PAYDAY 2

PAYDAY 2

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Archwraith Jan 20, 2016 @ 10:53am
Countdown Timer on Escape
So, a little mechanic suggestion from another game, Warframe. In Warframe, in a 4 guy mission, 2 already came at escape, a countdown will appear that'll lead to instant evacuation. This will prevent AFKs from making much trouble, stopping other dead track when the only remaining objective left is to escape only. This can also work with players that "rambo"-ing everything until the end of time as well.

How about implementing the same thing? On heist with 2 player, only 1 needed for countdown to be made. With 3 player, need 2 to start the countdown. 4 needs 2, like the first paragraph said.

How about it people?
Last edited by Archwraith; Jan 20, 2016 @ 11:04am
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Showing 1-9 of 9 comments
Terminator01 Jan 20, 2016 @ 11:01am 
How about you just kick AFK people?
Archwraith Jan 20, 2016 @ 11:02am 
Originally posted by Terminator01:
How about you just kick AFK people?
If the AFK is host's friend, I'm afraid you don't have anything to say about it...
Originally posted by Terminator01:
How about you just kick AFK people?

Well, there is always that one guy.... Wandering around doing ♥♥♥♥-all. Killing everything cuz he wants to, or is busy repairing a drill on a door that you don't need to do (watchdogs day 1), or is busy trying to kill a swat van. Or something else that equally wastes everyone else's time.
Peanits Jan 20, 2016 @ 11:04am 
There's a couple big problems I can see with this.

1: Two players could force a heist to end early when the other players are going for more loot.
2: It would allow two players to end the heist safely while one or two other players are stuck across the map, pinned down by enemies. It would basically let them escape a situation where they would normally die in.
3: If someone is AFK, the host could just kick them anyways. If they don't have the courtesy to ask the host if it's okay to go AFK for a second, they deserve to be kicked. But also, if they're that close to the end of the heist, they can just wait a minute until they escape.

I find that this kind of system works well in Warframe because there is no definitive host that has the power to kick players. So it's really your only option when someone decides not to extract. But even in Warframe, I've seen players leave 15 minutes into a survival- even a void key- when we were planning on going until 40+. In a game like PAYDAY, though, where the host has absolute control over kicking, something like this isn't necessary. Players going AFK can just be kicked.

Sure, it sucks how someone might have to be kicked so you can continue, but I feel like the odd time when that happens is far outweighed by the amount of people who would leave once you get the bare minimum loot. Worst case scenario, throw a molotov at the guy and escape then. You can leave him behind.
Last edited by Peanits; Jan 20, 2016 @ 11:04am
Archwraith Jan 20, 2016 @ 11:06am 
Originally posted by Peanits:
There's a couple big problems I can see with this.

1: Two players could force a heist to end early when the other players are going for more loot.
2: It would allow two players to end the heist safely while one or two other players are stuck across the map, pinned down by enemies. It would basically let them escape a situation where they would normally die in.
3: If someone is AFK, the host could just kick them anyways. If they don't have the courtesy to ask the host if it's okay to go AFK for a second, they deserve to be kicked. But also, if they're that close to the end of the heist, they can just wait a minute until they escape.

I find that this kind of system works well in Warframe because there is no definitive host that has the power to kick players. So it's really your only option when someone decides not to extract. But even in Warframe, I've seen players leave 15 minutes into a survival- even a void key- when we were planning on going until 40+. In a game like PAYDAY, though, where the host has absolute control over kicking, something like this isn't necessary. Players going AFK can just be kicked.

Sure, it sucks how someone might have to be kicked so you can continue, but I feel like the odd time when that happens is far outweighed by the amount of people who would leave once you get the bare minimum loot.
Those 3 points are something I need to reconsider with. Thanks for the input man.
Terminator01 Jan 20, 2016 @ 11:08am 
Originally posted by Archwraith:
Originally posted by Terminator01:
How about you just kick AFK people?
If the AFK is host's friend, I'm afraid you don't have anything to say about it...


That's why I mostly don't play public or throw a molotov at them.
Peanits Jan 20, 2016 @ 11:08am 
Originally posted by Archwraith:
Those 3 points are something I need to reconsider with. Thanks for the input man.
No problem.

I'm sorry, I forgot we're on the internet. I have to insult you now or something. Threads can't end civilizied.
Last edited by Peanits; Jan 20, 2016 @ 11:14am
Archwraith Jan 20, 2016 @ 11:10am 
Originally posted by Peanits:
Originally posted by Archwraith:
Those 3 points are something I need to reconsider with. Thanks for the input man.
No problem.

I'm sorry, I forgot we're on the internet. I have to insult you now or something. Threads can't end civilizied.
Ah yes, how internet works. Bring it on! :steammocking:

Originally posted by Terminator01:
Originally posted by Archwraith:
If the AFK is host's friend, I'm afraid you don't have anything to say about it...
That's why I mostly don't play public or throw a molotov at them.
As someone who mostly plays with pub, I really know how that feels, a lot.
Salem Jan 20, 2016 @ 11:21am 
What they should do is to bring back the countdown system from Payday: The Heist.

If at least one player is present on the escape zone, it becomes "secured": the countdown bar turns to green and if it reaches 0 the heist ends successfully. Every player who wasn't on the escape zone at that time is considered as in custody.

It would solve issues regarding trolls and noobs on Shadow Raid and Car Shop, and the annoying troll of the game deciding you lost the heist because you were on the escape zone right before the end of the countdown but your character didn't finish his victory line.

EDIT: Whoops, missed the point of the thread. But what I said is very true too.
Last edited by Salem; Jan 20, 2016 @ 11:24am
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Date Posted: Jan 20, 2016 @ 10:53am
Posts: 9