PAYDAY 2

PAYDAY 2

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Dakks Oct 29, 2014 @ 2:52am
XP at End of Heist instead of during game.
As an avid PD1 fan (but one that still enjoys PD2), I don't quite understand why we don't gather XP during heists. Call it a run of extremely bad luck, I'm lucky to complete even a 7 minute heist because something will call me away from the computer, I will get disconnected or kicked for whatever reason, or some other nonsense.

Since XP is only rewarded at the end of a mission, it has taken me a frustratingly long time to level up. Is there a particular reason this was done? What was wrong with the old system in PD1 where grabbing loot and such would increase XP before clearing the heist? I'm sure kills and objectives could also grant XP relative to the difficulty being played. I also miss the challenges from PD1 which were good XP boosts as well.

Sorry if it's been asked before or I'm incorrect about something, I've just come back after not playing for a year.
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Showing 1-12 of 12 comments
Malidictus Oct 29, 2014 @ 4:38am 
Because putting off the payday until the end rewards ultimate success over intermedate performance. However well or badly you do, you still have to finish the heist or you get nothing. The game's built on a "risk vs. reward" ideology, where you're encouraged to take on harder difficulties and grow greedy for extra loot and such. If you pull it off, YAY! More reward. If you fail, you don't get anything.

There are no consolation prices in Payday 2. Simply running easier heists on a lower difficulty is your consolation price equivalent. It's all a calculated risk and you're supposed to do the calculations. If you can't complete even a 7-minute heist yet want to level up anyway, you're essentially asking to fail into success. I'm not a fan.

A while ago, I came up with a cute little rhyme to describe this: "If you don't succeed, you can't proceed."
Dakks Oct 29, 2014 @ 5:26am 
I am not asking to fail into success. Like I said, it's not my skill or my team-mates skill that is the problem, it's the fact that - shock horror - life calls outside of playing the game. Perhaps both could be possible? Small XP rewards for actions during the mission and a big reward on success?

And what about the people who drop out, get kicked or lag up and die near the end of a mission? It would be less enraging if you got at least something out of a wasted 10 to 40 minutes. Especially on higher difficulties.

Likewise, I don't understand the logic in multple day heists not giving out XP at the end of each day. Again, not massive amounts but something.
[TBP}Delishinable Oct 29, 2014 @ 5:33am 
If you can't spare 15-30 minutes (if even that for quite a few missions) to finish a mission, perhaps you shouldn't be trying to play a game that would demand that kind of time in the first place. Not trying to sound mean or anything but it really is as simple at that.
Dakks Oct 29, 2014 @ 6:13am 
Typically I do have that time, but as I said recently I've been having a lot of those days where you can't sit down for 5 minutes without something going wrong.

I'm more interested in people's opinions of mid-heist XP than of my personal life.
Last edited by Dakks; Oct 29, 2014 @ 3:47pm
Fellby Oct 29, 2014 @ 6:20am 
I like how the game is now. Rewarded a lump sum at the end if you successfully complete it.


Besides, rewarding the team per bag/kill would be terrible with how many script kiddies are around.

Join game, spawn a million bags, everyone is max level. That would piss TONS of people off.

And then if you reward people for only the bags they pick up, say hello to hosts kicking everyone as soon as the vault opens up.
lexilogo Oct 29, 2014 @ 6:30am 
In heist exp could possibly work, but at this stage would probably need new medium sized lumps of code placed into every heist. Which would take a while for such a small addition.
vytarrus Oct 29, 2014 @ 6:32am 
Originally posted by Dakks:

I'm more interested in people's opinions of mid-heist XP than of my personal life.

It's a possibility, but you have design levels accordingly. They failed at it at PD1, so they didn't even bother with that in PD2. It's not gonna happen, cause it would require to redesign most of the maps.
=MA= Drew Oct 29, 2014 @ 6:53am 
Originally posted by Fellby:
I like how the game is now. Rewarded a lump sum at the end if you successfully complete it.


Besides, rewarding the team per bag/kill would be terrible with how many script kiddies are around.

Join game, spawn a million bags, everyone is max level. That would piss TONS of people off.

And then if you reward people for only the bags they pick up, say hello to hosts kicking everyone as soon as the vault opens up.

Not to sound like a jerk or anything, but have you ever played Payday The Heist? If one person picks up a bag, Im pretty sure everyone in the game gets the XP. Also, players dont get rewarded xp per kill in that game.
Fellby Oct 29, 2014 @ 7:05am 
Originally posted by Drew:
Originally posted by Fellby:

Not to sound like a jerk or anything, but have you ever played Payday The Heist? If one person picks up a bag, Im pretty sure everyone in the game gets the XP. Also, players dont get rewarded xp per kill in that game.

Did you read what I said?

So if 1 person picks up a bag, everyone gets xp. Thats all fine and dandy until someone with scripts/hacks/cheats joins and spawns hundreds of bags.

Then what happens? Everyone is force fed levels they don't want.


I'm not saying the system we have now is perfect, but I and many others like it. If you want a bigger payday, you get greedy and go for everything and hope to make it through the heist
Malidictus Oct 29, 2014 @ 7:07am 
Originally posted by Dakks:
I'm more interested in people's opinions of mid-heist XP than of my personal life.

That's what you're getting, though. The game is designed to hold off all rewards until the end of a heist, including receiving no rewards for multi-day heists until the end. This exists both to reward success an to give "escape" maps some degree of weight. It also exists to give pro jobs some degree of weight, because failing Day 3 of a 3-day heist leaves you with zilch. However, succeeding that 3-day Pro Job heist has a much bigger reward at the end.

Yes, it sucks to get kicked at the end of a heist for no reason. I really wish there were some kind of "karma" system in the game to penalise people for being ♥♥♥♥♥♥♥♥♥, even if it were nothing more complicated than tagging their Steam account to show up when you see their game in Crime.net. Yes, it sucks losing connection towards the end of a heist, but it rather rocks joining a heist mid-way through and still getting full rewards.

Ultimately, Payday 2 is a game which requires a time commitment and risk management. Your personal life enters into it when you can't commit to what the game requires. This doesn't make you a bad person, but you're trying to play the game at odds with how it was designed to be played.
Dakks Oct 29, 2014 @ 3:54pm 
Originally posted by Malidictus:
but it rather rocks joining a heist mid-way through and still getting full rewards.

To me, that doesn't seem fair or logical either. It just means in the current system we have people who can spend half an hour and get nothing due to kicks/disconnects/having to go afk in the last minute of a heist, and others who can join in the last minute and reap full rewards. Seems a bit silly.
akira Oct 29, 2014 @ 3:56pm 
"avid payday 1 fan"
ADD ME PLS
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Date Posted: Oct 29, 2014 @ 2:52am
Posts: 12