[QUOTE=Exploders;53120244]Can we like, get someone other than Jules to do balance updates?[/QUOTE]
It's actually pretty stupid that only one person does all the balance stuff. There's no one to tell him when he's fucking up.
There really should be a small team dedicated to this, a team that corrects each other.
I think Jules needs to read the Long Guide.
no fooling I don't think I vocalize enough how much I love folllowing Payday 2's support
I've been playing since Jacket got added to the game and it's honestly such a ride seeing all the changes happen, Payday 2 bar none is the most I've kept coming back to a co-op non pvp game
the way this game gets balanced is like being driven around by a madman you have honestly no idea what's going to happen and all you can do is grip the handle and have fun
one week they'll add a harder than hard difficulty and then also patch it so crossbows do more damage than anti-cal rifles, or adding meme characters universally despised and then for free release one of the best heists in the game as a tie in to a 20 year old movie that's also a crucial part of the lore / plotline
anytime you get to ride one of those weeks of just insane OP combos is so fun, like when Uppers used to be the most broken shit, or when Anarchist / Frenzerker was god tier or holy [I]shit[/I] the glory days of when Grinder made you the fucking doomguy
No matter what, the amount of love and passion Overkill have for their game cannot be denied.
[QUOTE=Hatley;53120862]No matter what, the amount of love and passion Overkill have for their game cannot be denied.[/QUOTE]
Overkill is that friend that tries to be nice to everyone but keeps screwing it up in the middle but you keep forgiving him because you know he is trying his best. Also, he buys you chocolate milk every day during school. That is cool.
We get some bad shit but we get a lot more good shit and the bad shit usually gets wiped off later
How's your performance in the beta? I can't really tell, but I was getting 50fps in the beginning of Undercover, seems there may have been more optimzations like Jules said during the be (get mid 20s during assaults ever since I got the game)
Payday 2 has been one heck of a roller coaster. From the Goldfarb era to where we are now, it's hard to think Payday 2 is the same game it once was. It seems so barebones back in 2013...
I can't wait for it on the Switch in a few weeks
Its cool that its getting a Switch release, good for the both of them. I just want that content in the PC version and I don't know if anyone is sure how long it will be exclusive.
I fucking miss the days of Grinder 42/18/20 Clarion crit HE Judge dozer one shot build days or the even older days of Technician being jack useless except for DPS builds where the tier 3 bonus of 25% headshot damage was essential.
Just coming back to the game from time to time feels like I'm playing completely different games everytime, it's wild as hell.
I miss the days of late 2014/early 2015 with strong dodge and pistols. Gruber Kurz and Clarion was the shit, and actually hard-ish deathwish. Oh those were the days. I absolutely HATE the pistol firerate nerf, and that's why I don't really use pistols anymore at all.
[img_thumb]https://steamuserimages-a.akamaihd.net/ugc/934930677738578017/DB16F4EB784C81150336E5FA10A230AAF4699C5A/[/img_thumb]
Now this is just silly. (subtitles)
I miss the times when armor users had that 50% extra armor skill, rather than this current shitty 30%.
[video=youtube;BgQsbqoNReg]https://www.youtube.com/watch?v=BgQsbqoNReg[/video]
Am I seeing this right, or is this guy maintaining constant full supply of ammo, thanks to Ammo Efficiency and Graze?
Does this mean if I kill 2 dudes thanks to the Graze skill(1 in bullet trajectory with a headshot, 1 in the 100cm cylinder of death), it counts as 2 headshots?
Does this mean you can effectively keep the Thanatos infinitely sustained with Ammo Efficiency Aced?
[QUOTE=Mistermist;53121085]Payday 2 has been one heck of a roller coaster. From the Goldfarb era to where we are now, it's hard to think Payday 2 is the same game it once was. It seems so barebones back in 2013...[/QUOTE]
I always wonder about this with regards to Payday 3, the game is currently stuffed full of content so I really wonder what PD3 will feel like on release? I imagine the engine and gameplay changes would be enough to carry it's comparably small amount of content on its own, but I also wonder if it'll be like a Civ situation where people only hop onto the new game when it gets buffed out with DLC.
[video=youtube;WkZ6adRZWXw]https://www.youtube.com/watch?v=WkZ6adRZWXw[/video]
[URL="https://www.reddit.com/r/paydaytheheist/comments/7wlioy/new_one_down_in_a_nutshell/"]source[/URL]
edit: fixed source link not being linked to the word source
[QUOTE=RedDagger;53122316]I always wonder about this with regards to Payday 3, the game is currently stuffed full of content so I really wonder what PD3 will feel like on release? I imagine the engine and gameplay changes would be enough to carry it's comparably small amount of content on its own, but I also wonder if it'll be like a Civ situation where people only hop onto the new game when it gets buffed out with DLC.[/QUOTE]
Same issue the Sims games have. A lot of people simply won't adopt until a large portion of content is reintroduced in the newest installment.It becomes an issue with multiple angles. You add in all of the content the previous one had and your development costs and time are going to be astronomical compared to releasing it cutback. You also have a harder time creating new content down the line for post launch support. On the flip side, you cut everything back to the basics then you have lost costs and development time, but people are going to be far less interested in your new installment compared to the far more content complete previous one, but at the same time you have a lot of content you can reintroduced to have prolonged post launch support. End of the day, I'm more in favor of having almost all the content of the previous installment in the newest one, but there are undeniably legitimate reasons to not do that.
Video of the stream with the OVK devs is out
[video=youtube;mNrYQsMEM9k]https://www.youtube.com/watch?v=mNrYQsMEM9k[/video]
Some informative bits
[QUOTE]-Graze may not be the final name of the skill
-Jules said Graze may be the first skill with a very high skill cap due to how it works
-(don't know if they will or just considering) they'd rather buff Trigger Happy than buff pistols, said the current version is "limiting"
-they'll continue tweaking less used perk decks, said that Yakuza was meant for a niche playstyle, said (maybe that's not the best example of one they'll buff"
-was asked if they would add pistol skills out of their tree to add to more used skills, seems they're fine with weapon types having their own trees
-they may add picking up grenades from Fully Loaded into the base game for non dlc owners,said they'd partially implemented it with the ai skill that gives you grenades, but in the future as they'd have to redo the ammo skill tree and ai skills
-they're considering changing the xp/cash reduction for certain mutators, they prioritize work based on popularity and don't know how popular mutators with more (Jules said without, I assume a misspeak) rewards would be, said if enough people make noise they'll make it higher priority
-they're prioritizing balance and performance as they affect everybody
-they think trip mines aren't weak, but the major factor is the limited supply, they may add a way to replenish them
-they have plans for a new Infamy, but is low priority due to the small amount of infamous players, more people benefit from better ai
-they think silencers will still be useful in loud, Jules sometimes uses silencers because of the sound
-they don't want barrel extensions to dictate how good a weapon is, probably won't buff them, they don't know how to make more extensions viable and don't want to do "a weird fix that won't fix anything", they know a meta would form no matter what and don't want to just change which extensions are meta, there's not enough things they can change on the extensions to make them more varied
-they know stealth has flaws and doesn't scale with difficulty, they don't have concrete plans yet, Jules said they discussed adding a timer to stealth. But if they do overhaul stealth they'll let us know beforehand
-they don't like seven day heists due to how long you would need to play
-they haven't abandoned the game for PD3, Jules said they have less manpower than before, but he said they think as a group better and the game is more stable due to less frequent content (I assume dlc)
-they don't want VR players to be a burden when playing with PC players, they're making sure they're on par in terms of power and usefulness
-Jules doesn't pick the new name for One Down, but he can influence it and they're looking at community names, another dev joked about naming it Easy to make it full circle
-they want to see what people think of minigun dozers with the fixed hs multiplier before making further changes, said they take roughly 50% more dmg to the head, he said people have to change tactics with the minigun
dozer and not just run up and unload a magazine in their face
-they boosted minigun dozer health to counter the low speed to make them more threatening, said they were too easy to kill because of their speed
-they tried giving the minidozer more faceplate health instead of hp, but it was too easy to remove because of explosives, and the hp would be huge to not be weak to them
-Jules doen't know anything about a skin trade-up, but they have observed the problem of too many commons you won't use
-Jules and OVK made all the new Switch content themselves, including the Hacker perk deck
-Jules thinks the solution to turrets destroying ai teammates is add hp scaling with the amount of human players
-they like better turret placement/more importance in the heist like in Beneath the Mountain and Scarface Mansion, earlier placements of swat turrets were more out of the way
-Jules has regrets in regards to balance, but not a biggest one
-to Jules Inspire has been in the game so long nerfing it would hurt everyone, Jules thinks it makes the game more fun
-Goat Simulator doesn't fit in the game as well as they thought it would, Jules thinks the premise is funny and fits payday, he said the problem isn't the absurdity but the size and lack of cover
-they don't think they should buff Medicdozer damage, Jules thinks normal Medics should have the same hp as Tasers to make them a priority
-they regret the armor bag, said it was originally completly different, but they couldn't finish it due to resources
-Jules's dream enemy would be a more mobile captain with randomized abilities from a pool of five captains, mentioned a captain Summers with a tear gas grenade launcher who buffs enemy damage as long as she's alive, would be too much work
-said low ammo pickup on medium assault rifles (amr etc) is okay if you use semi auto and priorities accurate shots, said they also see use with body expertise and would be too powerful then with more pickup
-no plans for ZEAL models of the minigun and medic dozers
-can't talk about workshop custom heists, says it's harder than it seems[/QUOTE]
[img_thumb]https://steamuserimages-a.akamaihd.net/ugc/934930677743219328/F8C7539FFFC53AF3A895D1242283FD2E334BBD04/[/img_thumb]
New Beta is great.
[QUOTE=TheBorealis;53122933]Video of the stream with the OVK devs is out
[video=youtube;mNrYQsMEM9k]https://www.youtube.com/watch?v=mNrYQsMEM9k[/video]
Some informative bits[/QUOTE]
-to Jules Inspire has been in the game so long nerfing it would hurt everyone, Jules thinks it makes the game more fun
Fuck.
I think an okay nerf to inspire would be so that it revives your teammate with less health than if you manually helped them up. Nothing major, just enough that there's an advantage to not inspiring someone who's right on front of you.
What if Inspiring someone and being Inspired by someone worked on separate cooldowns? The player using Inspire Ace has a 20 second cooldown on the skill (or whatever the current cooldown is), but the player being helped up by Inspire Ace has a 1 minute cooldown before they can get Inspired again by any player? Different players may get downed in a short time frame, but getting downed multiple times quickly gets punished because Inspire Ace is no longer a bailout from that situation - teammates actually have to enter the interaction to help such a player.
I personally think the distant revive with no LoS requirement is the problem with Inspire Aced. I'd approach it in 2 ways:
1) Remove the distant revive. Make reviving an instantaneous interaction and then remove the cooldown to offset the nerf.
2) Add a line of sight requirement, but increase the distance you can revive from to 10 or 15 metres.
I'd also buff Combat Medic Aced seeing as it's sort of useful on OK and below and useless above it. Change from how it currently is to "Teammates you revive are revived with 50% of their health.
A lot of Jules' comments (especially that captain one, urgh) are really concerning. He just doesn't seem to know how general game systems interact with heists. The dozer health and gameplay role statements also seem to demonstrate a lack of awareness of the different tools available to him as a dev. Like, you can definitely change explosive resistance, and adjust individual armor piece health values.
[QUOTE=brenz;53123845]
Add a line of sight requirement, but increase the distance you can revive from to 10 or 15 metres.
[/QUOTE]
While I think the first idea sounds intriguing, I'd note that the nature of raycast implementation and geometry in payday 2 means that any implementation requiring line of sight would result in a lot of failed calls and a lot of frustration. Think of it as the "tasing through keyholes" problem in reverse.
Dunno if it's still suitable/relevant for this thread, but [I]GTFO[/I] got a [URL="http://store.steampowered.com/app/493520/GTFO/"]Steam store page[/URL] and a [URL="https://soundcloud.com/user-279072997/audio-blog-the-voice-actors-of-gtfo/s-Ffvha"]voice actor interview with Simon Vilkund.[/URL] Worth a listen, pretty neat.
Also a [URL="https://soundcloud.com/user-279072997/the-complex"]bit of soundtrack.[/URL]
[QUOTE=Meidi;53123657][img_thumb]https://steamuserimages-a.akamaihd.net/ugc/934930677743219328/F8C7539FFFC53AF3A895D1242283FD2E334BBD04/[/img_thumb]
New Beta is great.[/QUOTE]
As good of a time as ever to post this pic of mine
[img]https://i.imgur.com/fefBPeD.png[/img]
[QUOTE=Finale;53123871]A lot of Jules' comments (especially that captain one, urgh) are really concerning. He just doesn't seem to know how general game systems interact with heists. The dozer health and gameplay role statements also seem to demonstrate a lack of awareness of the different tools available to him as a dev. Like, you can definitely change explosive resistance, and adjust individual armor piece health values.
While I think the first idea sounds intriguing, I'd note that the nature of raycast implementation and geometry in payday 2 means that any implementation requiring line of sight would result in a lot of failed calls and a lot of frustration. Think of it as the "tasing through keyholes" problem in reverse.[/QUOTE]
I see what you mean now. Alright, the second idea wont hold water at all in this case.
What do you think should, or could be added to the first one?
[QUOTE=brenz;53123922]I see what you mean now. Alright, the second idea wont hold water at all in this case.
What do you think should, or could be added to the first one?[/QUOTE]
I'm not really sure- a lot current use of inspire aced has relied on that magickal 9.9m range going through geometry. It's also served to paper over the game's atrocious difficulty balance since housewarming. I have no idea what would happen in a setting where any given player going down was suddenly a huge burden/risk again.
So I'm looking for a decent informative HUD mod for Payday 2, but all the ones I've been looking at are either unsupported, broken, or just change the look (not providing extra information). Can anyone recommend one?
[QUOTE=Omgwtfbbq;53124657]So I'm looking for a decent informative HUD mod for Payday 2, but all the ones I've been looking at are either unsupported, broken, or just change the look (not providing extra information). Can anyone recommend one?[/QUOTE]
[URL="https://modworkshop.net/mydownloads.php?action=view_down&did=2097"]Void UI[/URL] looks great and has some extras that help (a scoreboard with lots of info ie. team mates' guns, kills/downs and even their playtime, remaining pagers in stealth etc)
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