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John Murdoch
May 19, 2009

I can tune a fish.

maswastaken posted:

That's really the problem isn't it? There are contents that are designed to be more desirable than others.

Yeah, on top of the randomized condition and boost problems, there's also the issue that the COP safe feels less like a totally unique reward and more like they took 25 random skins from whatever amount they cranked out ahead of time for safes in general. It's probably not feasible for all 25 skins to be as crazy elaborate as the golden dragon flamethrower or even Vlad's dildo gun, but there definitely shouldn't have been skins in there that are objectively worse than what you can whip up in Goonmod in like five seconds. Everything should've been the same rarity and same overall quality.

John Murdoch fucked around with this message at 22:02 on Nov 18, 2015

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John Murdoch
May 19, 2009

I can tune a fish.

TopHatGenius posted:

New heist thoughts:

First heist is pretty cool. Lots of good visuals and the way to loot things are pretty cool. It encourages people to split up and do a few things at the same time. Having basic Nerves of Steel is gonna be really useful on harder difficulties since there is a lot of interacting with stuff while being very vulnerable. Last part is a huge Sniper Alley.

Second heist is intense. Lots of close quarters and the map spawns cops like crazy. Even on Normal a tiny bit of pressure could be felt. The Flamethrower was soo beautiful on this map :getin:. Also very high on sniper spawns. There is a bullshit moment where a palette breaks scattering money around. It was kinda hard to spot the cash since it has no outlines from afar and the money bundles will go on the floor, the roof, everywhere.

This new Murkywater contact talks way too loving much and needs to be really toned down. Even Bain at his worst isn't as bad as this guy.

Sky is really dragged down by the easter egg hunt for money. Presumably the money spawns will be all figured out at some point, but for now it's a real pain in the rear end.

I'm also not a fan of the sewer bit right after. It just dumps cops on your head nonstop just like GO Bank, and you still get caught up on their hitboxes even if they're jumping down animation hasn't completed yet.

Overall, both heists feel like they have overtuned spawns. Mountain isn't so bad since everything's laid out nicely, but on Sky you get cop waterfalls all over the place.

John Murdoch
May 19, 2009

I can tune a fish.

Discendo Vox posted:

Money hunt's really not that bad. You can spot all of them from the roof of whatever building the pallet lands on.

Now that I've done the heist several more times, it's a lot less confusing. The first time(s) through, it's not immediately obvious that the loose money adheres to a zone-based system, rather than being randomly scattered or even radius-based. And what constitutes those zones isn't perfectly intuitive either; it's possible for the broken pallet to be in the street, which means the money can be found all the way up and down the road. And there's some tricky spots for the car shop and warehouse.

FAUXTON posted:

I really wish they'd implement chokes for shotguns in the game. Just having something like a tight spread, wide spread, and a duckbill to compress it into a flat, wide oval-ish pattern. It'd probably help close the gap between overall effectiveness on the shotguns since you could use the auto/SA shotguns with a tight choke to condense the damage spread or make it loose to act as a room-clearer on a mag-per-room basis. The high-damage ones would waste damage on a tight choke, but you'd benefit from a duckbill since you could just hit a clump of cops at head level.

AoE room clearing shotguns? Are you insane??? Why do you hate shotguns so much? :derp:

Discendo Vox posted:

Cheevo question: does the Commando Crew require your group to just run the four hacks on the four vaults containing loot, or do you also have to go to each vault and finish opening the door? I ask because the game implies that the vaults are open when the hack finishes.

We got the cheevo twice in a row, and the in-game clock was a bit past 10 minutes both times I believe by the point we were actually inside the fourth vault. So I'm inclined to believe it's triggering off of completing all four hacks rather than fully opening the doors.

John Murdoch
May 19, 2009

I can tune a fish.
Winters does already spawn on Sky.

John Murdoch
May 19, 2009

I can tune a fish.
I want to dual wield paintbrushes.

edit: also nice time on that screenshot!!! :cool:

John Murdoch fucked around with this message at 07:35 on Dec 6, 2015

John Murdoch
May 19, 2009

I can tune a fish.

LuciferMorningstar posted:

I actually think Ex-Presidents is better than I originally thought. I agree that it is not as good as Grinder, especially as far as ease of use goes, and it is vulnerable on DW after getting downed. However, I think it holds a substantial amount of potential for people willing to learn how to play it.

The main hangup is definitely how you lose your whole health battery to heal any amount of damage. I think this mechanic actually ends up nudging you to play the perk deck the "right" way, though. When you lose your armor, you shouldn't duck back into cover immediately. Stand out in the fire and soak up damage that is about equal to the size of your battery, and kill as many cops as you can in that time. Why? Well, because health regeneration is tied to armor regeneration, and killing cops makes your armor regenerate faster, if you kill enough cops after your armor breaks, you will regenerate all your health and armor practically instantly the moment you step into cover. That's fairly impressive, I think.

Consider also that you can achieve pretty respectable dodge values in an LBV while doing this. I think a gimmick FugiTech might be an interesting approach to the perk deck.

This is in line with what I found after messing around with it. It's really hard to decouple from the "take cover as soon as you hear the armor break sound" mindset and it's hard to leverage that on DW since just about anything will shred your health quickly. But if you can keep a good rhythm, you're constantly bouncing back from half health to full like you have infinite FAKs.

Plan Z posted:

As is, I don't really go down on maps much anymore, and my regular group is a bunch of kill-happy mongos to the point where any time one of us has had Swan Song activated, it mostly just results in someone just kind of looking for enemies and being shouted back up again. I wouldn't call Swan Song a bad skill, it's certainly a useful one if you're pubbing, but I'd hesitate to call it a necessity if you're going up the Fugie tree unless it suits your playstyle.

Yeah, I'm in the same camp. I'm far and away more likely to get downed by Cloakers than anything else (I wish I could fit Counter-Strike into more builds) and even when I do proc Swan Song, I rarely get a chance to room clear with it and usually just use it to crawl closer to the team, which half the time isn't vital anyway because everyone takes Inspire (except for me).

Stick Insect posted:

I haven't played this game in months and am a bit behind on keeping up with the latest DLC. Is there any DLC released since June that's considered absolutely essential? I had a build focussed on the rattlesnake + shotgun, I'd probably go for something similar again.

In part thanks to the big rebalance, all of the recent DLC boils down to good-but-not-essential. Golden Grin comes with the Cavity, a high concealment heavy rifle, and the Buzzer, which is a fun melee weapon. Sokol comes with a fantastic perk deck, but these days you're spoiled for choice when it comes to those. The Ninja pack got hit pretty hard by the rebalance and is simply okay. I think Jiro's melee weapon is still technically the best in the game? Chivalry pack's only real popular element is explosive crossbows, which are only a big deal on DW anyway.

Be prepared to weather the inevitable storm of goons mocking you for using the fastest firing and best sniper rifle, but know that I am your friend and comrade through these trying times.

John Murdoch
May 19, 2009

I can tune a fish.

Elliotw2 posted:

Infamy 2-5 reduce the amount of points you have to spend in each of the four original skill trees to unlock each tier, otherwise it's just so you can have a bigger number and feel better compared to other people.

From Infamy 2 upwards you also automatically get the tier unlock discount for Fugitive.

John Murdoch
May 19, 2009

I can tune a fish.

Discendo Vox posted:

The entire second act of the heist, Locke's helicopter will be vulnerable and targeted by enemies. If it's shot down, the heist becomes unwinnable. Don't forget the two swat turrets!

Same deal with act 3 of Beneath the Mountain- one long escort quest for Locke and his chopper.

Odd thing is, the escape chopper on Mountain does have HP and can be damaged...

John Murdoch
May 19, 2009

I can tune a fish.
Didn't they suddenly remember to give everyone 1 of every Ninja pack mod a few patches ago? At this point I'm convinced any time they don't give you freebie mods it's because they forgot. Again. Because Overkill.

John Murdoch
May 19, 2009

I can tune a fish.
The Payday 2 Secret and the Wu-Tang Secret: One in the same. :aaaaa:

John Murdoch
May 19, 2009

I can tune a fish.
Something actually interesting that came to mind thanks to the furry heist nonsense is a neat gimmick we haven't seen before: Using multiple pieces of information to pick a VIP out of a crowd. Big Oil with people, basically. And instead of the clues being obfuscated, the targets are inexplicably cowering in place before you even arrive constantly on the move.

Seems like something that could work in a smaller, stealth-only heist about the size of Car Shop. Maybe a Nightclub variant? Or perhaps as just one part of a larger job with phases ala No Mercy or Alesso.

John Murdoch
May 19, 2009

I can tune a fish.
Boost drops seem surprisingly plentiful all things considered.

Naturally, I haven't gotten one yet.

John Murdoch
May 19, 2009

I can tune a fish.

watho posted:

I did the Monthly with a friend and 2 bots and it didn't complete. Welp.

Super important piece of information re: the new challenges and achievement - you have to make sure everyone activates their armor bag. Otherwise you're not completing the job with the HBV, you're completing it in a suit, so it doesn't count.

It may or may not be a bit loosey goosey in that you can get away with not doing it on the first 2 days, but you definitely need to on the third. Realistically, there's nothing stopping you from activating it at the very end of the day before you jump in the van, if you're trying to run Rogue or Grinder or something.

John Murdoch fucked around with this message at 02:14 on Dec 18, 2015

John Murdoch
May 19, 2009

I can tune a fish.
Also puts them in line with Tabula Rasa, which really should be shifted to a monthly challenge if it hasn't been already.

John Murdoch
May 19, 2009

I can tune a fish.
The pubstove's got nothing on the goonstove anyway. Pubbies aren't even as good at being terrible. :smuggo:

John Murdoch
May 19, 2009

I can tune a fish.
I still need two additional saps helpers for Reputation Beyond Reproach. Oh, and DW Santa's Workshop I guess.

John Murdoch
May 19, 2009

I can tune a fish.
So obviously at bare minimum you'd want all four heisters to be filming their antics so you could cut between all sides of the action at any time. From that baseline, you can keep piling on the fancy poo poo. Cut-aways to pre-planning/overview shots of the maps with Madden lines summing up the strategy. Maybe some interspersed bits of gun porn; highlights of a chosen gun via recording tinkering around in the customization menu and some clips of it being used in play.

Basically not far removed from something like this old trailer. But it's the sort of project where you'd need someone who's really into video editing to elevate it to great heights.

Doing heists in a roughly chronological order is definitely the way to go, within reason (bonus points if you can maintain character continuity - no Hoxton before breakout, etc.). It probably helps that you can knock out most of the early stuff in a video or two at most and editing can punch up the dull stuff like waiting for the thermal drill on Trustee bank stealth.

In short, the more you can preserve the heist movie feel the better. Though maybe I'm alone in wanting to downplay the "four goons bumble around in a video game" aspect. I guess that's a good case for both pro and not-pro runs. :shrug:

John Murdoch fucked around with this message at 23:01 on Dec 27, 2015

John Murdoch
May 19, 2009

I can tune a fish.

Coolguye posted:

bad idea. some cut-aways if something truly funny happens on another heister's screen (such as a cop blasting off and returning to his home planet) are great, but you do not want to make a habit of it. it is disorienting and annoying to someone who is only half paying attention, which is what people will do if they're snuggling in their chair. you want to decide on a 'host' for the LP and stick with his/her view as much as possible to avoid rubber banding people. the pre-planning shots are can and should be organic as possible, with the 'host' playing straight man talking about the plan in great detail with the other 3 drawing insulting pictures of the guy who's talking on the board. might want to avoid dicks, but you could totally draw some pictures comparing vox to a charlie brown teacher while he's sketching out the plan of attack.

I wasn't advocating for some dickhead editing style of cutting between players every 10 seconds, more making the general point that having extra footage from players other than the primary is better than just having one person's PoV.

The way you'd actually go about editing things is pretty organic. Besides the obvious of "funny thing is happening on the screen of non-primary" you can edit based on the beats of the heist itself. Just using Big Bank as an example, it would make sense to have an aside showing the crane jockey's trip up to the roof and getting the pig going, then go back to the extended shootout in the lobby and forget about them for a while. Once the pig's ready, you can maybe very briefly cut back to show them pulling the lever and the start of the pig drop, before going back to the primary watching it drop from inside. Something similar might apply during the vault, where you might very briefly highlight the saw bitch doing their thing, before cutting back to the main action.

Basically, the more distance there is between the heisters or if they're doing simultaneous relevant actions, I would think cutting between them would make things more coherent rather than less. For the other 80% of the time when they're standing back to back and shooting cops, there's no real reason to jump between them, no. In a much simpler heist, like Trustee bank, teams already naturally play musical chairs with cop spawns and there's nowhere near as much ground to cover. Little to no reason to go edit crazy there.

As for the pre-planning-ish stuff, I was again more thinking in terms of continuity, cohesion, and working around some of the boring bits. If you could do them well, little animated heister masks moving around a map can cover for 5 boring minutes of dicking around with bags, help clarify a confusing map layout, or explain what half the team is up to better than random glimpses of their silhouettes would.

Though it also definitely boils down to how well the players can perform and/or direct. I think we're on the same page that a good LP involves way more than recording yourself playing as normal and hoping for the best. (There's already a whole lot of competition in that category anyway.) There's way less need for overly fancy bullshit if you have four players who are savvy enough to cleanly articulate what they're doing just using their voices and the primary player can direct their viewpoint worth a drat, with just a little editing backing that up.

John Murdoch
May 19, 2009

I can tune a fish.

Plan Z posted:

The security hack seems unnecessary.

Maybe replace the hack with a short-medium length drill to open the door, then once inside you can instantly unlock the closets.

My pet peeve with Alesso is the circle cutters. In theory, you can be all super efficient and split them up, but I've never seen anyone bother, which makes the already kinda dull basement section take even longer. And it can still be a remarkable pain in the rear end to actually get on top of the forklift properly.

John Murdoch
May 19, 2009

I can tune a fish.

LuciferMorningstar posted:

It's got a terrible rate of fire

:confused:

Anyway,

John Murdoch posted:

Be prepared to weather the inevitable storm of goons mocking you for using the fastest firing and best sniper rifle, but know that I am your friend and comrade through these trying times.

John Murdoch
May 19, 2009

I can tune a fish.
lol gently caress you too

LuciferMorningstar posted:

Half the speed of the Lebensauger, among other deficiencies, so at that damage level, it's slow. It's also no faster than the Nagant/Platypus, so you don't even gain an RoF increase for giving up damage. You could also take an M308 for similar damage and ammo, but a much higher RoF.

Also I'm genuinely confused, did they gently caress it up in the rebalance or what? Rattlesnake used to be king of fire rate. Goes to show how much I've paid attention to sniper rifles lately. That is a much better explanation than "firerate is poo poo" though.

John Murdoch fucked around with this message at 05:45 on Jan 2, 2016

John Murdoch
May 19, 2009

I can tune a fish.
Also it looks cool.

John Murdoch
May 19, 2009

I can tune a fish.

watho posted:

The basic gist of it is that the Rattlesnake's only real advantage over the other bolt-actions is its ammo pool but the downside is that you'll have to spend twice as many bullets on specials.

And 10 shots per mag. It feels like I'm always reloading when I use the other sniper rifles. (Lebensauger also has the nice mag size, but otoh much worse reload speed and it's easier to spam your bullets away.)

John Murdoch fucked around with this message at 11:38 on Jan 2, 2016

John Murdoch
May 19, 2009

I can tune a fish.
Platypus only has 5. According to the wiki, Rattlesnake takes 4 shots to kill a Dozer.

John Murdoch
May 19, 2009

I can tune a fish.

Discendo Vox posted:

How would folks feel about the following death vox change- you have the same amount of health when you are picked up, but your timer before going into custody is cut to 15 seconds.

My gut feeling is that 20 seconds would be better, especially considering that this would also apply to Cloakers (and Tasers).

John Murdoch fucked around with this message at 12:06 on Jan 2, 2016

John Murdoch
May 19, 2009

I can tune a fish.

Drewjitsu posted:

True, but still, how do you make aced tough guy worth a poo poo?

Although I realize there are a ton of lovely skills that need some attention.

Ideas that immediately come to mind:

1) Actually have it grant an extra 10 seconds of bleed out time rather than the weird wonky bonus health thing that pretty much never matters. It's not a huge, top-tier mega bonus that you'd stick into every build, but I could see it being a good QoL skill for new players, would lightly synergize with stuff like Pistol Messiah, and wouldn't be out of place for Enforcers that run off solo to lock down an entire fourth of the map singlehandedly.

2) Allows you to crawl while incapacitated, with Cloakers and Tasers likely bypassing it like they do all the other rules. Basically a budget Swan Song. Kind of toes the line of being so good it's effectively mandatory, though.

3) In my old skill revamp, I actually upgraded it into the full blown effect of keeping you from ever being fully incapacitated upon death, following the theme of the Enforcer class being all tanky and berserkery. Your aim is still hosed, you can't move, and you don't have infinite ammo like with Swan Song, but you can stubbornly clear out whatever clusterfuck you went down in the middle of while you wait for help.

But as usual for a Tier 3 skill, nailing the balance between "good enough to dip into the class for if you really want" and "100% mandatory for any build" is tough. Of course I'm also probably more okay with buffing truly worthless skills up to simply okay or situational ones compared to everyone else.

John Murdoch fucked around with this message at 03:06 on Jan 3, 2016

John Murdoch
May 19, 2009

I can tune a fish.
I'd say the main advantage to playing with goons at this point is that there's a near zero chance that a goon will bust out a cheating as gently caress hack and ruin all the fun.

And I guess goons have the most basic aspects of lobby etiquette figured out too. Pubbies will pretty much never be consistently good at that.

John Murdoch
May 19, 2009

I can tune a fish.

Tempest_56 posted:

Well, we'll bust out cheating as gently caress hacks but it'll be funny poo poo like hyperspeed shield-dozers or exploding cloakers.

If they make the game hilariously more difficult, I'm not sure I'd call them cheating to begin with. :v:

John Murdoch
May 19, 2009

I can tune a fish.
So is this new version of HLM supposed to take two hours or what.

John Murdoch
May 19, 2009

I can tune a fish.

Discendo Vox posted:

The estimate is day 1 takes about 6 minutes longer if you're not going for 7 cooks-the scanner is a lot faster. Day 2 takes about 10-15 minutes longer, unless you're optimizing your route. In both cases there's a lot more movement around the map, with minimal required additional bag hauling.

edit: I've removed the penthouse door drill, since that's particularly boring dead time. Are there other steps you'd particularly like gone?

TBH, I'm just glad you thought about how much extra time this stuff might add onto the heist.

All of these are just random thoughts, impressions, and nitpicks, so feel free to disagree or correct them:

Day 1

- I know that you can't as easily estimate their impact, but I hope you're taking the extra potential fuckery introduced by overwatch spawns and demo teams, as well as stuff like the buffed gangsters and gunship into account. In short, are those time estimates best case scenario, everyone knows every single spawn, perfect coordination numbers? What might a less skilled (but resilient) team expect? Worst case scenario?

- Hunting for gas cans seems like it might add some time. If not objectively tons of time on the clock, I'd be worried about it being a real drag to actually play (see complaints about Birth of Sky's money bundles). I guess this is a question of exactly how randomized, dickishly-placed, and numerous they'd be. Would there be exactly enough gas, or a little more than you need? Honestly the gas objective is already a little lame right now (especially if you're running ICTV and don't have the stamina to keep a steady run), so more general spawn positions for the gas is actually more of a neutral.

- I'm not a big fan of cooking meth to begin with, especially on HLM because the cook room is so boring to hold. I take it the scavenger hunt for ingredients is an attempt to reduce the tedium, but then I go back to the same questions I had regarding the gas cans. I'm also not a fan of the DW wipe condition, but on the other hand you're obviously in need of a failure state since the meth is now required. I didn't think of until now, but if you can pre-cook the meth (since presumably the objective is going to track meth placed in the car), that makes it not as bad, though you'll obviously still get delayed by needing to find ingredients (god forbid you can't find the right one to begin the cook).

- Truck takes longer. Just pointing this out as a time sink of ambiguous length. I like the gas part, but the same gas can questions apply here too.

- You completely gloss over the drill wait required to breach the basement, so presumably it's unchanged. I really hate that part. Total momentum killer, and I hate the inconsistency of Day 1's gate being C4 compatible and Day 2's saw compatible. I'm totally alright with the lengthier truck step if it's in tandem with the gate being removed entirely.

- The thermal drill sounds like it would eat up the most time. I love the little tableau with the dead cop and the crowbar a lot, though.

- I would get rid of the pointless RNG screw on the barcodes. You already get screwed by having multiple of the same possible barcode spawn so what's the point? I'm okay with the scanner assuming what you're intending is that each scan is measured in seconds and it's more about juggling barcodes and keeping the power on so you can actually start each scan. That said, system mastery bullshit is still dumb, Vox. :colbert: (Also as a side note, I do hate how the scan currently varies between lightning fast and tediously long.)

- The power boxes themselves introduce another variable time-eating obstacle, especially since you're intending for the cops to aggressively path to their location as part of other changes. (Having them also knock the lights out is a nice touch.) I think their location is also a bit boring. What if one was somewhere in the basement (replacing the slightly silly need to defend the scanner itself, because the cops magically understand its importance) and the other was up in the hotel room where the original hatch was located?

- Definite nitpick, but by doubling the number of weapons and introducing the potential for gold spawns in the basement, you are slowing down the final exit march from the map and making the bag hauling a bit more annoying. And then said loot has to be hauled to the less convenient car location to boot.

I have far fewer nitpicky complaints about Day 2; I like the setup you've got with some caveats:

- I am biased because my version of Day 2 is 3000% cooler (but 3000% more impractical to realistically implement). I've also always hated the big crescendo of the map being yet another goddamn thermal drill wait and I don't like the penthouse in general. You haven't fixed that, just made it more consistent and less exploitable, which is fine.

- You've casually mentioned it previously, and you imply it with the gate, but I take it that the apartment building's layout is now static? I know we've agreed before that the apartment block is currently wasted space but now I wonder how fun and engaging it will actually be to fight through multiple times. Also how workable it is from an enemy AI perspective. This is outside your usual scope, but it could probably do with substantial layout alterations, with fewer mazes of cubbyhole rooms and a little more open space, perhaps taking inspiration from Panic Room and Undercover.

- I'm minorly bothered that with the removal of the coke, there's no real benefit to bringing a saw for the gate.

- You don't explicitly mention it, but if the thermal drill is going to consistently break, it should otherwise not break down automatically.

- Obviously the multiple trips through the apartments (mitigated by a static layout) and randomized objective spawns are the unarguable time sinks, and big ones at that. There's no real way to draw time off of the penthouse outside of directly fudging the drill timer/gunship cadence without completely changing everything.

- Just as a sudden idea, I wonder if you could punch up the overall pace of the heist by rejiggering the dead drop into the cutting torch from Mountain (it probably wouldn't take too much effort to justify its use not only for the first door but also the magnetic lock wiring). Discovering the safe room in the penthouse triggers the gunship attack, but instead of dropping a thermal drill, Alex drops C4 back downstairs. You do that loop as normal, but it ends with blowing the safe room open (bonus change: change it to the Panic Room glass box style so the Commissar visibly agitates at you during the heist). This has the downside of de-emphasizing the gunship's overall presence and heavily reducing the penthouse holdout, the latter of which doesn't personally bother me, so :shrug: Having to place a lot of C4 and then deal with the coke-monster Commissar while the cops press in sounds much more interesting anyway. The only thing missing from the apartment treks would be the omnipresent threat of snipers/overwatch, which would be relatively simple to add in.

John Murdoch fucked around with this message at 13:47 on Jan 8, 2016

John Murdoch
May 19, 2009

I can tune a fish.
More :words: yay!

Discendo Vox posted:

You're right- I'm assuming a level of skill that's unrealistic. You're also right that the overwatch and demo teams are probably too much. I'll do away with overwatch, but leave the possibility of continuous sniper spawns rather than each sniper spawning once ever(that's actually an unpatched bug). Players on any heist with demo teams should expect between 1 and 3 demo team spawns per drill. Train Heist is Demo Team city.
The buffed gangsters and gunship should be nonissues for any team that can run the heist normally- they're "oh hey" moments and a source of embarrassing downs to laugh at, not real threats. In particular, right now gangsters are set at damage levels based on normal difficulty.
I mostly included the gangsters and gunship as minor X factors that might have an additional knock-on effect. By themselves I wouldn't expect them to really bother anyone, but with disastrous bad luck, someone losing a down (or getting their health shaved off) early might influence the difficulty down the line. Overwatch is definitely the big problem because it'll destroy lesser teams while forcing better ones to meticulously cull every sniper off the map, in the middle of dealing with everything else. Honestly HLM1 probably works better for it just because, even if the sniper spawns are pretty dickish, you always have the option of retreating behind the hotel at the expense of having to deal with the cop waterfalls back there. And you even get more options against potential sniper spawns thanks to the extra tunnels being open.

Discendo Vox posted:

The gas cans won't dickish in location at all- they'll all be outdoors in visible locations, and you'll be able to pick them up as soon as the heist starts(I should have mentioned that). The gascan objective actually is, in a way, intended to kill time- I want the police assault to be in full force for meth cooking.

As a sidenote, I wish gas cans were a brighter red- they tend to blend in in many maps.
Sounds good. I forget, doesn't DV remove assets entirely? One of the reasons why HLM can be such a snore is because there's no reason not to get delayed police response. That and the whole 75% aggression bug, which I'm sure you'd fix.

Discendo Vox posted:

OK, here's the revised plan for that step.
1. Two bags cooked and secured required. Winters/Turret spawn after one bag cooked.
2. Police path to and set C4 on the front wall of the lab, blowing it open (this was planned for the wall on the interior of the lab, and I suspect they were going to use it in day 2 but ran out of time). That should increase exposure.
3. No pre-cooking- it screws up the possible scripting for the heist. Ingredients can be picked up immediately, though. Ingredient spawns aren't as bad as I think I've made them sound. The plan is three cardboard boxes in random hotel rooms, One with three of each ingredient.
The C4 thing sounds kinda goofy, insomuch that I don't see the cops ever getting much of a chance to get close enough to do it without cheating (same with the interior wall, maybe that's one reason why they canned it). There's a much better means of blowing up cover in the form of the gunship. Forcing the players out of the comfort zone of endless hard cover and having to make use of the bathrooms and props does sounds like it would add some much needed tension. Ingredient spawns also sound good and much better than I thought.

Discendo Vox posted:

Again, you're right. How about this: the truck will take the same amount of time, but it will need gas first. I think it's likely that players will already have the leftover gas can.

Ouch, you're right- I'd forgotten that step, and I hate that step. I'll remove it from the heist.
Like I said, just take some of the time originally spent on the drill and add it to the truck and it's all good. I wonder if originally you were intended to just crowbar the hatch open and they added the truck step on top of it without removing the redundant drill. As it stands, it's pointless padding and the most frustrating of short, constantly breaking drills.

Discendo Vox posted:

I'm thinking about 45 seconds per barcode. That said, system mastery is great and DV is meant to encourage it. :colbert: What if instead of removing the map, I give a map filled with squiggly lines that players have to follow to figure out what goes where? The locations would be randomized, though.
I'd just shave a few seconds off each scan and make the locations randomized. There's enough moving parts being introduced (and an additional, longer but simpler holdout phase being added via the thermal drill) that I don't see much purpose in overcomplicating the scanner section. The open tunnels will make things more hectic, but the basement itself isn't a hugely interesting location to defend.

Discendo Vox posted:

The powerboxes used to be at street level, but this can become unfair pretty easily- I don't want to repeat the DW FF3 scenario. Given the layout of the basement with all tunnels spawned, a player won't be able to cover more than one position at once.
I definitely wouldn't want them to be split far apart either. My idea just nudges them around a bit, keeping the same general distance between them just with slightly different and more interesting defense locations than drab corridors.

Discendo Vox posted:

The loot's going to stay, I think- it's optional, and it's a good additional challenge. On vanilla
I think you forgot to finish your thought. :P Like I said, definitely a nitpick, but this is a player psychology thing. If the loot is freely available (and sometimes even if it isn't), then players will gravitate towards always taking all of it it rather than leaving it due to impracticality. (I think one of the reasons I've come to hate cooking meth on HLM1 is because people used to insist on all 7 cooks.) I see now that you specifically indicated required bag hauling, but that part of your previous post was why I brought it up.

Discendo Vox posted:

Hotline Miami is generally a challenge to work with because it's kind of really badly designed and made. Half the stuff in the heist is still bugged, and I think the devs have given up on it. It's part of the reason I threw the kitchen sink at the heist; I'm just struggling to make lage parts of it interesting and not an afterthought.
Agreed. That's why I'm so cavalier about bulldozing a lot of Day 2, though my original revamp actually sticks much closer to the overall pace we currently have compared to the off the cuff idea I came up with in my reply.

Discendo Vox posted:

My thinking is players will have enough to deal with, and regulating time for coke loss will be hard to manage.Besides, the Commissar will have snorted it all.
Oh, absolutely. I wouldn't want Bain nagging about the coke anyway. My complaint really boils down to Overkill having no consistency when it comes to how and when various tools can be used. HLM2 actually stands out a bit because you're barred from C4ing the gate at all while also having objective C4 in tow...because you need to save all three remaining charges to blow open a seemingly normal set of double doors. It's another little nagging player psychology thing - the game helpfully points out all these cool places you can put that saw to use...just once, in heists where the saw is otherwise dead weight. Total beginner trap. At least right now on HLM2 you get the token reward of some extra coke as a trade-off for bringing the saw to speed things up.

I think that gate bugs me extra because it's just an arbitrary roadblock without any context. Shouldn't someone have the keys to the thing? There's just the one gate...is it being used a security checkpoint by the gangsters? But then why is there a hapless civ behind it (presumably working on the construction he's mostly nowhere near)? Your design at least makes it clear it's another gently caress you trap in the Commissar's funhouse full of gently caress you traps.

Discendo Vox posted:

Hrm. Yeah, ok, that's fair. Police should still be able to path to and kick it, though. I'm trying to limit the "camp far away and send someone to restart it" scenario. Ofc a restarting drill is still handy for that.
My thought exactly; there's just no benefit of added RNG fuckery if it's going to both be on a schedule and be vulnerable to the cops.

John Murdoch fucked around with this message at 02:44 on Jan 9, 2016

John Murdoch
May 19, 2009

I can tune a fish.
Also this is me quoting myself from the previous thread so my :krad: HLM Day 2 idea isn't lost to the annals of time.

quote:

I personally don't totally hate it (and I've certainly cooled on it a bit compared to when it first came out), but I can see why Day 2 isn't particularly appealing. From a design standpoint, it has all these nifty ideas that it doesn't really manage to do anything with.

Going past the usual issue we bring up that the first three floors are wasted space, I think the big penthouse finale is ultimately kind of tedious and uninteresting unless you really, really love shooting endless waves of cops, alternating between challenging close quarters encounters and picking off slightly longer-range sniper waves. The problem is that there's no real change of pace or scenery and because of how the map flows, there's no reason to ever really leave the confines of the two corner rooms with occasional trips to the outer hallway to pick off snipers.

I think it would've worked better (but obviously would've been more complicated to design) if you were forced to climb up to the roof in order to reach the water valves, thereby putting you into more varied encounters with the cops (as opposed to same 4-5 tiresome spawn patterns climbing down from above) and drawing you out into the open so the gunship could fire directly at you.

There's also something to be said about the finale being a bit unsatisfying in the face of the dramatic momentum the entire previous day and the ascent successfully build up. It's yet another thermal drill defense with a few vague gimmicks thrown in. gently caress drilling that rear end in a top hat out, we should've pulled a reverse Panic Room on the Commissar - blow up the supports underneath the vault so he takes an elevator ride straight to hell. :black101: Death Voxian bonus: The vault would have more than a mere three money bags worth of loot inside if you want to brave going down into the depths of the complex to fish it out. And now the fire's raging out of control and the building's opening up like a Swiss cheese.

John Murdoch
May 19, 2009

I can tune a fish.

Crabtree posted:

Also Murdoch, at this point it'd be more fun to just use all of our fire tools and somehow burn him alive in his own safe. Melt him and his money. But then again it'd be easier to combine our ideas and just thermite the floor and have him descend down several times until either he falls or the building's weak enough to just collapse and we have to rush to escape it.

Bringing down the Commissar's entire house down onto him is also pretty awesome. Fits in with how the hotel steadily gets more and more hosed up as Day 1 progresses.

If we were gonna burn him, Hoxton would have to make a joke about Matt. Maybe the way to do it is sabotage the air system the safe room has to have. And by sabotage, I mean just hook up pure oxygen and :supaburn:

John Murdoch
May 19, 2009

I can tune a fish.

Basticle posted:

We'd have to use a drill to unlock a door to open a vault to drill a safe to find the contact info for an assassin

The contact info is on a laptop that must be hacked first.

John Murdoch
May 19, 2009

I can tune a fish.
I'm not personally into the wacky antics stuff, so I can see why folks might be a bit disappointed with this, but before this we just got two fun, cinematic heists, so no big deal really. (And I didn't even buy the Point Break pack either. :ssh:)

Unless the Point Break ones don't count because ADVERTISING FOR A lovely MOVIE :supaburn: or whatever. I suppose it is a little strange to go from heist DLC to heist DLC, with both being tie-ins.

John Murdoch
May 19, 2009

I can tune a fish.

Geight posted:

Heist DLC is the best kind of DLC, honestly.

:agreed:

UnknownMercenary posted:

Maybe they realize that people won't be as willing to shell out for a weapon DLC after their major rebalance nerfed a lot of good DLC items.

Also fair. And aside from 1-2 packs worth of obscure guns that goons really want I'm not even sure there's much left to milk outside of more wacky stuff like the Chivalry pack anyway.

But I was actually thinking more about the Australian heister. Haven't heard a peep about her in so long I'm blanking on her name, even. Then again they're probably sticking with their matching heister + heist scheme and she must not be a goat herder.

John Murdoch
May 19, 2009

I can tune a fish.

Psion posted:

I'll also point out LM is the reigning thread champion at loving awful gimmick builds so you can trust this advice. It's coming from a genuine, bona fide expert.

Where do I rank in this? Can I be the champion of entirely okay and not bad at all gimmick builds?

John Murdoch
May 19, 2009

I can tune a fish.

Geight posted:

These are the first civs that I will chastise my fellow heisters for shooting.

how do you know regular civs aren't EMS or firefighters on their day off

John Murdoch
May 19, 2009

I can tune a fish.

So we're officially up to three Payday-connected spun-off co-op games, not counting that other thing Overkill has on the backburner and a theoretical (but probably inevitable) Payday 3.

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John Murdoch
May 19, 2009

I can tune a fish.

canada jezus posted:

Also is it me, or are armored transport heist really hard without C4 and a saw. Like i'm getting shot up surprisingly hard. I guess i'm too used to staying out of cover.

The transport jobs vary a great deal depending on which map you're on, both how many and where the trucks spawned, and what loot you have to haul. The one thing they have in common though is that they all love to flood you with cops from most every angle and rarely give you enough cover to deal with all of them.

But with the exception of the nightmare that Crossroads can turn into, they're not particularly bad on not-DW.

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