Apart from the Skill / Stance / Buff idea,
below are any and all other notes I've written down about the game.
I've been focusing especially on new player experience, game mechanics and loadout changes
I've sat down a "fresh" player (Senior QA wife, who saw me playing the game in the background, so she knew a thing or two) and written down the notes below.
To be honest when I started Payday 3 despite having played~350 hours of Payday 2 I was also lost during and after tutorials in places. Payday 3 playtime is ~600h at this point.
Game does not explain many of the mechanics, especially stealth:
Sprinting in Secure areas causing guards to investigate the noise, suspicious actions, drones
No explanation on intimidating guards, being cuffed, custody etc.
Reading Guides on Steam or playing solo multiple times on heists feels mandatory before joining public games where you can mess up.
Give players challenges that will ease them into more complex mechanics and objectives, then reward them for completing them.
Better rewards for completing Tutorials (Mask, C-stack, Preset weapon?).
People don't often know there's 4 tutorials after playing the basic one recommended by the game.
Show a warning for low-level players joining Very Hard / Overkill heists.
To show new players possible builds and give them some skills after they start, lets have pre-made 4 classic roles (Mastermind, Crook, Technician, Armorer).
Those Loadouts can use certain Preset weapons, modded to fit the role. Completing certain challenges tied with that role would unlock rewards.
Mastermind - Dallas - Some hostage skills, some medic bags if needed
Slots 5-7 are free to experiment with from the start.
After reaching certain level those 4 pre-made loadouts are also available to customize. (When you match the 12 skill points available)
Challenges would direct players what to do as a Medic, Hostage taker, Stealth, Armor specialist, Enforcer and show certain skill / loadouts combos.
Crook - Hoxton is focusing on stealth
Technician - Wolf causing chaos with Turrets, explosives and Scrambling drones
Armorer - Chains if you need armor or heavy weapons
Tutorials for Casing Mode, Stealth (!) and Crowd Control are pretty well hidden if you don't go manually into the Tutorial option to play them.
Even the option is called "Tutorial" (Singular)
Step by step, I've written down everything important mentioned (or not - colored red) in tutorials:
Some info pauses the game for player to read the information, some shows up as an info box and disappears too quickly (colored green) (UI update probably broke these).
I think showing tutorial info on the side of the screen and letting player play without pausing the tutorial feels better:
Player could press a button ([TAB] / [BACK]?) to close the infobox on their own, or when entering another area the infobox could be updated with new info.
All tutorials have unskippable ~15s intro speeches so failures or restarts = 15s downtime.
I also bought a copy of the game for a "fresh player" and asked her to play the game blind while I sat behind and took notes.
All weird things she tried, she wanted colored pink
Hope you're a quick reader
Combat (Default tutorial)
Masking Up
Objectives and their UI
Ammo Boxes
Sniper
Shields
Naders
Tried climbing Nader's spot after killing him to collect ammo box. Previous room taught her to collect dropped ammo from enemies. Couldn't :(
Environmental Explosives
Nothing about friendly fire
Combat music was too loud by default, making tutorial messages hard to hear
Health Pickups
Placing consumables not mentioned
Ammo Pickups
Lockpicking is here but without tutorial
Health and Armor
OVERKILL weapon
Down state and Custody
Zipline
(Nothing about throwing bags onto the zipline)
Info shown on the side [Q Throw] was hard to see
Tried grabbing loot before zipline and couldn't
Securing Loot
Nothing about escaping with a bag on your back being secured at the end
Secure loot zone wasn't explained as an escape zone correctly, was confused how to end the tutorial
Casing Mode
Security Levels: Public, Private, Secure
Marking enemies
Searching documents
Illegal Actions
Keycards
Lockpicking, this time with tutorial
Escorting (Only when spotted!)
Not explaining the "Escorting Circles" - Only if you fail.
Lure (Only shows tutorial after being escorted)
Doesn't explain icons over guard's head (spotted, investigating, cuffing, escorting)
Safe Cracking
Digital Pass (QR code)(Disappears too quickly)
QR code gain and Scan
Masking on before escaping fails tutorial
Stealth
Cameras and Guards
Doesn't tell about Bumping into Guards
Nothing about Closing / using doors for cover
Electronic lock and switches
Cameras Detection
Detection Meter
Cuff and search info
Killing / Taking down Guards
Radio and Answering radios
Holding and pressing button icons seem similar, pressed E to answer radio and didn't even notice it did not work
After answering all available radios, counter disappears, seeming you have them all available.
(New player joins, thinks we have radios available, kills guard, confused he can't answer radio)
Vent (Hidden well)
Hiding bodies (-ish)
PIN code lock
Shooting Cameras
Glass Cutter
(Shooting the glass fails tutorial, in-game shatterable glass cases never have alarm, alarmed ones are bulletproof)
There is no model of display case alarm in the tutorial. In-game ones look totally different.
Actually caused issues during gameplay.
Search Mode
Radios
Alarm
Crowd Control
Sneaking up
Grabbing enemies
Takedowns
Shooting Locks
Alarm, Panic Button
Shout at civilians
Tie up civilians
Manager
Human Shield
Eye Scanner
Hacking Computer
One of the cases had a very buggy lock to pick
First Responders
Trading Hostages for Time
Unsilenced Shot or killing civilians Fails tutorial (fair but not mentioned beforehand)
Doesn't tell about hitting civilians to instantly intimidate them
Besides tutorials, things that were confusing or unexplained enough for a new player (or a nosy QA) in our experience:
Loadout:
Skills
Overwhelmingly huge UI with loads of information dropped at a new player, she just wanted to heist together
Researching skills
Changing what skill to research
Unlocking skills (have to have at least 1 equipped, then finish the heist)
Thought you have to equip all skills in line one after one, instead of Basic + whatever you'd like
Didn't know about ACED skills
Didn't know about being able to equip Mastery Skill freely
UI doesn't tell you you can unequip skill with Right Mouse Button
Weapons
[R Customize] is so tiny, she didn't know she can customize weapons
Weapon level and character level as separate things
Weapon customization Depth of Field feels bad
Tools
Tool usage not explained at all
Hold vs Press tool button confusion.
I don't think she used any tools before I explained how to use them multiple heists in.
Armor
Trauma damage, permanent trauma damage - not explained
Max downs, -0 downs, -1 downs etc. ("what are downs? why does this say -1 down?")
Damage Resistance DR ("I know what Damage Resistance is, but not that DR is a short for it")
Changing plates, plate order
Cosmetics
Preferred heister (slots 1-2-3-4)
Can't preview clothes on character, not a big deal though
Cinematics:
Subtitles in cinematic don't have a spacebar after [Name]Subtitles
Keybinds:
Overkill [Hold] - is not actually hold, but press
Mark / Shout [Hold] - also mislabeled, should be: Mark / Shout / Voice Commands [Hold]
UI:
Can't check daily challenges in lobby, matchmaking, heist.
Prompts are really small for many things. This might be even worse on consoles (We're on PC).
customizing weapons in loadout screen
chat in lobby
[Q Throw] and similar
[!] [Interact] - the "!" exclamation mark is tiny and new players don't understand it.
Prompts for [Press] and [Hold] look very similar.
Dropped the Guard call during tutorial, didn't even notice
Current [Press]
Current [Hold]
Proposed [Hold]
"Why can't I Climb here?"
"Yeah... :( Can't climb unmasked"
Almost fell for this a second time in Turbid Station basement vents as well
I would mantle and grab bags from the vent. No one's here to see anyway...
Friendly AI wandering around, blocking line of sight in stealth.
[Casing mode = being unmasked] is not clear
Private / Secure area transitions are not well marked, If you don't notice you're cooked
Guards want you to stay in the circle until they approach, leaving prematurely causes them to cuff you
Leaving cuffs or being rescued by another player causes you to mask up
Running from being cuffed causes guard to shoot, start an alarm
Cloakers are harder to notice, especially if playing on speakers with music. I feel i had better chances in PD2 with the HUD glitching telling me to watch my back.
Cloaker ability to destroy deployables not explained
Lockpicking isn't marked as suspicious action, while safe-cracking is?
Metal detectors are different often. Some have lights, sometimes don't. Some can be shot off, some can't.
Hacked Camera controls could use a tutorial.
Thought Hacking cameras is a suspicious action
Hacked Cameras with Routed Ping are red even when inactive. Red = scary
"Camera down" "Aw, it was my hacked one, we got them disabled already" "Oh god, I'm so sorry"
Secure loop is fine tho. Blue means nice :)
Both Secure Loop and Routed Ping are also blue :)
Hacked Technician drones are also red (Scary)
"I can't destroy this drone!" "Ah it's friendly I hacked it just now"
Currently:
- Active Cams.
- Active Cams w/ Routed.
- Inactive Cams w/ Routed
Proposed:
- Active Cams.
- Active Cams + Routed.
Red = Danger
Currently:
- Active Cams w/Looped.
- Active Cams w/Both
- Inactive Cams w/Looped.
- Inactive Cams w/Both
Proposed: No change.
Blue or offline = Safe
Currently:
N/A
Proposed:
Inactive Cams w/Routed.
Pls don't shoot them
Yellow = Spotting.
Hacking Security panels (Green, Red, Blue, White ones) - The White crossed icon seems like... "none"
"What now?"
"White switch"
"Oh, I thought this means "none". I waited for a color to appear"
What do you mean there's no color shown
Oh yeah..
Hostages:
Knew she could tell a civilian to follow, but couldn't after grabbing a first person as a human shield
Asking hostage to follow --> Grab another as human shield works.
Grab human shield --> Can't ask hostage another to follow.
Guards tied as hostages, shouting at us "You, Stop!" - bug or as designed? Seems like a bug since forever.
Scared her a couple times in Stealth
Scares ME still all the time
OK, this is my favourite exploit with civilian AI:
Place a conga line of hostages, one every 2-4meters.
Civilian will notice the 1st one, approach, see 2nd one, approach, see 3rd...4th...5,6,7,8,9 etc.
At this point the new civilian is either so far from the main path you can just grab him.
OR he spent so much time noticing multiple tied people, they forget to call the police and just goes back to original path ignoring hostages.
Heist Planning:
Favors not explained
Buying favors not explained
Lobby chat almost impossible to see [C Chat]
Even I, after multiple game hours don't see it flashing when a message is sent by anyone
Daily challenge asked to finish heist on Very hard:
"What difficulty are we playing? "Two skulls" "That's not Very hard"
We we're playing together in order of the story more or less, tried stealth as much as possible.
I let her lead and only given her hints when she was getting frustrated and asked for help.
Generally the more she played the more intuitive everything became to her. She really likes Stealth.
Added my notes in orange
"No Rest for the Wicked":
[!][You are observed] - is not explained. Generally the [!] marker is finicky.
"What action is illegal?"
the in-universe 3D UI (Like payday 2) for actions would be GREAT for those - white actions as legal, yellow suspicious, red illegal)
Opening safes is illegal - not well explained in tutorials - no one is in the room looking in tutorial room.
was panicking and trying to stop opening safe when someone started observing the action and couldn't see what button stops her from interacting.
Exiting interactions not explained, hard to see small prompts
"Who is the executive?, this guy looks like one" "No, he'll be highlighted when you see him"
Sprinting in secure areas not explained as suspicious action
Loud:
Had a big issue with finding the hole after burning through the floor with thermite. Said she's bad with remembering places (where thermite was)
ECM disabling dye packs is only mentioned on the ECM Jammer Description. Only interaction like that in game.
Not explained how to lower the bollards, If you're close to control boxes, they'll be highlighted.
Spent a good 5 minutes frustrating how to lower them, no info from game or Shade
"Road Rage":
No Issues!
"Dirty Ice":
Access VIP showcase objective pops up, she starts looking how to go to the bagging location
Objective Icons are tiny and look very similar when there are multiple shown (Black and white rhombus)
Display case alarm just said "Lockpick", Very confused why the alarm went off.
Why can't we thermite / drill / whatever into the cleaning room.
Manager is the only way of getting through those hardwood doors? (We could in Diamond District - even with heavy vault doors)
Sorry guys I traded the manager during negotiations, my bad
"Rock the Cradle":
Blue keycard required to escape, she could not find it and asked me to tell her where to look after ~5mins.
Its on the back of a specific person on the map, that person is leaning their back near an opened doors
If you don't know where to look, you won't find it easily
If you go loud you can not access the painting in the Manager's office in any way
Yeah this thing is off-limits in Loud
Grifter skill tree allows you to call accountant to check on the crypto wallet, then after he opens the scanner door, just walk in and pick it up in front of him unopposed - which is quite funny to be honest
Accountant also does not care if the wallet is there or not
Even unmasked, I'm forced to exit through "Service elevator and storage". If no one noticed... can't we just.. leave through the front door?
Using a blue keycard (or vent, but can't access it unmasked)
The shader makes the plaque unreadable with the light above it
You can't move barrels blocking the vent... unless you also have opened the VIP basement doors - then you can. (???)
Is barring unmasked players from accessing the speakers is necessary?
Damn. It's blocked.
"Under the Surphaze":
Pretty tough stealth heist for new players, we played on Hard so did not experience pressure floors. finished in Loud
Absolute confusion where to go, told to check TAB for more info
Climbing side/back of the building was not considered
Original painting / USB stick can be easily wasted. Player sees "Interaction" and does not check whether it's "[pick up painting]" or "[plug in USB stick] while in a hurry / bagging the nth painting"
QR code search was tough for new player
Could not find the hidden safe
"Multi-spectrum scanner" was confusing
Item you can bag and carry but not secure throws off new people it seems.
"Gold & Sharke":
No Issues. Really well explained!
Elevator favor deals fall damage, forcing you to mask up
Break a leg!
"99 Boxes":
Trespassing volume seems wrong on the far right side from the spawn spot, near fences,
Can't climb over pallets without masking up
Can't grab zipline bag without masking up
Being forced to mask up to climb a 50cm ledge feels so bad
Wanted to use zip-line to go back, was confused how to leave container yard.
Laughing at guards not noticing zip-line users
This map feels so good with the "mantle-after-jumping-parkour" mod
"Cook Off":
Had to carefully explain how Shade directions work (waiting for a second voiceline)
Pure meth had a voiceline but during chaos it's unnoticed
We did ok!
"Touch the Sky":
No issues! well explained.
Invisible wall and no black-and-white filter when trying to climb down the stairs
Wasn't confused, but we talked about invisible walls in games
Explained that's where cops spawn, agreed invisible walls suck
Bags can get stuck in the laundry vent and we had no way to finish with all bag bonus.
My loot bags are dummy thick and keep getting stuck in the vents
"Turbid Station":
Wanted to climb into basement vents - had to explain that you can't climb out of them without masking up
Not being able to climb/mantle while unmasked sucks SO MUCH
Turbid Station objectives are pretty confusing to new players
Yellow highlight to place SSD is hard to see on a white table
Secure/Public volume bug near 45° fence near river - near the fence you can cut)
Guards will magically sense unlocked train cars and start cutting through them without a second thought.
Even while in mid-patrol. Sprint on an opposite side of a train car. Look where Guard's navmesh is taking him. Unlock Train car. He'll do a 180° and cut through the now-opened train car because of a shorter path to source of the noise.
"Diamond District":
Ashton Fine - Front displays cannot be accessed while unmasked.Everything else on the map can. Feels bad
Confused when seeing switches and other objects that do nothing, while other, same looking ones, can disable alarms etc.
Display case alarm only says [!] Danger again - thought it's an illegal action, opened when no one looked, alarm sounded
Got tricked with display case alarm again, we restarted.
Private/Secure areas aren't easy to see if not looking at the top UI.
Loud:
Thermite option for opening in loud is not explained
Thermite bag is not mentioned or highlighted in Loud, sometimes well hidden.
We could totally have two thermite bags.
Alarm cases in tutorial
Alarm cases in real world
"Boys in Blue":
Confusing map exits, could not find a way to the loot Van (It was outside the fence, you need to throw the bags over the fence
Really wanted to throw the bags inside the Van, spent a couple minutes running around the edges of the map
Gate blocked with trucks need you to mask up
Gate leading to the street only opens in stealth when being escorted
Garage back doors only open from inside, if you don't know that you're trying to run through the station with loot
Couldn't find donuts (never seen them before)
Escape is bugged when unmasked sometimes (HUD disappears, but players still move and nothing else happens. Masking up might resolve the issue
"Syntax Error":
Why can't Twitch open the Van for optional servers first?
You can lock guards in the server rooms and they're stuck there :)
These guys are not going anywhere
"Houston Breakout":
Nameplates not explained, started hacking all PC's
Hacking PC's not explained as a sabotaged object while during hack
You can't let Twitch in early, button is inactive.
Garage vent won't let you climb back if you fall in unmasked (probably by design :( )
Will cause fall damage and force masking up if opened.
Cant reach to open it unmasked as well
Private/Public area volume bug in server room (45° angle wall/doors)
"Fear and Greed":
No issues. Went well.
Finding Vents with zipline was taking a long time though
"First World Bank":
"Disable metal detectors" - objective is not as well marked as on other heists,
issue elevated because there's two spots with metal detectors quite far from each other
you can't disable these by shooting like in some other heists
Never seen timed lasers before (Surphase we played on Hard, then went Loud), almost tripped them without knowing they're there
Loose cash spawns in lockers in inaccessible "server rooms"
13 safes to crack if going for everything - holy cow
"Party Powder"
No issues
Opening coke warehouse doors is OK, while meth lab gates immediately start Search mode
In Loud, players LOVE opening gates to let police in instead of using single doors as a choke point, no option to close them again.
"Bank Withdrawal":
No issues!, very nice warm up heist.
"I like it, That would've been great when we started"
"Search and Seizure":
After removing the wheel, missed the fender interiors
After not finding anything else on cars in garage, <?> question mark objective icons were disregarded.
Shade only says a line about checking other cars when you fully search one first (bumper,fenders, doors, trunk)
With new player experience out of the way, lets take a look at old player experience. I really love the game and what the dev team is able to do with each update.
Below are things that I think would be nice to have, or would improve the experience for heisters:
Buying favors outright in the lobby with C-stacks or cash if we don't have them as a reward.
For playing with people who just want to help via cameras, are disabled or don't like action-heavy combat:
Camera Access Favor - from spawn they can help via either cameras already on heist or extra pre-placed ones.
Maybe even access to cams from custody with that favor active
Less immediate alarms maybe?
Camera sees unmasked people bagging money inside the secure vault?
"Hmm, weird, send a fellow Guard to check, and don't pay attention he doesn't show up later".
Pressure sensitive floor detects weight in an art museum? "Immediately alarm, call the SWAT, civilians fleeing the area".
Tripping unmanned security and being met with immediate map-wide alarm, civilian evacuation and Dozers incoming in less than 90s feels bad.
Especially late into heist after sometimes a 30min of sneaking around unmasked. I messed up bad? time to finish up and run if I'm not ready for war.
Players could be rewarded for keeping stealth for long parts of heist.
Currently you can stealth most of it, trip alarm and get a Final Charge with no chance to trade hostages for supplies.
If you don't have a correct build on higher difficulties you just die or restart
Final Charge right after Negotiations? Guess you guys can go home, we'll have to do without supplies I guess.
New, High difficulty level Elite Guards? Noticing opened doors/windows and will close and or lock them again. Noticing stolen items from certain areas. Investigating more often.
New low difficulty level Civilian guards (patrols, no radio, no weapons, basically easy guard) that supplement current guards?
Ways to disable / fight CERBERUS PROTOCOL if I have access to camera room / guard is down.
Wipe evidence in camera room for a bonus?
Can we disable lasers, etc. for our less-stealthy heisters?
Guards can see this as a sabotaged object if not turned back ON
Tell us what action will cause search or alarm! - Meth lab warehouse gates in Party Powder worst offender - especially that other gates don't cause search on the same map???
Punching extinguishers will "ignite" them. If you're punching a civilian to get them down quickly with an extinguisher nearby - you can punch it by accident as well and kill civilians. Dirty Ice manager was exploded at least once like that, I'm ashamed to admit.
Can I turn those flying cameras off with my ECM?
Can I hack these remotely with a new skill?
Can we melt locks with the torch? As a sabotaged object?
Please Let us drill safes, pls. First World Bank has I think 12-13 safes
Dominating guards being only possible with a skill - felt bad to a new player.
But to be honest, we do murder like a couple hundred police officers every heist so ¯\_(ツ)_/¯
I'd love to have non-lethal options and my wife as well.
Sleep darts, rubber bullets, drone jammer guns, sleeping gas grenades etc
Well, not for loud I guess. Not this kind of game
Show us where the negotiations border is - where I CAN'T go if i don't want to stop negotiations (ex. Neon Club - if you go through kitchen you can pick up bags without breaking negotiations, main doors will cut them immediately)
Entering the negotiations zone would fill out notice meter the further into the negotiations zone you enter. Meter, when filled, would cause Law Enforcement to stop negotiations and start assault.
Maybe this will even allow for those cool cinematic negotiations shown in the trailer.
Green is safe. Step on Red and Negotiations are over.
Visible Negotiations border maybe?
For veteran players to challenge themselves ex:
Never noticed bonus
No kills bonus
Never downed
Actually happening with Smash and Grab update! Awesome!
During heist selection both heists using the same map are shown next to each other on the NY map, it might get crowded in the future (what an issue to have though!).
99 Boxes.
Spawn in one yard and transport stuff between A <--> B.
Boys in Blue.
Mess with cars. Check and steal from cars in parking and garage.
Cook Off.
Steal recipe and evidence from the scene while it's being patrolled.
Diamond District.
Stores are closed. Street party is happening, so move above street. Find a way to get inside the stores and collect evidence to blackmail owners.
Dirty Ice.
Hit transport truck on the street. Spike strips. Utilize streets and alleys more.
First World Bank.
Reverse entry - start in the underground garage. Look for evidence of a secret room in the building (heh), check offices without blowing up the wall. Utilize or check secret vents / paintings.
Gold and Sharke.
Set up stuff on each floor (Garage, 1st floor, 2nd floor, Roof). Wave defence until objective is done.
Houston Brakeout.
Plant fake evidence on opposing gang. Disguise heist as a revenge hit.
No Rest for the Wicked.
Cash transport hit. Use roads and alleys.
Road Rage.
Recover dead drops. Construction is a front for placing electronic warfare / spying equipment on the bridge. Tap into it or sabotage.
Rock the Cradle.
Reversed - start below. Hook up a bug in the server room. Reach offices. Leave through front doors or glass roof.
Syntax Error.
Park has a concert. Use the party as disguise to do stuff in offices. Moving between underground and top floors.
Touch the Sky.
Is being renovated. Apartment was bought by Scry Digital employees. Collect goodies around, maybe find something very hidden by previous owners.
Turbid Station.
Different train setup. Can be done loud. Steal gold, precious metals, electronic components that are being delivered. Start on boat option. Daytime.
Under the Surphaze.
Open museum event. Objectives inside and around the building. Lots of civilians inside. Heavy security. Daytime
Along with armor and weapons the loadout can have a set weight
Armor + weapon weight is added together and the total is calculated as either Light, Medium or Heavy Loadout.
Loadout weight influences movement speed, stagger recovery, etc.
Kinda concealment equivalent
Light Weapons and armor add +1 weight. Medium +2 and Heavy +3.
Overkill weapon weight is only taken into account if you carry it in hand (or back with certain new skills)
Light Loadout [Weight = 3]. Secondaries do not add weight.
Medium Loadout [Weight = 4]. Overkill weapon is marked as Very Heavy with 4 weight bars.
Heavy Loadout: Medium Armor and Primary [Weight =6]. Skill allows equipping SMG secondary.
New possible plate types for more variety
Ceramic [0s regen. -0 downs. 65% DR. Does not regenerate at all. Ceramic overlapping disks visuals.]
For builds where you want the plates gone OR heavy DR that you can always repair on your own.
Reforming [2s regen. -0 downs. 40% DR. Even after breaking completely, regenerates to 20%. Tight bulletproof fibres visuals.]
For some DR use and no downs lost e.g. Fortitude builds
Softscale [1s regen. -1 downs. 0% DR. Shorter regen when compared to Impact, but regenerates 5x slower, cannot be repaired with Armor Repair Kits. Dragon-scale pattern visuals.]
Impact side-grade.
Door Wedge / Zip-tie doors closed.
Blocking doors with either a door wedge, maybe zip-tie animation reuse.
To stop civilians from fleeing.
Force police to blow the doors open.
Causes guards to investigate when they cant open doors they need. If they can't navigate around they'll call in search.
Saw, C4, Sticky thermite for opening doors and locks alternative.
Saw blades overheating instead of breaking?
Tripwire mines via skill or separate tool/throwable?
IR Flares to mess with cameras, enemy sniper and drone targeting, while boosting your own turrets. Stealth option as well.
Sentry guns now by default cause civilians to stop when seeing them, they won't approach ~5m to it, making sentries useful in stealth to cut off civilian exits and keeping them from escaping and calling the police and allowing to have more hostages later.
Sharing / placing consumables is not explained.
It's great that i have a constant stream of Miniguns so heavy that they'll over-encumber the user.
Can the drone deliver me a different loadout if Stealth mission goes loud?
Or a Medic or Armor bag?
Hold [OVERKILL] Button to select what I need delivered? (Big Gun, Deployable, Different loadout?)
Select what goes where in Loadout screen as well.
Mamba MGL Grenade explosions throwing bags is horrible. Now with cluster grenades it's even worse.
Alternative ammo types or some customization for OVERkill weapons? MGL Grenades with more Armor piercing, but has no cluster grenades?
Press Z to open Call-In Menu. Choose from overkill weapon, Extra Deployable drop or to change Primary weapon and Skills if needed
Loadouts are quickly filling out with a huge collection of weapons, presets, buying multiple to make your own setups.
2 columns and scrolling through the list isn't great.
Maybe if we have categories and tags we could select:
[ Assault Rifles / Shotguns / SMGs / Marksman Rifles / etc. ]
[ Supressed / Magazine-fed / Semi-Auto / Automatic ]
[ Light / Medium / Heavy / Sidearms ]
We have so many unique weapon parts that are tied to specific preset weapons. They're pretty cool. probably took some time for 3D Artists to model, texture them, prepare materials, separate scopes etc. right?
Can we please, please, please have them available for other weapons, or at least the same weapon chassis.
Maybe unlockable through challenges.
There are so many examples in-game
Also many "normal" weapons have unique attachments, only available to them. Holo sights, handstops and much more.
Can we also "name" some default attachments? Default stocks, sniper scopes - plus information about their zoom level, reticle etc.
Cool scope and barrel, can i have it on my other "CAR-4"'s?
Collapsed stocks. Simple change. Very appreciated.
These scopes could fit on other weapons. Please?
Both of these could work without any stock attached. "CAR-4" on other hand...
We have so many cool guns. With a small change. sharing an attachment from another one, or changing a trigger mechanism or caliber we could have a huge impact on variety and possible gameplay with them.
Weight / Size / Threat / Concealment stats on weapons are additional knobs design could use both for skills, balancing and flavor
Fire rate / Fire mode changes (Burst, Semi, Auto)
Below are some attachments or kits for weapons we already have that I think are would be great additions:
Some conversions could even change weapon's class - Heavy hitting CAR-4 becoming a Marksman rifle or KU-59 turning into a new LMG
Piccolo Duro 5 (Beretta 93R)
Single Shot conversion
Full auto conversion
Attachments from iconic media (Auto9, Equilibrium)
Night sights?
Stryk 7 (Glock 17)
Full Auto conversion
Higher calibre conversion (10mm, or Dredd-like)
Stock
Carbine kit?
Bullkick 500 (S&W Model 500)
Stock?
ATK-7 (MP5)
MP5K parts
10mm conversion + magazine
MP5SD parts
KU-59 (AKM)
RPK barrel
TABUK Sniper conversion
No Stock (Draco Pistol)
PKM Stock
Modern stock
Modern 5.56 mags conversion parts
Modern 6.5 DMR conversion
75 round drum
CAR-4 (Colt Police)
75 round drum
100 round double drum (patriot)
.50 Beowulf conversion parts
.458 SOCOM conversion parts
9mm conversion magazines
V5-7S (SCAR-H)
5.56 Carbine Conversion parts
Sniper Barrel
6.5 Conversion
RG5 (H&K G3)
Sniper Conversion parts
LMG Barrel
Drum Mag
Carbine Conversion parts
FIK-22 TLR (Ruger 10/22 LaRue RAT)
Full-auto conversion
Classic stock?
Short barrel
Larger scopes?
SA-A114 (M14)
Classic Wooden Stock
Shotguns overall
Slugs
Mosconi 12 (Double Barrel)
500 NITRO conversion?
Shoot both barrels at once
TAS-12 (SPAS-12)
Semi-Auto mode
Collapsed Stock (that look, ah!)
M7 (BP12)
Semi-Auto mode
Full-Auto mode
Reinfield 860 (Remington 870)
Pistol grip
Tactical stock (SWAT uses it in-game)
Short Barrel and magazine? (shorty)
Blayspruta (KAC LAMG)
75-150-200 rounds box mags?
7.62 Conversion?
Spearfish 1895 (KMarlin 1895)
Short barrel / mag tube? we have short stock/grip
Not used currently basically at all.
Could be a GREAT tool of directing player onboarding by giving an idea what to do, learn, try
Also would be great to see a bit more info about the heist in the TAB / Back Menu.
Explained objective
Highlighted objects (instead of highlighted all the time - consumables after trading spree for example.)
Hints
More info about my loadout, teammates, skills
Bags secured, stats, loot left (?).
New players online seem unsure what to do sometimes
Can we connect with Shade if players feel stuck or unsure what to do?
Can we hook up Shade to cameras or radios so she can pinpoint important objectives
[!] is not well explained, and often finicky
Lockpicking doesn't have the [!] Icon, It is suspicious while in action, but unlocking doors is ok
Lockpicking alarmed jewellery cases causes immediate alarm with no UI information of the danger
[!] Crack Safe has the [!] Icon, It is suspicious while in action, unlocking the safe causes being spotted
If I use "Need Health" or "Need Armor" Could the other player hold the consumable button and look at me to apply / give me the consumable?
Player outline could blink, Icon near my in-game name, something more than just a text message that might disappear
I miss the "Sorry" voiceline but have two separate ones to Swear and Curse the drill.
A slot or two for my chosen voiceline would be great Like "Supplies!", "Let me trade!", "Need Help!" or others.
Allow to chat during heist intro cutscenes. we're waiting anyway those 3-5s. Let us talk who's gonna do what, plan etc.
Let them just chill and smoke near spawn.
Let me mark cameras and guards instead of yelling at them because they stand in-between.
They get in the way more than help in stealth >:(
Responding to simple voice commands, maybe even carrying loot to escape vehicle when asked
Let me stop them after released by guards or HRT?
Actually afraid of sentry turrets
Can we yell at them to come over?
Can we throw a hostage out like in the trailer for a different trade amount / skill / something?
Can we see time left for trading when police is regrouping?
Higher difficulties = more enemy health and damage.
But they look the same, use the same weapons. Feels cheap
Give them visibly more armor / different texture and different weapons maybe?
Maybe no/less helmets on EASY, no Heavy SWAT