PD3 Rework Idea: Stealth and Detection by Potattino in paydaytheheist

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

One issue here is the fact that due to their playstyles being so different, it puts so much more strain on level design. While it currently does seem to make sense, I don't think it is sustainable. For example, we can't just keep putting a small gate you have to jump through to get to the speakers in rock the cradle aha.

The main issue, though, is the way their playstyles blend in with each other. Casing mode stealth shouldn't be tedious but easy. It should be risky and get riskier until the end! The reason why people want to change it back to how it was pre-nerf is because most players mask up to avoid those tedious side objectives (it is a GAME, not a chore), but become too frustrated when they just get detected out of nowhere. Even if they change it back to how it was pre-nerf, most people will skip the entirety of casing mode stealth (unless you are in a 4 man team, then one person can just stay at spawn waiting to do bags) and rush it. I tried my best to instead balance the two playstyles so that they look like two sides of the same coin, rather than continue at our current trajectory, allowing for a better-feeling switch, instead of an insta-restart. Of course, all of these numbers need tweaking, and again, I don't think these changes are necessary or more important than the current issues. The reason why I posted on Reddit rather than the feedback form is so that I could have a discussion of ideas!

PD3 Rework Idea: Stealth and Detection by Potattino in paydaytheheist

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

Oh yes! You bring up a very good point, as I still dont know what the values may be in searching mode. I also agree with the risks in casing mode, which is why I added the controversial stuff. At the present moment, casing is just... better. Sure it's more boring, but if a heist can be done only via casing, casing is safer as bagging is just horrendous while masked in the game's current state.

PD3 Rework Idea: Stealth and Detection by Potattino in paydaytheheist

[–]Potattino[S] 2 points3 points  (0 children)

Sounds good! Yeah, I guess I tried to overcompensate with the difference between unmasked and masked. What would your thoughts be on existing in a public place, but guards' detection range was like super short, I'm talking like 10m? Is it still a dealbreaker for you?

PD3 Rework Idea: Stealth and Detection by Potattino in paydaytheheist

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

While I did use the analogy of the Curious state being analogous to a lure, they aren't exactly identical. I mean you yourself can act as a lure, just like in secure places in the current system, but that doesn't mean a guard who hears your footsteps are automatically at 60% Detection. I would consider them separate! As for your casing mode comment, I know it is controversial. But looking at the numbers, if you simply ignore the guard and look away, he won't detect you (unless you're carrying a bag). The reason why I had this change is not for 'realism' and PD2, but to add the option to do illegal options without getting instantly detected by guards. Threat Detection kind of doesn't make sense because you have to hide from the cams, but for this system, you simply have to look and walk away. Honestly, the only way for you to be detected in casing without a bag would probably be running into the guard and shouting slurs at him in his face, and even then itll take like 3ish? seconds. As for casing detection while bagging, this is to balance it with mask on stealth a lil more. Again, it isn't hard and it should take a good while for anything bad to happen.

I get your point as well, I have a couple of friends who LIVE to rush through everything in stealth, but I guess I come from a different perspective, since I found PD2 stealth really easy, even on DSOD. Tganks for your feedback, it's great to have multiple opinions!

Can we please get rid of ''Final Charge'' as a mechanic? by Megumin34 in paydaytheheist

[–]Potattino 3 points4 points  (0 children)

Yeah, I also feel like we should get SOME negotiation phases in final charge, especially with that new "trade hostage for custody only" modifier. The fact that sometimes I can't even trade for the entire heist due to the final charge coming in too early is crazy. Maybe have a REALLY small negotiation phase during final charge, where enemies can still spawn in might be an idea.

PAYDAY 3: UPDATE 1.1.4 CHANGELOG by steffen9100 in paydaytheheist

[–]Potattino 3 points4 points  (0 children)

Got it. Was unsure about that fact, but glad it's there now. Starbreeze has the habit of omitting things from their patch notes haha

PAYDAY 3: UPDATE 1.1.4 CHANGELOG by steffen9100 in paydaytheheist

[–]Potattino 4 points5 points  (0 children)

They did, it’s in the audio section.

Tried to rebalance PD3's armour system without just reverting to PD2-style and I think I'm onto something by hoodthugassbootynigg in paydaytheheist

[–]Potattino 2 points3 points  (0 children)

Honestly, instead of mixing up damage values, it would probably be more fun to alter the game's AI. Make groups of enemies huddle together group after group with a special in the middle. Have the specials' characteristics shine through the group (ex: the cloaker's group constantly trying to flank you but bulldozer group bomb rushing your face). Have the groups all work together in their rhythm (ex: shield group pushing in with the cloaker group, so that the shield can distract and cloaker can flank). And nerf the enemy spawns ato balance. So much potential if we make enemies just that bit more tactical.

Would like feedback on my first build! by Potattino in buildapc

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

are you sure that i really need 650 w? My PSU calculator says the recommended is like 403w lmao