Author Topic: Wishlist for the game  (Read 1891 times)

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DJ

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Re: Wishlist for the game
« Reply #15 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.

DJ

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Re: Wishlist for the game
« Reply #16 on: March 28, 2019, 11:36:26 AM »
Welp, just give a holler when you do see Jamesblack47's vid.

Okay so I watched his video and I agree a lot with what he says. I know you've seen my recent Patreon post where my friend Cyborg mentions that when Team Pank does "Framing Frame", what really happens is Simon does "Framing Frame" and the rest of us sit on the cameras in our Juggernaut Regalia.

My immediate instinct is that stealth needs, at once, to be doable by one person, but that having more people should be a significant advantage. I'm thinking that probably means that the job should go much faster with more people, because you still have to be able to do all the things if you're only one person, but that you'll probably have more patience to take your time accomplishing tasks because the only person waiting on you is you.

I like his idea about mini-games, but I don't want to rely too heavily on them. Like, a lot of the minigames he proposed seem very similar to the kind of stuff you'd do as the hacker in Clandestine, which I found not to be very fun in practice. That and one of my design goals is to minimize, hopefully eliminate, situations where you're stuck in a screen. You know, like when you're on the cameras. Like, in GTA for instance, it's the literal worst having to do anything in a computer interface while in a firefight because you're defenseless and you can't even anticipate if you're going to get killed while you try to do this mini-game.

As an example of what I mean, I put in security cameras in the game the other day and as is, they're projected on actual monitors in the world; you don't enter into them and have them take over your whole screen. It does mean that only one person can actual control the cameras at a time, but it also means you're never fully blind to the shit going on around you.

Going back to GTA, the first heist (Fleeca Job) has a drilling mini-game in it, which I think probably what he based his mock-up on. An idea I had was that it'd be nice if you could choose in advance whether you were going to use a drill rig like PAYDAY does or if you wanted to do it manually. Manually had the potential to be faster since you'd be able to gauge how the lock "feels" (via the little HUD display) so you were less likely to break the bit on your drill, but it requires one human to be drilling instead of doing other stuff, like defending if you had gone loud. There's also the possibility that the person drilling sucks at it so it could take longer. By contrast, using the drill rig freed up another human, but was slower and prone to breaking (although I do plan to make it a possiblity that this drill might not break at all 'cause that creates hope and suspense, and those things contribute to fun.)

I am getting the impression that a lot of the stuff I am wanting to do will mitigate a lot of problems with stealth as unintended consequence. Or, like, intended, but that wasn't really what I was thinking about when I thought about it, you know?

Like, I also liked his suggestions about giving non-stealth classes more stealth-oriented skills, but that really hinges on there being "trees" at all, which I'm not doing. Being able to just pick what skills you want to carry in the first place, without having to buy less useful stuff will probably help a lot with people who would play Mastermind or Enforcer and be useless in stealth.

I talked with Simon a bit about this, 'cause he was our crew's sneakyman, and he reminded me that a large problem with skills in PAYDAY originally was that in order to get the skill your build really revolved around, you typically had to go all in on that tree. Like, for instance, once you Aced Pistol Messiah and Inspire, you hardly had shit left over to toss in the Ghost tree. By the time they reworked the skill trees to be more forgiving and to permit more variety, it didn't matter 'cause they'd been forced by HoxHud to let you build multiple builds anyway.

The way I want it, you don't have to waste slots on skills you don't want, but you only get one build so you have to think about stealth AND loud in putting it together. I think it feels more immersive if you can't just change your talents to fit the situation. You are who you are and you have to work with that (or pay a stupid amount of money to respec). But because you don't have to invest so much in one direction, you can afford to have a more diversified build.
« Last Edit: March 28, 2019, 11:43:30 AM by DJ »

 

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