.
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