|
That should be a mutator.
|
# ? May 26, 2016 02:53 |
|
|
# ? May 30, 2024 13:23 |
|
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."
|
# ? May 26, 2016 05:19 |
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. *shudders*
|
|
# ? May 26, 2016 05:21 |
|
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 |
# ? May 26, 2016 05:23 |
|
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?
|
# ? May 26, 2016 05:27 |
|
BillmasterCozb posted:a starbound crossover? Worse idea: more Liongamelion.
|
# ? May 26, 2016 05:28 |
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?
|
|
# ? May 26, 2016 05:52 |
|
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. Plan Z, do you believe love can bloom on the heisttlefield
|
# ? May 26, 2016 06:10 |
|
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.
|
# ? May 26, 2016 06:28 |
|
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.
|
# ? May 26, 2016 06:48 |
|
LuciferMorningstar posted:Uhhh... Why? 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.
|
# ? May 26, 2016 07:03 |
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.
|
|
# ? May 26, 2016 07:10 |
|
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."
|
# ? May 26, 2016 07:24 |
|
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
|
# ? May 26, 2016 07:57 |
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.
|
|
# ? May 26, 2016 08:22 |
|
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.
|
# ? May 26, 2016 09:08 |
|
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. The Fugitive tree is coming out after E3, we promise.
|
# ? May 26, 2016 10:31 |
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.
|
|
# ? May 26, 2016 11:13 |
|
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.
|
# ? May 26, 2016 11:19 |
|
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.
|
# ? May 26, 2016 11:30 |
|
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?
|
# ? May 26, 2016 13:31 |
|
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.
|
# ? May 26, 2016 14:04 |
|
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. 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
|
# ? May 26, 2016 14:19 |
|
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. 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.
|
# ? May 26, 2016 14:25 |
|
Why? Why did they loving nerf Bullseye?
|
# ? May 26, 2016 15:25 |
|
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.
|
# ? May 26, 2016 15:27 |
ICTV got nerfed, Ballistic vests got buffed. e: Crabtree posted:nerf to dodge in Crook
|
|
# ? May 26, 2016 15:35 |
|
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
|
# ? May 26, 2016 15:40 |
|
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 it makes no sense to drop it from 10 to 5. like, what possible difference does that have? At all?
|
# ? May 26, 2016 15:41 |
|
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?
|
# ? May 26, 2016 15:52 |
|
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.
|
# ? May 26, 2016 15:54 |
|
watho posted:ICTV got nerfed, Ballistic vests got buffed. 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.
|
# ? May 26, 2016 15:58 |
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.
|
|
# ? May 26, 2016 16:20 |
|
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?
|
# ? May 26, 2016 16:24 |
|
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.
|
# ? May 26, 2016 16:28 |
|
What's happening at LGL? Are they dead?
|
# ? May 26, 2016 16:29 |
|
They are making payday WWII (aka "the raid"), I thought.
|
# ? May 26, 2016 16:42 |
|
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.
|
# ? May 26, 2016 16:49 |
|
|
# ? May 30, 2024 13:23 |
|
Pedestrian Xing posted:Oh man you should see Battleborn I was more talking about HUD elements. Though yeah, Battleborn can be pretty seizure-inducing.
|
# ? May 26, 2016 17:47 |