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Skunkrocker
Jan 14, 2012

Your favorite furry wrestler.
That should be a mutator.

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Plan Z
May 6, 2012

We are seeking consultation from another famous co-op shooter developer for difficulty changes. As a result, all guns get 20 rounds, ammo pickups each give half a bullet, it takes 10 trillion xp per infamy, and Captain Winters can now cross the map in half a second to deliver an immediate-custody melee attack.

"Just like North Hollywood FOOLS."

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

Plan Z posted:

We are seeking consultation from another famous co-op shooter developer for difficulty changes. As a result, all guns get 20 rounds, ammo pickups each give half a bullet, it takes 10 trillion xp per infamy, and Captain Winters can now cross the map in half a second to deliver an immediate-custody melee attack.

"Just like North Hollywood FOOLS."

*shudders*

Plan Z
May 6, 2012

Oh and all feedback will be either completely ignored, actively updated against, or responded to with devs crying about how they are fans, too. Enjoy our livestream where Almir plays Jewelry Store on normal, and tells Death Wish players that they just need to make helmets fly more.

All feedback is focused on microtransactions anyway because gamers are all poo poo.

Plan Z fucked around with this message at 05:27 on May 26, 2016

spit on my clit
Jul 19, 2015

by Cyrano4747

Plan Z posted:

Oh and all feedback will be either completely ignored, actively updated against, or responded to with devs crying about how they are fans, too. Enjoy our livestream where Almir plays Jewelry Store on normal, and tells Death Wish players that they just need to make helmets fly more.

a starbound crossover?

Plan Z
May 6, 2012

BillmasterCozb posted:

a starbound crossover?

Worse idea: more Liongamelion.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Plan Z posted:

Worse idea: more Liongamelion.

Fun story- the bomb heists had a flag on each drill that had it break and become invisible when it finished, rather than just despawn like overkill did it. Guess what happened when that mixed with the auto restart ability in the beta?

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
I cannot believe the amount of people that are incensed that Sydney is an insult to their Australianhood.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Plan Z posted:

We are seeking consultation from another famous co-op shooter developer for difficulty changes. As a result, all guns get 20 rounds, ammo pickups each give half a bullet, it takes 10 trillion xp per infamy, and Captain Winters can now cross the map in half a second to deliver an immediate-custody melee attack.

"Just like North Hollywood FOOLS."

Plan Z, do you believe love can bloom on the heisttlefield

Plan Z
May 6, 2012

Psion posted:

Plan Z, do you believe love can bloom on the heisttlefield

Free heists are a myth. Customization is a joke. We are all heisters, controlled by something greater: Cliques.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Plan Z posted:

Free heists are a myth. Customization is a joke. We are all heisters, controlled by something greater: Cliques.

Crimefest 2 was an inside job.

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?

LuciferMorningstar posted:

Uhhh... Why?

E: Which numbers?

I don't see how you can make a difficulty harder than deathwish without increasing spawns/damage at least to some degree. I don't think Overkill can radically improve cop AI that much, just for a gamemode only a small portion of the playerbase will touch.

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

clockworkjoe posted:

I don't see how you can make a difficulty harder than deathwish without increasing spawns/damage at least to some degree. I don't think Overkill can radically improve cop AI that much, just for a gamemode only a small portion of the playerbase will touch.

Okay, I can live with this position, since it's similar to my own. I'm just not at all a fan of increasing cop durability at this point. I think increased spawns and more aggressive spawns would be a good route.

I also think that map design is probably something that most people don't consider. This would really only apply to new heists, but at the very least, DW versions could be substantially less friendly with regard to things like cover.

Plan Z
May 6, 2012

I think gameplay can be altered in subtle ways. Besides some of the better Death Vox ideas, you can do things like:

-Remove hit confirm markers on certain difficulties so that you'll only know an enemy is dead if you hear callouts or see an enemy go down.

-More punishment for killing civs. Maybe Winters spawns every time a certain amount of hostages escape or are killed, or enemy spawns are made harder to reflect this.

-Re-structuring objectives. I like the new meth call-outs because it gets people more involved in the heist. Besides removing call-outs Bain has that straight-up tells you like the Golden Grin numbers, you can remove objectives, and listen to Bain say the escape is here or there or he dropped off the whatever here. Or have things like on Beneath the Mountain where each person picks up C4 and takes care of a different dish.

Overall, just something that plays into coordinated teams more would be more interesting than just "YOU DIED."

Rhjamiz
Oct 28, 2007

Discendo Vox posted:

Fun story- the bomb heists had a flag on each drill that had it break and become invisible when it finished, rather than just despawn like overkill did it. Guess what happened when that mixed with the auto restart ability in the beta?

They still do that; it's infuriating is what it is. Endless clanking siren sound because UGH gently caress YOUR INVISIBLE DRILL IS BROKEN

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Rhjamiz posted:

They still do that; it's infuriating is what it is. Endless clanking siren sound because UGH gently caress YOUR INVISIBLE DRILL IS BROKEN

Another fun story- for some reason at least one of the guards in the back hall of golden grin is called to path to each position by being told there is a broken camera to investigate there.

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!

clockworkjoe posted:

I don't see how you can make a difficulty harder than deathwish without increasing spawns/damage at least to some degree. I don't think Overkill can radically improve cop AI that much, just for a gamemode only a small portion of the playerbase will touch.



I'm still waiting, Overkill.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Plan Z posted:

We are seeking consultation from another famous co-op shooter developer for difficulty changes. As a result, all guns get 20 rounds, ammo pickups each give half a bullet, it takes 10 trillion xp per infamy, and Captain Winters can now cross the map in half a second to deliver an immediate-custody melee attack.

"Just like North Hollywood FOOLS."

The Fugitive tree is coming out after E3, we promise.

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

Plan Z posted:

-Remove hit confirm markers on certain difficulties so that you'll only know an enemy is dead if you hear callouts or see an enemy go down.

This is possibly a good idea. I know it would definitely make me pay more attention/probably waste more ammo. That said, there are mods that add in customizable hitmarkers, so that would be a complicating factor.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Hit markers was one of the first things I switched off as it just gets in the way and redundant considering the cops react pretty well when shot. What you really want to remove are the outlines, that would be a true pain in the rear end.

Plan Z
May 6, 2012

oohhboy posted:

Hit markers was one of the first things I switched off as it just gets in the way and redundant considering the cops react pretty well when shot. What you really want to remove are the outlines, that would be a true pain in the rear end.

I'm just not this big fan lately of games just having piles of garbage all over the screen, and hit markers are at the top of the list. I remember the big revelation everyone had in a previous thread when someone turned off the markers and showing off the animations that none of us really realized were there because you typically just count the x's and turn to the next target. Our group eventually tried out what we called "A-Team" mode where he turned off hit-markers and intentionally tanked the accuracy stats on our gun, and easier missions actually got pretty hairy.

Removing outlines for specials (maybe keep them for trip mines, cameras, spotter asset etc.) would be pretty devious. Keep the damage bonuses from some spotting skills, but just disable spotting outlines.

Rhjamiz
Oct 28, 2007

Discendo Vox posted:

Another fun story- for some reason at least one of the guards in the back hall of golden grin is called to path to each position by being told there is a broken camera to investigate there.

W-what, but why? Why the hell? Did... did they lose the source code? Or are these modder-made maps Overkill "generously" used in their DLC and just decided to do absolutely no touch-ups?

Tempest_56
Mar 14, 2009

My first tweak to up the difficulty would probably be to shorten the assault waves - same amount of cops, but make them much more dense. I find cops are too easy to string out as they enter the map, and spend too much time hanging around places waiting for others to stack up. Gimme a like two minute assault, with five minutes worth of cops. Clusters of like 7-8 coming into the map rather than 3-4. Up the pressure.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Plan Z posted:

I'm just not this big fan lately of games just having piles of garbage all over the screen, and hit markers are at the top of the list. I remember the big revelation everyone had in a previous thread when someone turned off the markers and showing off the animations that none of us really realized were there because you typically just count the x's and turn to the next target. Our group eventually tried out what we called "A-Team" mode where he turned off hit-markers and intentionally tanked the accuracy stats on our gun, and easier missions actually got pretty hairy.

Removing outlines for specials (maybe keep them for trip mines, cameras, spotter asset etc.) would be pretty devious. Keep the damage bonuses from some spotting skills, but just disable spotting outlines.

Pubbing deathwish when they disabled outlines to stop the crashes was fun. Cloakers were legitimately a huge threat and you really had to listen for dozer footsteps. It also made tasers even more annoying bullshit :v:

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Plan Z posted:

I'm just not this big fan lately of games just having piles of garbage all over the screen, and hit markers are at the top of the list. I remember the big revelation everyone had in a previous thread when someone turned off the markers and showing off the animations that none of us really realized were there because you typically just count the x's and turn to the next target. Our group eventually tried out what we called "A-Team" mode where he turned off hit-markers and intentionally tanked the accuracy stats on our gun, and easier missions actually got pretty hairy.

Removing outlines for specials (maybe keep them for trip mines, cameras, spotter asset etc.) would be pretty devious. Keep the damage bonuses from some spotting skills, but just disable spotting outlines.

Disabling hit markers hits some play styles harder than others. The markers are great for hipfire since they act as a crosshair and you don't need to rely on the laser as much, but anyone who uses their sights frequently (e.g. snipers) is basically unaffected outside of the odd Taser situation.

I routinely disable hit sounds and markers in all my games because I found they interfered with my play. End up focusing too much on waiting for the marker to see if it was a hit or not instead of just shooting to kill. :shrug:

spit on my clit
Jul 19, 2015

by Cyrano4747


Why? Why did they loving nerf Bullseye?

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Skill Beta 6 update is looking weird. Dodge penalty reduction from all armors except Improved Combined Tactical Vest, nerf to dodge in Crook, reduce to armor increases and health gained from skills and and overall nerf to grenades except giving basic grenades and dynamite 100 more damage.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

ICTV got nerfed, Ballistic vests got buffed. :wtc:

e:

Crabtree posted:

nerf to dodge in Crook
It should be a net gain of 5 percentage points, no?

Pedestrian Xing
Jul 19, 2007

Plan Z posted:

I'm just not this big fan lately of games just having piles of garbage all over the screen

Oh man you should see Battleborn

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Beta further cementing LBV as Best Armor.

this is all I ever wanted

BillmasterCozb posted:

Why? Why did they loving nerf Bullseye?

I guess to the steam pubs, basic was "too good" for how easy it is to get in the tree and therefore :confused:

it makes no sense to drop it from 10 to 5. like, what possible difference does that have? At all?

spit on my clit
Jul 19, 2015

by Cyrano4747
Just, fuckin' why? Are they balancing the beta skills around Anarchist? Do they think that if they don't nerf all the good armor skills, anarchist will be the new grinder?

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Rhjamiz posted:

W-what, but why? Why the hell? Did... did they lose the source code? Or are these modder-made maps Overkill "generously" used in their DLC and just decided to do absolutely no touch-ups?

I don't think overkill ever made any kind of proper toolset for building their maps so they're all sort of hacked together with whatever tricks the designers remembered that day.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum

watho posted:

ICTV got nerfed, Ballistic vests got buffed. :wtc:

e:

It should be a net gain of 5 percentage points, no?

Assuming they also aren't getting extra conceal from pistols and skills that give conceal for silencers it probably won't make much of a difference with the new dodge rates for armor. But maybe I'm having another case of not understanding OVERKILL changelogs.

It does look like OVERKILL is finally coming down hard on fire damage from mollies to fire traps though.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Rhjamiz posted:

W-what, but why? Why the hell? Did... did they lose the source code? Or are these modder-made maps Overkill "generously" used in their DLC and just decided to do absolutely no touch-ups?

The Cheshire Cat posted:

I don't think overkill ever made any kind of proper toolset for building their maps so they're all sort of hacked together with whatever tricks the designers remembered that day.

There is a mapping system, which is apparently actually pretty good for what it is. Remember that LGL made Golden Grin; although Overkill-made heists can still have plenty of bugs, they're much better made (and more consistently made) than LGL projects. My guess is that the back hall area guards were implemented early on by someone who didn't know what they were doing. The guard who definitely has the pathing calculation screwed up was made first, then others were implemented as the mapper figured out more of the process. They never went back to fix the first one.

The messed up guard is on the left side of the back hallway. You can recognize him because he has a completely static patrol route, unlike all other guards in the map, and at one of his positions he stops and waves at the air as if he were checking an invisible camera.

More fun LGL stories: The lagginess of GGC was at least partially caused by the fact that the main casino space had more leaks in its structure than an old Hammer map. The ceiling in particular, which is really, really complex if you take a close look at it, had several layers of textures and models stored inside it, both visibly and invisibly. Cleaning and fixing the level geometry was a long-term project that involved a series of about 10 stealth patches. My favorite example of an error introduced during the patching process:




This seems to have been introduced when the QA fixer accidentally made an asset fully visible. For whatever reason, this particular ceiling surface was invisibly tiled across the upper ceiling of the entire front half of the casino.

Almost all of these are fixed, aside from 1 really small hole and about 5 cosmetic errors. This is why the map is a lot less laggy than it used to be-the engine is rendering and storing a lot less material. I think this may have also been part of the root cause of the panicking civilians thing, though I'm less sure of that.

Despite all of this, I wanna be clear that LGL have also done some really good work. LGL was responsible for my favorite weapon model and animations in the game, the Flamethrower. I think a lot of it came down to having zero time with the engine, inexperience overall, and a really tight dev schedule.

DelphiAegis
Jun 21, 2010
So, does anyone still hang out in the CTS mumble and do non-beta update cop-shooty-root-and-tooty? Or are most of you on the beta update salivating at LBVs?

Grapplejack
Nov 27, 2007

DelphiAegis posted:

So, does anyone still hang out in the CTS mumble and do non-beta update cop-shooty-root-and-tooty? Or are most of you on the beta update salivating at LBVs?

Most of us have been playing this game for so long that we're in the beta to spice things up. I'm sure there's a few people still but the majority are in the beta.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
What's happening at LGL? Are they dead?

Legit Businessman
Sep 2, 2007


They are making payday WWII (aka "the raid"), I thought.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Crabtree posted:

It does look like OVERKILL is finally coming down hard on fire damage from mollies to fire traps though.

Yeah, they're clearly trying to make it so grenades/dynamite are actually viable instead of "literally no point to take this if you have molotovs" which is okay, I guess. We'll see how much the 10 second hit to molotov time matters. I've seen fire mines in use, and I'm a little skeptical: considering how point-heavy they are and how not-spectacular they were in action. Like, good, but not mega OP super powerful.

BillmasterCozb posted:

Just, fuckin' why? Are they balancing the beta skills around Anarchist? Do they think that if they don't nerf all the good armor skills, anarchist will be the new grinder?

It feels really strange - on the one hand they seem to think armor skills are too powerful so they nerf them, but on the other hand they've nerfed and then walked back changes to dodge at least twice now, once in beta and once before? If you're getting the impression they aren't sure how to balance dodge against armor and how to balance armor against cops, so am I.

Overkill (the skill) dropped to 20s is fine. 30 was a beautiful thing but let's be real, that was really long. So I'm okay with that.

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Plan Z
May 6, 2012

Pedestrian Xing posted:

Oh man you should see Battleborn

I was more talking about HUD elements. Though yeah, Battleborn can be pretty seizure-inducing.

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