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Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
They've added voice lines for spotting "the captain".

Puistokemisti posted:

I told him to do that but searching the bug report forum, I found couple other people complaining about the same issue with no replies to their threads.

Well, adding another post will at least bring more attention to it. Sometimes they just fix the bug without acknowledging it, which sucks, but eh.

Puistokemisti posted:

Since I'm replying to you, Death Vox HoxBreakout day 1 should have random chance of the team forgetting to bring cash with them, realize it at exit and be forced to start breaking into cars to loot some change.

UnknownMercenary posted:

First you need to find a crowbar to use to break into cars.

Dr Cheeto posted:

There's a crowbar in a utility closet. Bile drops a thermal drill so you can get it open. Bain asks if he can just drop $7, but Bile claims he needs it for bingo night.

These are great Death Vox ideas, but I'll do you one better: Remember those ATMs you have to go past on the street? Crowbar in one of the side utility rooms (not marked, cloaker ambush), then head all the way back and crack it open. There are 2 ATMs- the first one you open doesn't have any ones in it. You will all get credit in the revised design doc.

Discendo Vox fucked around with this message at 00:58 on Dec 6, 2015

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Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Death Vox notes for the new heists:

Under the Mountain
  • Remove Locke's explosive drops? Explosion doesn't open door, or interior door still closed. More complex entrance sequence- possibly running hacks on computers in the different areas. Don't forget computer at very start of heist.
  • Add loot to crates in starting area.
  • More snipers.
  • More turrets in tunnel- activate all.
  • Multiple security rooms to cycle airlock.
  • Add the possibility of sawing the objects you can cut through with the arc welder. This really ought to be in the game.
  • The vault system is great, but I need to figure out how to a) remove information to make it more difficult to figure out what is where, while b) also adding additional, more valuable, loot. So far I'm planning to remove the vault names from their exteriors, but I also need to complicate and tweak the opening system somehow. New obstacles in added vaults- ambush? Electricity? Gas? ... Something requiring a Thermal Drill? Could drop thru elevator or fan shafts. Interrelation of conditions in vaults?
  • More loot in the final area.
  • Right now the possible scripted confrontations (Locke tells you about them) that I'm aware of are a) ton of bulldozers, b) ton of snipers. I'm sure there are more, and I want all of them at once. Turrets?
  • Consider hose defense for fueling process. Fueling, securing loot and blowing radar should all be available at once.

Birth of Sky
  • Ambushes in the plane. Can I mess with parachute locations? Delay on barriers? Block some doors on upper level? Probably not interesting given limited spawns. C4 laser trips on some upper level doors. Be sure to leave a clean route.
  • Modify card spawn location and keycard door location-force exterior route.
  • Remove ladders where feasible to require tricky jumps. Balance around ICTV.
  • I need to find out the total number of possible pallet spawn locations on Birth of Sky to figure out if it's reasonable to a) have them all spawn and b) have them all break. NTS lower pallet positions are harder to defend.
  • More cash registers and some safes in the stores in the pallet area. No cash bags- don't want to confuse amounts for securing pallets. ATMs?
  • Captain Winters and turrets arrive sooner, and at the same time. Vary sniper locations, but no need to intensify- they're already pretty bad.
  • Longer/more complex sewer. Add interstitial doors from GO Bank if available.
  • No boat? SWAT vans along river? Investigate.

vvvv Trying to avoid timers- they're almost always on the Not Fun list.

Discendo Vox fucked around with this message at 02:10 on Dec 17, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Reddit's reporting you can loot the parachutes from Birth of Sky for 6.5k each, but to do so you can't use the boat. :allears:

Presumably maximum of 3 since one person needs to throw money bags, and the parachutes rapidly despawn if you drop them.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

UnknownMercenary posted:

Does this mean that ECMs will unironically be a good idea now on Hoxbreak day 1? You just made countless pubbies very happy.

Yes, or a saw, preferably. It'd still count against whatever else you would otherwise be bringing with you. All part of the plan!

Other loud Death Vox heists where ECMs are a good idea:

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Tempest_56 posted:

1. Put a turret in the airlock that only deploys when the airlock closes, locking the team in with it.
2. Bulldozer ambush at the top of the ziplines, and only one zipline upwards.
3. The attack helicopter from HM2 shows up while on the peak to bombard various parts of the map.
4. SWAT vans spawn immediately, firing as the crew parachutes down.
5. When the pallet release is hit, a group of jetpack Bulldozers fly in the cargo door to ambush.
6. Remove the ladders to get to various buildings and add mechanics to get to the inaccessable places - like having to blow up the gas station with C4 to get the pallet off the rooftop, etc.

1, 2, and 5 : Not doable. The airlock, zipline area and skydiving are all disguised loading areas to reallocate police spawns. Locking players in a tiny space with a turret also massively constrains possible builds in a way that doesn't work. I could possibly have it load and activate the turret when the airlock first opens, and have an ambush in there. Probably not, enemies, though- I believe the navpoint mesh is designed to keep enemies from pathing into the airlock specifically because of the loading problems that would ensue.
3. That's a great idea! I need to think about where and when it should attack.
4. Firmly in the Not Fun zone. This would just flat out kill the players, and for balance reasons it's important to give them at least a little time to set up.
6. In the works, partially- too many additional steps in that section of the map will kill flow, especially with my current plan of 9 or so pallets.

vvv augh, ok. maybe I can mess with the timing.

Discendo Vox fucked around with this message at 06:04 on Dec 6, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
New Twitch lines. Maximum New Yawhk.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
5 new secret achievements- we wish you a merry christmas, or something to that effect. Scuttlebutt says 1) this is set to release this week and 2) how dare you loving overskrull, I bet it's paid DLC and there's going to be an Xmas Safe and drill.

The Commando Crew achievement is bugged such that you have a lot more latitude on time than the description would indicate- I'm not sure of the details.

Discendo Vox fucked around with this message at 20:56 on Dec 7, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
For Death Vox Birth of Sky, how would folks feel about:

1. Gold pallets instead of money pallets?

and/or

2. Additional loot in the Murkywater containers on the plane, which you have to throw out the door before you jump?

I'm trying to come up with ways to add more loot variety and more variable activities to the heist.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
I made a tutorial video for an unusual FWB stealth strategy, I hope you like it!

Tempest_56 posted:

Remove pallets. Replace with cargo containers of mystery loot.

While that seems appealing at first glance, there are some issues- aside from implementation difficulty, cargo containers offer a lot more cover from enemy fire, and would make the heist generally easier. I'm also trying to limit the variance caused by different dropped loot locations as much as possible.

Discendo Vox fucked around with this message at 03:36 on Dec 8, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Aha. ha. ha ha ha.

The prototype you steal? It's got another HL3confirmed barcode on it, but what's more, Locke tells you, to the mile, how far away the lab was that you stole it from. 238, 606 miles. Portal 3 confirmed.

The masterpiece you steal (previously owned by a south american dictator) has a nazi UFO emitting lightning to some sort of vajra-esque rod, held by Moses. :psyduck:

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Tai posted:

So by infamy 5 I can have more skill points spread out over various trees?

No, but you can get higher up some trees without wasting as many points on crummy skills further down the tree.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Nehru the Damaja posted:

And for some reason lately this has had the effect of making Bile show up for evac almost instantaneously (unless everyone's getting that.)

That's a general map change to deal with the yard holdout/escape jankfest. Thanks to its removal, aftershock is now the moneygrind hotspot du jour, at about a million dollars a minute for a good team on overkill.

chairface posted:

I really see no reason to lug em to the wall and expose myself to rappeling cops coming off the overpass the entire time when I could be hanging out in a fairly well-protected subway car. :colbert: Besides, with your methodology there's no driving the truck back through that squashing cops both ways. I'll stick with the methodology that involves more running cops over with a truck and less safe-lugging.

Moving the safes all the way is a much better option- the rappelling cops along the causeway leading to the wall are set to a much lower spawnrate until the C4 arrives. The intensity of spawns generally appears to pick up once the wall is blown.

Discendo Vox fucked around with this message at 16:44 on Dec 8, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
If you guys would like more variety in your airplane heisting, please read and consider posting your support on the suggestion thread I just made on the steam forums. It's not fake difficulty, I swear!

My requests, in a nutshell, in order of ease of implementation:

1. Add a lootable cash register to the diner.
2. Add ATMs.
3. Loose cash bundles spread around the map.
4. Playable jukebox- using the jukebox in Marlene's diner could cause it to play a song by Smokey Bennett & the Hoops, Miles Malone or Pat Briscoe.
5. Bagged, airdroppable loot in the plane cargo container- presumably up to four bags of gold or weapons, which players would then have to carry out of the heist. They'd have to do a lot to make this work, like make dropping bags out the cargo door work, and let you carry bags on the boat.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Please, post these comments in the steam forum thread so the devs are more likely to take notice(esp oh god the infection is inside me now).

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Your parachute pack should unfurl to contain a (Point Break) safe, like in Who Framed Roger Rabbit.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
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.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Crabtree posted:

There is no way they'll ever let choppers take damage as then they'd have to let rockets take out police spawning planes that will remove them being able to get into the heist for a whole minute. Make your stupid difficulties more realistic Vox.

Unless your Fat pipe is telling us that the next special is a air turret AKA a modified Hind D.

A Hind D?!? edit:... :thejoke:

My fat pipe tells me that you'll escape with the panic room on the panic room remake, and will secure the meth you cook inside the panic room. The aftershock and Birth of Sky heists were used to build out materials related to that part of the heist.

(this is just a guess)

Discendo Vox fucked around with this message at 21:39 on Dec 8, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Furious Mittens posted:

So I picked up the game a couple days ago and I'm having a blast playing. Only problem I've run into is occasional hitbox quirks and some of the random pubbie matches being filled with morons.

I'd like to play with some Goons to learn a bit more and unlock some good stuff. I have been rolling with the M308 pretty much stock and had some good results with it, but I know there's better out there. Steam name is the same as on here.

Join the payday 2 goons group on steam and join the camping the stairs mumble, available through the private game servers subforum. We'd love to have you with us. Don't be intimidated by the sperginess of folks here, the reality is the game's more accessible now than it probably has been at any time since launch.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

John Murdoch posted:

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

ooh.... I need to try some things.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Geight posted:

So Threat is capped at 43? Weird, but definitely not the weirdest Overkill stat thing.

Also I kind of hate that they've regressed into not giving us the mods for DLC guns, or tying them to achievements.

People complained. :shrug:

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Goredema posted:

Seriously though, thank you so much, Overkill, for locking this poo poo behind autistically-specific achievements! I agree it's super easy to get a group of people together to do a mission on Deathwish, with everybody wearing sombreros and carrying identical melee microphones, just so I can get the "Mariachi Madness" achievement and unlock the "Noticeably Superior Upper Receiver" for my favorite gun. :fuckoff:

There aren't any weapon unlock achievements that are remotely that bad.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Shima Honnou posted:

If you crack a loot box on Dockyard and it has chemicals in it, do not restart that mission because it means the lab spawned.

No. meth ingredients don't spawn in loot crates.


Geight posted:

Can you find ingredients for the lab somewhere?

Meth ingredients will spawn in cardboard boxes identical to those in the lab on Hotline Miami day 1. Most of their spawn locations are in the corners of warehouses and traincars. The Long Guide has a map of places they can spawn, I think.

swims posted:

Where does the lab even spawn at

It will spawn in one of the containers on the Moretta.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

watho posted:

Breaking Dead, Not Today, Precision Aiming (pre rebalance), Artillery Barrage.

I still haven't unlocked the Theia scope.

Not remotely that bad.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Dr Cheeto posted:

The best achievement is, of course, Cooking With Style.

Ironically I still need that- I was saving it for last.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Weapon mod notes:

If you're using card drops to get mods, note that the game will stop dropping a particular mod if you have two copies of the mod unattached in your inventory.

Some mods granted by DLC are infinite, in which case you will get them either 1) upon buying the DLC or 2)upon beating the achievement that gives them to you. The remaining mods are associated with the Gage mod courier pack, which works on its own system:

In all heists there are a number of color-coded packages scattered around the map (the higher the difficulty, the more of them there are). Each package that you collect adds 1 to the total for its color. Different colors have a different max value: 5 for the green mantis tubes, 20 for the blue eagle. When you hit the max value, you get one copy of every mod in that package's "set". So, collecting your fifth green mantis package gives you 1 rubber AK grip, 1 milspec sight, 1 holosight, 1 AK short barrel, and 1 competitior's compensator. You can max out sets and collect their mods multiple times. These mods were really excellent when the Gage mod courier DLC came out, and many of them are still very good.

If you have the gagecoin Goonmod mod active, each set of packages you collect will give you one "gagecoin". These coins can be used in your inventory to purchase copies of mods, weapons, masks and mask parts. Gagecoin cannot be used to purchase items that 1) are in DLC you don't own or 2) require an achievement that you don't have.

Goonmod can be edited easily to give you more coins per set of packages. It removes a lot of the game's least appealing grind and random chance mechanics.

Discendo Vox fucked around with this message at 02:18 on Dec 10, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Loot Bag Skull, Overkill bomb, Black/Red is the best troll mask.

Discendo Vox fucked around with this message at 21:44 on Dec 10, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
A ton of long-awaited bugfixes, too!

Changelist 92:
Levels:
Fixed an issue on the Beneath the Mountain job where the in-game chat could stop working when looking through cameras
Increased the outline distance activation for the Money Bundles in the Birth of Sky job [this is a really smart way to address the problems with this task]
Fixed an issue in the Birth of Sky job where the SWAT Van would spawn on Normal and Hard difficulties
Fixed some art issues in the Birth of Sky job
Adjusted the position of the Zodiac in the Birth of Sky job :tinfoil:
Replaced spawn animations for enemies in the sewers in the Birth of Sky job
Adjusted some collisions on the Jewelry Store job to prevent loot bags from getting stuck in some places
Fixed an issue on the Armored Transport: Train Heist job where players could get stuck between a rock and a tree
Fixed an issue in the Alesso Heist where guards could climb the walls in the main lobby during stealth
Fixed an issue in the Big Bank job where the time lock could alert guards
Fixed an issue in the Rats Day 1 job where Cloakers couldn't hide under a car
Fixed an issue in the Rats Day 2 job where the Team AI could get stuck in their stealth idle animation
Fixed an issue in the Big Oil Day 2 job where players wouldn't get any experience reward when escaping with the plane
Improved performance optimization of the Golden Grin Casino job [these fixes could make stealth fun again on this map]
Improved AI navigation in the Golden Grin Casino job
Fixed an issue in the Golden Grin Casino job where some civilians still had a chance to spawn in a panicked state
Fixed an issue in the Golden Grin Casino job where the pre-planning asset ATC Bribe only applied on one side of the level

Fixed an issue in the Aftershock job where the saw could get stuck in the van if the player had the Carbon Blade skill

Skills & Perk Decks
Added visual feedback when the player uses an armor bag while having the Ex-Presidents Perk Deck equipped
Fixed an issue where the Saw improvement skills in the technician tree didn't apply to the saws in the Aftershock job
Fixed an issue in the Aftershock job where the saw could get stuck in the van if the player had the Carbon Blade skill
We wish you a Merry Christmas and a Happy New Year from OVERKILL Achievements
Added both Locke contracts to be included as a requirement for the following achievements: "Tough Act To Follow", "poo poo Just Got Real", "Completely OVERKILL" and "OVERKILL Salutes You!"

Enemies
Fixed a crash related to Captain Winters

Weapons
Fixed an issue where bullets wouldn't be visible in the magazine when reloading the AMR-16 or any of the weapons in the AK Family

Safes
Added the Bodhi safe and drill. Players can now receive the Bodhi safe and drill from the card loot drop after successfully completing a heist [Hooray!!!!]

Sound
Added Shoutout (MONO!) to the PAYDAY 2: The Official Soundtrack
Added Dead Man's Hand to the PAYDAY 2: The Official Soundtrack
Added Utter Chaos to the PAYDAY 2: The Official Soundtrack
Added Gun Metal Grey 2015 to the PAYDAY 2: The Official Soundtrack
Added Crime Wave 2015 to the PAYDAY 2: The Official Soundtrack
Added Locke and Load to the PAYDAY 2: The Official Soundtrack
Added Drop Zone to the PAYDAY 2: The Official Soundtrack
Added Pimped Out Getaway to the PAYDAY 2: The Official Soundtrack
Added Shinobi Lessons to the OVERKILL B-Sides Soundtrack
Added Japan is a Land of Warriors to the OVERKILL B-Sides Soundtrack
Added Japan is a Land of Ravers to the OVERKILL B-Sides Soundtrack
Added Happy Birthday March for Payday to the OVERKILL B-Sides Soundtrack
Added Longbow to the OVERKILL B-Sides Soundtrack
Added Cries of the City to the OVERKILL B-Sides Soundtrack
Added Caves of Cagliostro to the OVERKILL B-Sides Soundtrack
Added They Chose Vlad to the OVERKILL B-Sides Soundtrack
Added Change of Pace to the OVERKILL B-Sides Soundtrack
Added Fault Line to the OVERKILL B-Sides Soundtrack
Added Sunrise (from Also Sprach Zarathustra) to the OVERKILL B-Sides Soundtrack

Discendo Vox fucked around with this message at 01:06 on Dec 11, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Drewjitsu posted:

I think they mean this Zodiac:
http://www.zodiacmarineusa.com/

Not the constellation zodiac.

So I learned... :sigh:

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Ut;s got randomized content like lab rats, and may be the basis for the upcoming xmas safe achievement. ATM it doesn't seem to do anything to nearby spawns, so I'm not sure it's fully implemented.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Basticle posted:

Next halloween map better take place at Freddy Fazbear's Pizza

The masks...the music...the influx of furry players...the RAGE...this needs to happen!

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

isndl posted:

So when they leave casing mode, do they put on the mask or take it off?

Putting the mask on instantly crushes your skull, so...

Crabtree posted:

"It turns out one of the big wigs of MurkeyWater likes to gently caress people in animal suits and has exposed themselves in more ways than one by coming to D.C. We don't know what they're wearing so you're going to have to go in and find the right jerk in a costume. She's no use to us dead so just hold your nose and mingle until we can ID the right one. Extract her at all costs, but I'd advise you not to be photographed by the press in your new suits unless you want a whole lot of unwanted attention from the internet."

I hate that a largely complete heist design sprung to mind upon reading this. It could actually use the Golden Grin, now that I think of it.
The Fur and Loathing Heist-
"I've gotten word that the Murkywater CFO is attending some sort of high-end costume party in vegas this halloween. This is an exclusive party- tight security, weird costumes, lots of criminal behavior. We're going to sneak in as guests, kidnap the CFO, and drain some specific Murkywater accounts. That should bankrupt their cyberwarfare division and get us out form under Locke's thumb."
  • "Ok, we're in. You can go ahead and mask up, but don't draw your weapons- as long as you don't get too close, security will think you're just normal partygoers."
  • Now, aside from a general info, we don't know a lot about the target. This guy or girl is supposedly wearing some kind of animal costume, but that...doesn't narrow it down as much as I'd hoped. They'll have an entourage- look for bodyguards, track their movement. You may also be able to find clues somewhere about what kind of costume they're wearing.
  • "Ok, that's him[/her]. Man, what a weirdo. Now that we've identified them, we need to separate him[/her] from their escort in order to get their account codes. Let's see what info we can dig up. see if you can figure out a way to get them alone. Maybe there's info on what them on the hotel server."
  • "Ah...jeez. OK, this is gonna get...unpleasant. This guy[/lady] has some...specific tastes. Of the cartoon animal persuasion. OK, I have a plan, but you're not going to like it. Keep your distance for now. I'm sending you something via a dumbwaiter- I've marked it for you. First step is to dose their drink."
  • "Great. So, um...that thing you put in their glass- it's not an emetic, it's spanish fly. I'm sorry, but there's no other way! First, look around for clues about what kind of costume you should wear, then one of you needs to go to the storage closet and...gear up. Careful- those things are heavy and visibility is limited. You don't want a guard to notice you're packing underneath all that...stuff. I've left a bottle of sanitizer with the gear- you're going to want to pick it up first."
  • [BTW, very small chance the CFO's fetish is getting robbed by the payday gang, in which case you can either go get a giant foam heister mask, or you can just use your normal heisting gear.]
  • "Are you ready? Try to ignore where that thing's been. Get the CFO alone, tie them down and get the codes. You can take a long, cleansing shower when you get back to the safehouse."
  • "Next, we'll need to get some ropes to- oh. They. Um. They already had that in their hotel room. Um, great."
  • Now shout at them to get the codes. Don't worry about being loud, based on what we've seen so far I'm guessing they'll think it's...recreational shouting."
  • [a bunch of randomized events and hazards while you get the codes and the hack runs- room service, a manager received complaints, phone call for the target, etc]
  • "OK, time to get out of there. Head back to the supply room to get out of that thing. I'm still not sure that creep ever realized we were actually robbing them!"

Loud would be a bit like undercover, but with gun-wielding enemy Kawaii dozers and a lot of extra-weird costumes on civilians and police.

Jokes aside, I'd really like payday 2 to avoid any kind of sexual topic, even portrayed humorously. I just don't trust the community with it.

Discendo Vox fucked around with this message at 22:16 on Dec 11, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Kikas posted:

I think that the majority of the community would just pick up the Flamethrowers and bust stealth instantly, burning all civilians at sight. Cause this is the Payday 2 community we're talkign about, not the most inclusive of communities.

I would be OK with this as an achievement, at least for burning all the guards. I'm not one to promote generalized...ugh..."fursecution".

Let me see what I can come up with for loud. All of this is simplified, it's not Death Vox Canon.

1) Get to the CFO. Their guards will hustle them to a safe location, which will probably be the security room.
2) Tie them down and lead them to a place you can interrogate them. This will be in the middle of the casino, near where the car was displayed, a nice well-lit area, for a specific reason.
3) You're streaming this to the internet- the driver kicked a bag containing a camera out of theand you're streaming it to the internet.
3) Re-activate the connection- This will involve defending a hack in the server room or maybe the security room.
4) Let's say an undercover-style interrogation- 3 hacks, each preceded by spamming shouting at the CFO and maybe hitting them. You need to keep the lights on so you can film the CFO and keep the hack running, requiring running parallel defenses in a bunch of locations and fixing things based on random powerbox and circuitbox locations.
5) Get the server and get out. Escape is back out front.

Opposition will include Bobblehead Kawaii Dozers and a number of plainclothes (furry) guards wearing fursuits that are wearing police gear. These enemies are unusually well-protected- extra health, and the Bobbledozers can't have their armor knocked off. Also, of course, murkywater attacks, including helicopter insertions through the skylight.

Bonus loot:
Drugs of different sorts and cash will be available in various hotel rooms. The rooms can be C4'd, or you can use keycards by tying down or killing civilians. This can also be done in stealth.
The vault can be opened loud or in stealth by running a really long set of separate steps, including a hack in the security room and finding keycards. These objectives will not be marked. The vault will contain some money, but much less than Golden Grin. The Dentist's Loot location will be empty.

Achievements:
A Cleansing Fire: Eliminate all the plainclothes guards with fire weapons.
What Happens in Vegas: Complete the Fur and Loathing Heist in stealth.
Also lmao: Defeat a Bobbledozer exclusively using melee damage.
Never Again: Complete the Fur and Loathing Heist on Deathwish.
Reputation Ruined: Complete the Fur and Loathing Heist by filming the CFO while all four players are wearing costumes.(this effectively means you need to get halfway through in stealth, then complete it loud after the "gear up" step, meaning restricted speed and FoV for all players.)
Stealing the Fillings: On overkill and above, empty the Golden Grin. Again. (This requires securing all loot possible.)

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Psion posted:

reminder that Vox has now posted over 1000 words about his completely fictional heist at a furry convention.


reminder that Vox has also put Huniepop back on his steam wishlist.

now I'm not saying these are all related or anything but I am implying it

So long as it's on the wishlist and not in the library.

http://store.steampowered.com/app/417990


edit: No cheeto, I don't want your spare copy

The whole point is the wishlist is a joke. Ironically owning and playing these things went out the window the instant I found out they had actual porn in them. It's all yours. I'm looking forward to the LP thread.

Discendo Vox fucked around with this message at 00:51 on Dec 12, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
The reality is that the furry game is in all likelihood far less offensive than the recent influx of japanese porn games with the sex removed, but available via a patch from the developer's website.

Discendo Vox fucked around with this message at 07:09 on Dec 12, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

John Murdoch posted:

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.

Realistically, although I could make it sound cool, a mobile target isn't really feasible- pathing differences would give them away almost instantly and would make clues irrelevant. It'd be really hard to do otherwise- you'd need to have a set of "possibles" and give them all equivalent or cycling paths and escorts- the pathing required would break a game with much more focused NPC pathing, let alone payday. Even the hitman series, which is built around such things, doesn't do that.

Psion posted:

So how many bags of cash does the helicopter safe spit out if you get money? Or toast? Is it RNG or fixed?
Based on reports I think it's currently pulling from the same list as the safe on Lab Rats.


:barf: Paging Slurocker to the thread.

Discendo Vox fucked around with this message at 01:02 on Dec 13, 2015

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
So! So, I feel a little responsible for that, so some interesting little design artifacts from Santa's Workshop-

1. You can track elf progress by seeing what's in their present. First, they add four packages of "Snow", then two bags of "Christmas Trees", then I believe two "Snowmen".
2. It appears very likely that originally you would have to run snow, trees and snowmen to the elves- there are locations in the map that appear to be planned as spawnpoints or supply locations for each of these. You better believe this is coming back on Death Vox!
3. The traps Vlad gives you, and heck, most of the map in general appear easy to swap into a zombie game.

And some santa's workshop tips:
1. If you didn't already know, it's fairly safe to leave bags in the chimney in front of the warehouse and just wait for it to open, auto-depositing your loot. You can cover it from inside the workshop with ease. This makes ignoring the back deposit point a good way to get 100 bags without difficulty. The downside is that depending on how it works you might wind up with fewer bags of equiment. The rate/conditions of those spawns is still unclear and they're not too helpful, anyways.
2. The vault countdown timer appears to be vulnerable to the same old spawn slot exploit. This is part of why you can only begin it between waves, to minimize/redirect enemies on the map. During the countdown, spawn points are reset to stay arranged around the countdown area.
3. If you stay away from the workshop window that's closest to it, and stick to the other side of the street, it may be possible to keep the turret from activating when going to secure bags in the front.

:catstare: where is...his? her? Their hand?

FAUXTON posted:

Vox, obviously.

I have never once owned that game, nor do I have any desire to do so. Furries and their horrible subculture/injokes/perversions aside, it looks like a really bad visual novel. Shima's starting up an LP if you're interested though.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Testing out the equipment on Santa's workshop- your first bag of it arrives at 7 bags secured. It appears that hitting multiple equipment thresholds at once screws you out of equipment.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
I had to google to get that joke, Z, and now I hate myself, you, Sparks, Gavin, and everyone.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
I can't tell if any of those are serious or not. They can't be, right?!?

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Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

FAUXTON posted:

Vox cannot merely be bound to a key.

This is true.

In celebration of the season, Death Vox Santa's Workshop

Santa's workshop is straightforward enough that I'll focus on changes. The heist requires that you secure 100 presents for Vlad. As on other DV heists, sniper and enemy spawns are changed to be nastier (though enemy spawn positions are already pretty bad tbh). Expect additional skylight and window snipers. Overwatch (mass simultaneous sniper spawn, announced by Bain) can occur.

Process notes:
  • Many more enemy bikers at the beginning of the heist- almost up to the spawn limit.
  • You have 8 elves at the start of the heist-four on each side of the map. 2 elves will not appear in the same room. As in the normal game, one of them will not be targeted by police.
  • Each elf has a supply of three materials they're working with: "Snow" (coke), "Trees" (pot) and "Toys" (snowman bongs). They can and will run out of these as the heist continues, requiring you to go get them more from designated spawnpoints.
    1. Snow is being delivered by snowblower. You can gather more by standing in an active blower and holding the use key. A snowblower will always be active when more snow is needed. (yes, this can be exploited)
    2. Trees are a two step process. Gather raw trees from the "forest" in the center of the building and bag them- either at "Santa's Slay" on the right side or at the christmas tree on the left side.
    3. Toys are gathered from a shelf on the back right corner of the workshop. They have a longer interaction compared with the other items.
  • All of these supplies are inventory items akin to planks, so they don't weigh you down. The game will try to only let as many people pick up items as are needed for the elves, but as always duping is a possibility and recommended.
  • Securing presents works a bit differently. One chimney will be always be available to secure presents at any time. The difference is that both chimneys are always open; there's a fire going underneath one of them instead! Bags tossed into a lit chimney are destroyed. The open chimney alternates only when X number of bags are secured in it. X is a random number ranging from 5 to 10. Bain will tell you when it happens, and a HUDS indicator will also let you know. Throw carefully!
  • Equipment/traps are unchanged.

Present events:
10 bags: The present supply system mentioned above begins to occur. Until this point, elves will not run out of materials.
16 bags: laser tripmines go active scattered around the back trainyard area. Bain announces this ("I just got a signal- the police are activating something out back"). More will periodically spawn, about every ten minutes. Bain will mention this each time ("police have set more mines, guys, watch out!")
25 bags: A turret truck drives up and parks immediately outside the front left door. This both blocks a sightline to the front chimney and serves as an additional spawn location.
40 bags: Winters spawns near the chimney behind the workshop.
41 bags: A turret spawns on one of the buildings overlooking the rear chimney.
50 bags: Additional spawnpoints will be made active in the workshop interior.
56 bags: Simultaneous 5 cloaker spawn from locations in the warehouse.
70 bags: As on White Xmas, 6 black dozers will spawn across the map.
81 bags: A turret drives through the front left door and crashes into Santa's Slay. This spawns a one-time, large set of police and specials, as on Bomb Forest- it is not a permanent enemy spawnpoint. This tree bagging location is disabled.
100 bags: Vlad is thrilled! You've saved christmas! Both chimneys are now always available and you can secure more presents, but Vlad needs one last thing before you go. The Xmas timer safe will begin spawning between assault waves, and is now available. Vlad wants something important that's inside- his "Secret Santa gift."

Xmas timer safe:
2 minutes, no changes. The safe can be attempted again each assault break. What's Vlad's special surprise gift? 5 safes, as from Aftershock. Secure them all for the escape to become available.

Tulip posted:

Over 375,000 words. That's like 150 words a penny!

I need to step my game up.

Discendo Vox fucked around with this message at 21:34 on Dec 16, 2015

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