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The Take! / Re: Wishlist for the game
« Last post by DJ on March 15, 2019, 05:38:51 AM »
I don't have one yet. I figure it's gonna be a thing that'll need to test to make sure it's balanced.
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The Take! / Re: Wishlist for the game
« Last post by Paupers Run on March 14, 2019, 11:45:34 AM »
I see. Additional question: I figure there's a different measuring scale of loot from Clowntown, but how much so? For scale, Death Sentence multiplies loot value by 9.2. What's your scale?
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The Take! / Re: Wishlist for the game
« Last post by DJ on March 14, 2019, 11:22:43 AM »
Ok, here's a new question: Loot bags. I remember you saying you'd keep the bag moving mechanics, but what else is there?

* What kind of loot besides money do you have in mind?

Practically speaking, it doesn't matter much what a loot object is, since they're all dufflebags at the end of the day. The only difference is the weight. That said, I do prefer the idea of the crew going to a place to steal a specific object and maybe finding other theftables in the process.

I'm thinking a lot of jobs are going to involve museum type wares like ancient relics (Cairo's favorite), jewels, paintings, that sort of thing, but I'm thinking of less obvious marks too. Perhaps corporate espionage, technological goods. Truthfully, the loot is probably going to follow the location when it comes to designing a job a lot of the time, not the other way around. I'm more interested in giving you variety instead of lots of warehouses, you know?

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* Does the value of the loot change with difficulty?

Yes, although, this is mainly about the money system in general. One difference between PAYDAY and my game that I hope to implement is making it so each player must front a certain amount of money in order to do a job. This may prevent you from playing certain jobs if you have crewmates who don't have enough money for their share (or at least, you'll have to do a smaller job first in order to afford a larger one). The idea being that my crew work for themselves, so you have to fund each job out of your own money. Plus, it gives money a more longterm use in game, as opposed to just piling up after you've bought all the shit you want.

tl;dr if you do shit on hard mode, you deserve hard mode money. Especially since hard mode will probably cost more too.

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* Do you have plans for infinite loot heists?

Nothing designed yet, but "Rats" was one of my favorite heists so yeah. Will say that I'm not really interested in having my crew serve as drug mules. Like, finding a bag of coke incidentally is fine, but I'm very much not planning anything where they manufacture or transport drugs.
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The Take! / Re: Wishlist for the game
« Last post by Paupers Run on March 14, 2019, 07:53:44 AM »
Ok, here's a new question: Loot bags. I remember you saying you'd keep the bag moving mechanics, but what else is there?

* What kind of loot besides money do you have in mind?

* Does the value of the loot change with difficulty?

* Do you have plans for infinite loot heists?
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Thanks, man. Glad you like it!
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There were a lot of Payday OC's after that character contest but you don't see enemy designs that often.

Its cool how this guy takes a power you have as a player and inverts it.
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Well, back to talking about characters and OCs. This one came to me recently and I haven't worked out every single thing, but it's an enemy type. Special thanks to DJ's very own Payday story "Interference" to give me a spring board.


The enemy is the counterattack to ECMs, The Signalman. Signalmen tap into the communication signal of the heisters earpieces and hot them with an ear-splitting burst of static, disorienting heisters and jamming voice chat. They also keep certain objectives, like hacks, from being completed until they get taken out.


ECM Feedback wouldn't stun him, but it wouldn't be useless. In addition to the equipment being bulky and hard to move in, it can only do one real function at a time. The signalmen has to turn off its main jammer to counteract the ECM Feedback and keep the other officers in the fight. They tend to stay back from the fight, but are reasonably armed for if an assailant gets too close.


Thoughts?
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The Take! / Re: Wishlist for the game
« Last post by DJ on March 02, 2019, 04:30:55 PM »
Sorry, no. I never really watched any PAYDAY content on YouTube. I check the subreddit from time to time, but that's about it. I'll give them a look too when I get a minute.
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The Take! / Re: Wishlist for the game
« Last post by Paupers Run on March 02, 2019, 04:20:44 PM »
Welp, just give a holler when you do see Jamesblack47's vid. He was actually a prominent Payday reviewer. Now I wonder if you've heard of Connor Shaw as well.
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The Take! / Re: Wishlist for the game
« Last post by DJ on March 02, 2019, 04:10:52 PM »
:D Thank you, man. People being interested in my game keeps me motivated to do all the stuff I gotta do for it.
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