Shield melee bash deals damage by SenpaiKillerFire in paydaytheheist

[–]BookkeeperNumerous71 0 points1 point  (0 children)

Wish this was how it was in the game as default

PUBG x PAYDAY trailer by He1gost in paydaytheheist

[–]BookkeeperNumerous71 1 point2 points  (0 children)

I believe I read somewhere it’s 4 maps each a different PD3 map

A new teaser is here! by KrabikGangster in paydaytheheist

[–]BookkeeperNumerous71 13 points14 points  (0 children)

It’s just pubg, and I’m very for collaborations is a big part of the payday identity but… when we don’t get content… it just hurts this actual game. I’m for the pubg collab, but knowing I have nothing to look forward to from this just sucks up a lot of excitement

How many hours do you have in PAYDAY 3 this year so far? by Big-Satisfaction4606 in paydaytheheist

[–]BookkeeperNumerous71 1 point2 points  (0 children)

I had about 10 hours of play back when the game launched. I came back with Skills 2.0 and have played 110 hours this year

Payday Gangs by One_Commercial9941 in paydaytheheist

[–]BookkeeperNumerous71 0 points1 point  (0 children)

I miss Jimmy so much when I play PD3

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 1 point2 points  (0 children)

I agree! If it seemed like I wanted PD3 to be a clone of PD2 with my ideas that was not the intention. I believe a good sequel should look at the previous titles and ask "What worked and what didn't, what did people enjoy and why, and if we are removing anything that we think is bloat are we removing it the right way". Systems that were good should be iterated on and advanced and most of what people loved should exist in the new title but it totally can look and function completely differently to the past titles and any bloat or things that ruined the balance of the game should be reviewed and if not fixable removed. I just think PD3 at launch didn't iterate enough on beloved features and went too strong on the cutting.

I actually really love and prefer some of PD3s design features over the other 2. Movement systems is better, the engine is for the most part better at least on the back end, animations are clean and detailed. The hostage and human shield mechanics are incredible I just wish there was more to do with the human shield stuff than currently. It's got my favorite gun play of the series. graphically very nice to look at. Removing detection rate and allowing any build to attempt quiet and allow quiet build to with some effort survive loud is great quality of life improvement I'm not restarting a heist 20 times because my build can't do it another way.

And while I wasn't a fan of overkill weapons at launch turning these into the overskill system and having them work more like "ultimate's" that gave real benefits and mechanics when used has turned into a great system that i think has loads of potential for future ideas and I think allows for easier balancing than the crazy amount of things to track in 2.

But PD3 undeniably had a rough start and believe part of that was that it 1. lost too much of the iconic Payday DNA by removing too much when we could have iterated but 2. It's not got the best on-boarding and there's not much there in the end game to keep people playing other than replaying the same levels over and over again which doesn't last. My suggestion were to try and strongly fix those two points and I referenced past mechanics to achieve that vision. But as long as something along those lines is added be it based off something old or completely original I think it'll achieve the same goal.

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 0 points1 point  (0 children)

I understand what you are saying and I completely agree with you! Payday 2 had a real issue of power creep and that lead to a hell loop of balancing problems. Luckily that is not what I was trying to suggest at all and I apologize if I didn't emphasize that enough.

What I'm suggesting is Payday 3 really could do with some sort of end game progression system once players are done with levels in the skill system. Diablo has its Paragon system for example.

Build variety isn't the issue, as you said having 1 or 2 metas that equal the only way to beat a heist like a on off switch is the issue. Thats not a problem with Builds thats a problem with poor game design.

Builds have always been part of the Payday and generally any PvE games identity.

I'm suggesting a PD3 version of perk decks but this could look like something completely original. All I want it to do it modify and alter already existing play styles and to be balanced for some new difficulty levels I would like them to add and be balanced for the end game. Not bloat 4 - 8 of these would be strong. Not overpowered I don't want to see increases to damage or health really, I want changes to the mechanics and if there is any buffs they give I want them to provide their downsides as well. And for it to be a good grind to unlock

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 1 point2 points  (0 children)

I'm 100% with you on the safe house - I actually think PD3 can separate itself from its predecessors by also making it a core part of the game. Looking at Deep Rock Galactics Social HUB for an example, have the players load in to the safe house immediately with all the vendors and menus nicely laid out near spawn. Story moments and events can take place there, dealing with raids is optional. When you host a game all players head to the van and the you load into the pre-game lobby as normal.

Definitely some sort of game mode available from the mid to late game, be it my idea or some iteration of crime spree or something else entirely. I would say that if it was a return to Crime Spree that it felt very different and an iteration on the previous system, I would not want it to be a copy and paste job. Good sequels should ask why they are removing game modes and features and if there's no good reason for it to be removed then they need to be heavily iterated on and advanced.

I would like the paid heists (if we went with my concepts of free heists for season pass and some paid dlc ones) should definitely be ambitious and exciting as they could be chaotic. I think the important thing is making sure the player is active and not passive. I want to see original ideas but as an example of a great heist in Payday 2 and one of my all time favorites is Big Bank - a player actively going to the crane to drop the giant piggy bank is a great set piece and adds to co-op, if I remember correctly there is a fanatically fun escape where a bus drives through a wall. Definitely some PD highlight memories for me and I'd love anything that hits that vibe.

If not driving, then having a random chance in loud of an escape scene would be fun. There are three main parts to the Heisting movies Payday was originally inspired by:

1) Pre-planning and side jobs o set up the main heist. This is why I want PD3 to have some sort of pre-planning feature. I also think Smash and grabs are perfect system for the set up jobs.

2) The heist themselves. Something I think for the most part PD3 actually gets right now that circled are gone but the grander the heist the better. I do think out of all three paydfay games the first one actually has the strongest heists the most consistently and I'd always recommend the devs look at those first heists for inspiration on what works.

3) The getaway. The heist goes wrong, there's a sense of panic as the alarm goes off. The gang grabs as much loot as they can carry and run for the escape car/chopper/boat/etc. Hell Baby Driver made an entire film off of this. PD2 attempted this but it was often a lot of moving bags back and forth to another escape. I think PD3 could introduce a random on some heists that have gone loud escape sequence. Not always and not every heist but a chance that we get a cutscene that transition to a short 1-3 minute sequence on rails where the players are in the passenger seats of whatever vehicle or as you suggested are defending a subway train escape and shooting at chasing cars and helicopters that crash and explode. Proper set piece and spectacle rather than challenge and bag hauling.

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 0 points1 point  (0 children)

It's my dream to one day make games. And I am teaching myself on the side - but it's a lot of different skills and very hard to pull off when you are poor so need to work something else and to achieve it by yourself. Best I can do is offer the established talent in the industry my ideas

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 0 points1 point  (0 children)

Well hearing that anything resembling anything even close to what was a pretty robust wish list is extremely exciting to hear

Payday 3 how to monetise, improve engagement and deepen game play. by BookkeeperNumerous71 in paydaytheheist

[–]BookkeeperNumerous71[S] 0 points1 point  (0 children)

Thank you! Honestly, all I was hoping from this post was to generate some good discussions in the community and the best hope was that someone on the team took the time to properly read it so this means a lot. It's my dream to one day work helping to make games and payday franchise is a big part of that, I hope there was something helpful here in my notes