level 14
GGdog
楼主
On Sunday Overkill_Jules hosted a Q&A session via steam chat/twitch stream ( replay available at https://www.twitch.tv/starbreeze ) . Starts off with my recollection, then roughly in chronological order.
TL:DR beta update Thursday, possibly going live in 3 weeks
Summary:
the beta is going well and changes are expected to be pushed to the live game. Right now, the estimate is 3 weeks from now, the changes will go live
the menu beta previously run is currently off the table. (this was the controller friendly type menu)
the infamy bonus will be introduced to the beta, probably this week. It will be relatively weaker than the current infamy advantage, as they feel the current system is too rewarding for infamy. the favored idea is currently reduced cost to unlock tier 4 skills
this weeks beta update (likely thursday with the scheduled drill removals) will also include buffs to the ballistic vests in the form of reduced dodge penalties
jules is not able to answer grand questions like Payday 3? Jiro son heist? (not in this 6 month plan, maybe in future). safe house customization info? future collabs? pd:th heists? (fri stream suggests some of these are being worked on right now). UI/interface questions best asked to other guys. Story best asked to Sadir (follow him on twitter). Webisodes questions not for Jules. If anything, these would focus on base 4, not for characters like Sydney. Better AI? that is for the programmers.
do not expect more wide scale weapon rebalances. If anything a few minor tweaks may take place, like to the broomstick. The shotgun/pistol changes are the biggest weapon rebalances that will come out of this beta
sharpshooter is acknowledged as a weak tree and under consideration for a buff, most likely to spotter
enemy buffs are not done, will be addressed last and with general reductions in skill power (ie will be a tougher game than currently experienced in beta)
subtrees were designed with possible expansion in mind. would not rule out additional subtrees in the future
question on payday 2 support through 2017: yes that is the public commitment, but obviously, if players are supporting the game via dlc/?, devs will continue work
civ mode on golden grin in future heists? generally seen as a mistake, most players see that as an obstacle rather than heist improving
charging melee weapon- under investigation, no eta
2 bags transporter- technically not feasible right now, due to collateral coding issues in the bag system. Priority not here
frenzy any good as tier 4? a concern, challenging with perk decks & op possibilities
cable ties - should be acquirable via ammo drops this week in beta. ~40% chance, should keep players generally full with these at all times
anarchist- beta changes coming that will nerf/work better with revised skills
melee unique abilities? not immediately, takes time & coding. melee weapon buffs to katana levels will likely be coming soon
masks will be cosmetic only, no thermal/smoke vision planned
flashbang grenades as used by players will not come out in the next 6 months, and if they did, they would require new coding, so this is a long shot
new enemies? not likely, nothing like this being worked on currently
thanatos & RPG kinda gamebreaking, dozer should be feared
host migration- a coding challenge, do not expect
will 7 day heists ever be utilized? Not likely. Too many loading screens, drop issues,...
ammo/meds basic give 2 bags, aced give extra charges. they are keeping this even though the basic is arguably better than the aced investment. down the line, could be 4 bags at aced?
sentry will be tweaked to not be as ammo efficient as currently is in beta
skill build naming is intended to be there, but not in beta right now.
ecms- there is a desire to make them better in loud, but this is post beta release change. Pickups? Faster recharge? possible. Just low in list of priority
skill changes between days / after heist selection? requested to the coders, "in the pipes". Characters wont be changed though. Jules sees build changes in 3 day heists like framing frame/firestarter as acceptable and fine. Future heists likely wont have these concerns, hence why boiling point/murky station are separate.
unseen strike- not moving to armorer, armorer is strong on its own. unseen strike is fine positionally
no idea on what story guys will do with wolf/missing voice lines. could be killed off or redone voice lines, totally on the story guys
shockproof in commando as taser is more deadly to suit over armor
inspire changes are coming, 100% chance, but cooldown. seen as way too powerful, more so than health regen.
upper swan song- is fixed. Swan song means you are dead
armor bag deployable is a relic of the perk deck development, was supposed to be different, a true deployable. No real current use, could be changed in future
taking armor bag as secondary- users have armor: this is a bug
concealment nerfs are under consideration. some weapons are not reasonable in this stat
driving hope: more combination of builds. Stats showed current builds very stagnant and current trees limited possibilities.
players having shields as a weapon. Would be cool, but introduces AI challenges
Driving escapes- would be complicated due to additional driving AI
new difficulty beyond dw? no, most likely is new difficulty between OVK & DW
desync is an acknowledged issue, programmers are progressing, but are looking for a durable solution
contractors. meltdown was almost a gage heist. Murky/boiling almost an elephant heist. this is a producer/story guy question
crit skills wont require silencer skills, some changes in that tree/camouflage
drills- downgrade drills a bug. Kickstarter will likely be buffed in chance, repairing a drill not fun, and those skills are better to be stronger than mediocre. Kickstarter to work on regular drills, thermal drills, but not big bank/grin drills.
LGL maps have some independence, which is why they have no-break drills.
sentry noises will be turned down. visuals changed probably this week
New sydney gun- not an LMG as it does not use a bipod and can aim down sights
jack of all trades will be kept to work with all deployables. a tier 2 change is under consideration that will make a skill that non-sentry users can take, but do not expect that skill to be optimal, as a way to make jack of all trades fairly priced
akimbo weapons will be expanded, now easier since code for auto weapons is in place
chainsaw is jules dream. that and unicorns.
shotguns are good, probably nerfs to shotgunner skills and keep base shotgun buffs.
bulldozers should be feared. buffs / nerfs to anti-dozer incoming. OVK is cool with the dozer being the health tank, other specials fine on that front. Possible dozers will get stun cooldown.
nerf to armor/armorer perk deck incoming to beta
EDIT: on second listen (1:25), i believe this nerf will be to Anarchist due to easy access to an ironman+bullseye+bulletproof in new skills
buckshot ammo- cant be removed fairly, so best solution seems to be a very accessible upgrade.
broomstick sucks (brought up a few times). this could get an update at some point.
escapes admitted to be an inconvenience, not to be on any new heists
HUD- rely on community & mods. vanilla will probably stay vanilla with maybe more information
more information on weapons? reload time? its on the list of things to fix
more bayonets? no, no plans for this.
big bank- change price on favors to lower c4/thermite? not a high priority
hostage taker aced- health regen will stay like that. Jules would like it to scale with # of hostages and capped at a lower bound
steel sight in bleedout- to be added to base game, an oversight that it is not in there now
no expanded FOV, any more and you should see your body model that does not exist.
pistols nerfed b/c they could spam too many bullets
Jules likes playing with the plainsrider. do not expect buffs, its for his funzies.
saw changes to melee is too much work for the beta, a longer term concern. Skill changes are coming though
skills will not require cash, builds & changes will not require spending cash
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有空再翻译,beta测试约还要3周。愚蠢的新菜单不会上线。转生树技能会修改,而且是被削弱。
2016年05月18日 05点05分
1
TL:DR beta update Thursday, possibly going live in 3 weeks
Summary:
the beta is going well and changes are expected to be pushed to the live game. Right now, the estimate is 3 weeks from now, the changes will go live
the menu beta previously run is currently off the table. (this was the controller friendly type menu)
the infamy bonus will be introduced to the beta, probably this week. It will be relatively weaker than the current infamy advantage, as they feel the current system is too rewarding for infamy. the favored idea is currently reduced cost to unlock tier 4 skills
this weeks beta update (likely thursday with the scheduled drill removals) will also include buffs to the ballistic vests in the form of reduced dodge penalties
jules is not able to answer grand questions like Payday 3? Jiro son heist? (not in this 6 month plan, maybe in future). safe house customization info? future collabs? pd:th heists? (fri stream suggests some of these are being worked on right now). UI/interface questions best asked to other guys. Story best asked to Sadir (follow him on twitter). Webisodes questions not for Jules. If anything, these would focus on base 4, not for characters like Sydney. Better AI? that is for the programmers.
do not expect more wide scale weapon rebalances. If anything a few minor tweaks may take place, like to the broomstick. The shotgun/pistol changes are the biggest weapon rebalances that will come out of this beta
sharpshooter is acknowledged as a weak tree and under consideration for a buff, most likely to spotter
enemy buffs are not done, will be addressed last and with general reductions in skill power (ie will be a tougher game than currently experienced in beta)
subtrees were designed with possible expansion in mind. would not rule out additional subtrees in the future
question on payday 2 support through 2017: yes that is the public commitment, but obviously, if players are supporting the game via dlc/?, devs will continue work
civ mode on golden grin in future heists? generally seen as a mistake, most players see that as an obstacle rather than heist improving
charging melee weapon- under investigation, no eta
2 bags transporter- technically not feasible right now, due to collateral coding issues in the bag system. Priority not here
frenzy any good as tier 4? a concern, challenging with perk decks & op possibilities
cable ties - should be acquirable via ammo drops this week in beta. ~40% chance, should keep players generally full with these at all times
anarchist- beta changes coming that will nerf/work better with revised skills
melee unique abilities? not immediately, takes time & coding. melee weapon buffs to katana levels will likely be coming soon
masks will be cosmetic only, no thermal/smoke vision planned
flashbang grenades as used by players will not come out in the next 6 months, and if they did, they would require new coding, so this is a long shot
new enemies? not likely, nothing like this being worked on currently
thanatos & RPG kinda gamebreaking, dozer should be feared
host migration- a coding challenge, do not expect
will 7 day heists ever be utilized? Not likely. Too many loading screens, drop issues,...
ammo/meds basic give 2 bags, aced give extra charges. they are keeping this even though the basic is arguably better than the aced investment. down the line, could be 4 bags at aced?
sentry will be tweaked to not be as ammo efficient as currently is in beta
skill build naming is intended to be there, but not in beta right now.
ecms- there is a desire to make them better in loud, but this is post beta release change. Pickups? Faster recharge? possible. Just low in list of priority
skill changes between days / after heist selection? requested to the coders, "in the pipes". Characters wont be changed though. Jules sees build changes in 3 day heists like framing frame/firestarter as acceptable and fine. Future heists likely wont have these concerns, hence why boiling point/murky station are separate.
unseen strike- not moving to armorer, armorer is strong on its own. unseen strike is fine positionally
no idea on what story guys will do with wolf/missing voice lines. could be killed off or redone voice lines, totally on the story guys
shockproof in commando as taser is more deadly to suit over armor
inspire changes are coming, 100% chance, but cooldown. seen as way too powerful, more so than health regen.
upper swan song- is fixed. Swan song means you are dead
armor bag deployable is a relic of the perk deck development, was supposed to be different, a true deployable. No real current use, could be changed in future
taking armor bag as secondary- users have armor: this is a bug
concealment nerfs are under consideration. some weapons are not reasonable in this stat
driving hope: more combination of builds. Stats showed current builds very stagnant and current trees limited possibilities.
players having shields as a weapon. Would be cool, but introduces AI challenges
Driving escapes- would be complicated due to additional driving AI
new difficulty beyond dw? no, most likely is new difficulty between OVK & DW
desync is an acknowledged issue, programmers are progressing, but are looking for a durable solution
contractors. meltdown was almost a gage heist. Murky/boiling almost an elephant heist. this is a producer/story guy question
crit skills wont require silencer skills, some changes in that tree/camouflage
drills- downgrade drills a bug. Kickstarter will likely be buffed in chance, repairing a drill not fun, and those skills are better to be stronger than mediocre. Kickstarter to work on regular drills, thermal drills, but not big bank/grin drills.
LGL maps have some independence, which is why they have no-break drills.
sentry noises will be turned down. visuals changed probably this week
New sydney gun- not an LMG as it does not use a bipod and can aim down sights
jack of all trades will be kept to work with all deployables. a tier 2 change is under consideration that will make a skill that non-sentry users can take, but do not expect that skill to be optimal, as a way to make jack of all trades fairly priced
akimbo weapons will be expanded, now easier since code for auto weapons is in place
chainsaw is jules dream. that and unicorns.
shotguns are good, probably nerfs to shotgunner skills and keep base shotgun buffs.
bulldozers should be feared. buffs / nerfs to anti-dozer incoming. OVK is cool with the dozer being the health tank, other specials fine on that front. Possible dozers will get stun cooldown.
nerf to armor/armorer perk deck incoming to beta
EDIT: on second listen (1:25), i believe this nerf will be to Anarchist due to easy access to an ironman+bullseye+bulletproof in new skills
buckshot ammo- cant be removed fairly, so best solution seems to be a very accessible upgrade.
broomstick sucks (brought up a few times). this could get an update at some point.
escapes admitted to be an inconvenience, not to be on any new heists
HUD- rely on community & mods. vanilla will probably stay vanilla with maybe more information
more information on weapons? reload time? its on the list of things to fix
more bayonets? no, no plans for this.
big bank- change price on favors to lower c4/thermite? not a high priority
hostage taker aced- health regen will stay like that. Jules would like it to scale with # of hostages and capped at a lower bound
steel sight in bleedout- to be added to base game, an oversight that it is not in there now
no expanded FOV, any more and you should see your body model that does not exist.
pistols nerfed b/c they could spam too many bullets
Jules likes playing with the plainsrider. do not expect buffs, its for his funzies.
saw changes to melee is too much work for the beta, a longer term concern. Skill changes are coming though
skills will not require cash, builds & changes will not require spending cash
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