I think one of the funniest things about Paydays lore is that the biggest event that's happened occured in a crossover heist based on a 20 year old movie and a crossover character released with a DLC based on a failed reboot of a movie
reservoir dogs exists as a movie in universe too since Bain references it [i]three[/i] times in his dialogue
[QUOTE=Dick Slamfist;52982606]I think one of the funniest things about Paydays lore is that the biggest event that's happened occured in a crossover heist based on a 20 year old movie and a crossover character released with a DLC based on a failed reboot of a movie
reservoir dogs exists as a movie in universe too since Bain references it [i]three[/i] times in his dialogue[/QUOTE]
It was a documentary :v:
Can we not be sure his references to mr blonde are from first hand experience?
[QUOTE=VenomousBeetle;52982666]Can we not be sure his references to mr blonde are from first hand experience?[/QUOTE]
"Hey, Mr Blonde, you seen too many movies?"
"alright guys, this heist just got less Pink Panther, more Reservoir Dogs!"
[editline]16th December 2017[/editline]
also if you wanna split hairs [sp]Cabot and Blonde both die anyway[/sp]
I’m getting reports from multiple sources of real instability in the new heist, especially the store day. Out of memory crashes, even.
[QUOTE=Finale;52982753]I’m getting reports from multiple sources of real instability in the new heist, especially the store day. Out of memory crashes, even.[/QUOTE]
Odd, haven't gotten a single issue playing it with 3 others.
[QUOTE=Dick Slamfist;52982725]"Hey, Mr Blonde, you seen too many movies?"
"alright guys, this heist just got less Pink Panther, more Reservoir Dogs!"
[editline]16th December 2017[/editline]
also if you wanna split hairs [sp]Cabot and Blonde both die anyway[/sp][/QUOTE]When does he say the second line?
[QUOTE=Flubbman;52982996]When does he say the second line?[/QUOTE]
When [B]The[/B] Diamond goes loud.
I have to use bold text because there's multiple diamond heists now.
[QUOTE=Flubbman;52982996]When does he say the second line?[/QUOTE]
Pretty sure it's for blowing stealth in The Diamond, but I'm fairly sure he says it when you're blowing stealth in other ones, I'm sure he's said it in Diamond Store or Diamond Heist
[QUOTE=Hatley;52983056]When [B]The[/B] Diamond goes loud.
I have to use bold text because there's multiple diamond heists now.[/QUOTE]
How'd they go? Diamond Heist, The Diamond, The Diamond Heist
[video=youtube;na688LKyKtE]https://www.youtube.com/watch?v=na688LKyKtE[/video]
to...to be honest I kinda don't mind this? I like it a lot actually, he's not quite as affable as Bain but that's probably becuase I've been hearing bain for 3+ years
[QUOTE=Zadrave;52982793]Odd, haven't gotten a single issue playing it with 3 others.[/QUOTE]
My best guess is it’s a memory leak or related issue with specific graphics cards; occluders aren’t set up properly on both days of the heist, and something finicky is also going on with shaders and the global light settings on the store day.
[QUOTE=Exploders;52983182]How'd they go? Diamond Heist, The Diamond, The Diamond Heist[/QUOTE]
Diamond Store, The Diamond and Diamond Heist.
I hope if they don't get the rights again to get the RD heist in Payday 3, they remake it to be an homage to the movie like Heat Street.
[IMG]https://cdn.discordapp.com/attachments/234461714668716032/391737378206908417/20171216174448_1.jpg[/IMG]
How's it hangin', officer?
I... think this is my new favorite heist? It's SO good.
[QUOTE=KaptonJack;52983636]I... think this is my new favorite heist? It's SO good.[/QUOTE]
can't stress enough how much they nailed it
feels so amazing to get a heist that's about cracking open a vault, panic in the streets firing at cops, and really difficult swift thinking with big open areas, and most fucking importantly, is about [I]stealing shit[/I]
it's so nice to have a heist that's back to basics. cartel wars and mercenary jobs are fun but there's no feeling like cracking a giant vault
really hope the lads at overkill see the overwhelming response to Reservoir Dogs as the model for Payday 3
Plus the music tracks are 10/10 so I know I'll never change away from the defaults for the heist
[t]https://imgur.com/8zqLaK5[/t]
Looks like Overkill's goofed up and added the [I]movie[/I] Reservoir Dogs to the Ultimate Edition, raising the price.
[URL="https://www.reddit.com/r/paydaytheheist/comments/7k6uis/payday_2_is_currently_not_able_to_be_purchased/drc9f5t"]From the sounds of it,[/URL] looks like they intended it to be a limited-time freebie or something, on top of the bundle?
[QUOTE=Robospike;52984122][t]https://imgur.com/8zqLaK5[/t]
Looks like Overkill's goofed up and added the [I]movie[/I] Reservoir Dogs to the Ultimate Edition, raising the price.
[URL="https://www.reddit.com/r/paydaytheheist/comments/7k6uis/payday_2_is_currently_not_able_to_be_purchased/drc9f5t"]From the sounds of it,[/URL] looks like they intended it to be a limited-time freebie or something, on top of the bundle?[/QUOTE]
pretty sure they fixed that now.
[QUOTE=Finale;52982753]I’m getting reports from multiple sources of real instability in the new heist, especially the store day. Out of memory crashes, even.[/QUOTE]
are you sure you're not confusing it with safehouse raid aka "you're gonna crash if you're hostin this one, bitch"
[QUOTE=fendermcbender;52984128]pretty sure they fixed that now.
are you sure you're not confusing it with safehouse raid aka "you're gonna crash if you're hostin this one, bitch"[/QUOTE]
It’s RD. All the people who were crashing had the problem disappear when they toned corpse delimitation down, though.
Fun fact: apparently the OD crash was caused by references to a zeal_taser unit model in the level script.
you don't even need to know what RD is to enjoy this
I certainly haven't gotten around to watching more than the first 10 minutes
[editline]17th December 2017[/editline]
I managed to enjoy this heist a lot even though my first run was positively ruined because Mr. Pink never showed up so I was left for like 20 minutes "defending the warehouse" before deciding somethings up
[editline]17th December 2017[/editline]
Day 1 (second in order) is also really nice because its a heist that has a lot of extra loot to scavenge for and for some reason I like having the option of getting a lot more
I really liked last christmas for this same reason and hope whatevers coming soon isn't a shitty rehash like the cursed kill room
[t]https://steamuserimages-a.akamaihd.net/ugc/900022786933199521/4695F1C29EDBA515FED87ECCC30D6AA7BE08FB5D/[/t]
Host desynced hard - stood in place spinning around and constantly reloading. I love Australian internet :v:
man I can't seem to be able to get the Waste Not Want Not achievement. I could've sworn every time I got EVERY bag, but it never triggers
Did you open all the safes?
[editline]17th December 2017[/editline]
[QUOTE=Dick Slamfist;52982725]"Hey, Mr Blonde, you seen too many movies?"
"alright guys, this heist just got less Pink Panther, more Reservoir Dogs!"
[editline]16th December 2017[/editline]
also if you wanna split hairs [sp]Cabot and Blonde both die anyway[/sp][/QUOTE]
Alright ramblers, let's get ramblin is said in the first 10 minutes of RD
Wow I just noticed that if you want to change your character but keep the same branch in RAID, you still have to create a new one and start your progression over. I just wanted to switch from Rivet to Wolfgang.
That's lame. That'd be like starting everything over in payday if you want to switch from Dallas to Dragan.
This game is the fucking bomb in VR. It's really polished and fun now free movement is in.
I didn't think anything could make me come back to payday, but they proved me wrong.
[QUOTE=StoneRabbit;52985391]Wow I just noticed that if you want to change your character but keep the same branch in RAID, you still have to create a new one and start your progression over. I just wanted to switch from Rivet to Wolfgang.
That's lame. That'd be like starting everything over in payday if you want to switch from Dallas to Dragan.[/QUOTE]
Everything about the character/progression system is wrong in RAID. It's a quite fun game with the stupidest, most glaringly flawed progression system.
Crack Down, a One Down replacement mod built on the foundation laid by the Restoration mod framework and with major input and support from its development team, is nearing readiness for its first soft launch. It will also be an optional mode in a future update to the overarching Restoration mod.
I'll work up a feature list and post it soon. I'll also be trying to recruit folks who'd be willing to help with texture edits to make the Zeal units less...terrible.
Edit: actually, is it kosher for me to be posting some big mod announcement thing here? Is there a better place for it on the forum?
Edit the second: my legal team has advised me that I have the green light.
[B]Crackdown: Before the First Wave[/B]
Crackdown is an attempt by Iamgoofball and myself to address the difficulty balance issues of payday 2, specifically on the One Down difficulty. It replaces the One Down difficulty while the mod is enabled. It will be available both as a standalone mod, and as an optional toggle in Restoration Mod, with SC’s overhaul. This is the announcement of the First Wave of the crackdown- a soft launch to identify major issues and spread awareness of the mod’s existence. [U]The mod is not available yet- we’re tweaking some last stability and performance issues.[/U] This first version of the mod will be available in conventional BLT mod format, although (like Restoration) you will need BeardLib, BLT, and potentially an additional component to help with VR-related compatibility. It can be toggled on and off cleanly without file editing. As with all mods, we strongly recommend backing up your saves before installing it or using it.
The creation of this mod would not be possible without the many contributions of Iamgoofball, SC, Martini, Zdann, and several other members and testers from the Restoration Mod team. We also owe a debt to a large number of testers from several Payday 2 communities who were patient as we got the mod into a stable condition— no small task given how many domains it touches. I especially want to thank Iamgoofball; my skills in modding are virtually nonexistent, so he’s handled every single part of the implementation of this mod aside from the most script kiddie of patch jobs that I’ve been doing. The mod would not be possible without him.
[B]What makes Crackdown special[/B]
What we’re hoping will set Crackdown apart, more than anything, is that I want to be really open to player feedback. You may see “The First Wave” up there; the first release will contain the most dominant and overaching set of changes, encompassing a complete reworking of enemy health, damage, weapons, and tactics on the OD difficulty, as well as several additional changes which I will briefly summarize below. But it's just the beginning. We urgently want feedback, especially critical feedback, as we continue to revise and add to the mod. While we can’t satisfy everyone, we’re very willing to take the axe to any number of ideas if they don’t ultimately produce an enjoyable endgame experience in Payday 2.
[B]Crackdown changes
[/B][I]Enemy health rebalanced[/I]
One of the biggest problems in payday 2 on higher difficulty has been “bullet sponge” enemies. Crackdown generally uses enemy health values from Death Wish, with slight revisions upward or downward depending on the intended enemy role. This change alone should really broaden the range of weapons that will be viable on the difficulty.
[I]New enemies[/I]
Restoration Mod’s Tear Gas Grenadier has been added to Crackdown as a special enemy. In addition, several enemy types that are missing from assault waves on One Down (enemy shotgunners in particular) and from the game generally (such as FBI HRTs) have been reintroduced.
[I]Enemy weapons rebalanced[/I]
The reworking of enemy weapons on Crackdown is so comprehensive that it’s difficult to clearly summarize. First, unlike the base game, all CD enemies do reduced damage, and are less accurate, at greater distances. Second, most enemies do less damage at most ranges, using Death Wish values as a base, although certain exceptions occur. Third, enemies are less likely to empty their magazine at random and fire fewer shots at a time, in a more consistent pattern. Fourth, some enemies (Medics in particular) have had their weapons changed to better fulfill their role.
Here’s an example of how Crackdown damage compares to base Payday 2 damage on One Down and Death Wish, with the light and heavy SWAT enemies:
[IMG]https://i.imgur.com/cyTPWnS.png[/IMG]
The same sort of reworking has been applied to almost every aspect of every enemy weapon. A more detailed breakdown is available on request. I have spreadsheets galore.
[I]Enemy spawngroups reorganized[/I]
Crackdown uses an entirely new set of enemy spawn groups that fundamentally change how the game functions in loud combat. As it was before the Housewarming update, special enemies will now spawn in mixed groups that are designed to present more specific challenges and incentivize co-op play and communication. (CD also lowers the total number of enemies present at a time to more reasonable levels).
[I]Enemy tactics reorganized[/I]
Every enemy spawngroup uses a set of new behavioral tactics, using existing enemy behaviors. While Crackdown AI is in no way “smarter” than the base game, enemies will once again perform flanking and pincer maneuvers, hide behind allied shields, etc.
In particular, smoke grenades will only be used by a small set of special enemy and hostage recovery spawngroups- both as an effective entry tactic, and to alert players to their presence. Once we have it working the way we want, the same will be true of flash grenades as well.
[I]Special unit surprises[/I]
This is the secret sauce at the heart of Crackdown. Special enemies in the mod will have new twists to their behavior that will shake up conventional player responses, offering new challenges and angles for gameplay. We want to keep some of these a surprise, and not all of them are implemented yet, but be on the lookout for a whole host of enemy behavior changes in the First Wave of the mod. We’ll be continuing to revise these behaviors (removing ones that don’t work) to help recreate that sense of learning to fight a new, scary enemy that’s harder to tackle.
[I]Player downs restored[/I]
At least as a temporary measure, players can go down the normal number of times before going into custody on Crackdown. Current testing suggests it’s hard enough without a reduction!
[I]Like a ton of other stuff, you have no idea[/I]
A large number of much smaller changes are made to individual enemy attributes that this list does not detail. Also, because I was able to piggyback off of the hard work of Restoration Mod development, a whole ton of underlying technical pd2 modding innovations were folded into Crackdown. Every once in a while, I have to step back and remind myself that [CENSORED] is something payday 2 has never seen before, but, yeah, we got that. Thanks to Restoration.
[B]What Crackdown does not do:[/B]
Crackdown does not alter player skills, perk decks or weapons in any way.
Crackdown does not change XP or money rewards.
Crackdown does not attempt to balance lower difficulties, or the Crime Spree game mode.
If you’re interested in a general rebalancing of the player inventory, as well as a broader, comprehensive reworking of the game’s systems, I strongly recommend SC’s Overhaul, part of Restoration Mod.
Crackdown does not currently make new changes to heists, nor does it attempt to substantively revise stealth gameplay. Captain Winters is currently disabled in the mod until we can figure out ways to make him more interesting to fight.
[B]How you can help:[/B]
[I]Give feedback[/I]
We’re not interested in just making a difficulty that’s completely impossible, or a meta-ridden slog to play (Overkill managed that already). We want to make an endgame difficulty that adds demanding twists and wrinkles to the player experience, without restricting accessibility or making success a diceroll. But the only way we can do that is with your feedback. I and iamgoofball will continue to update and add to the mod, based on how much feedback we’re able to get. Heist changes, new enemy behaviors, new Captains, stealth alterations, it’s all on the table, but only if folks tell us what’s working and what isn’t. This is the biggest way players can show their support for the mod. Hit me up and I'll send you a link to our testing discord server.
[I]Zeal Unit texture editing[/I]
The First Wave currently uses FBI and Overkill difficulty enemy models, and we do that for a reason: the Zeal Team enemy assets are [I]dire[/I]. Several of the Zeal enemies are not well made; they have awkward models and textures, and their drab appearance makes it hard to clearly identify them or distinguish their roles. On top of this, several enemies are missing any kind of Zeal recolor (There’s a story here: the Zeal enemies were apparently made by people doing internships at Overkill.)
The Zeal textures are apparently particularly unpleasant to work with, but we’re hoping to recruit some brave souls to tackle specific, targeted revisions (some big, some small) to a number of Zeal units. [U]If you’re familiar with payday 2 enemy texture editing and are interested in taking a stab at it, let me know and we can give you info on what our edit wish list looks like.[/U] Even if you’re only able to make some small, simple changes, it should make the Zeal Team much less unpleasant to look at or fight, and be a huge help to the mod. If we get a decent bundle of healthy edits completed, we hope to release them as a separate “Zeal Repair” mod. Of course, all editors will be fully credited for their work.
I will be posting more detailed information about our plans to expand, revise, and improve the mod when we release The First Wave. This has basically just been a teaser. We got an absolutely stupid amount of work done today, so first public alpha release may be way sooner than I'd planned.
…I just now realized this whole “numbered waves” thing sounds a bit like we’re theming this around Bodhi. Crap.
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