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* TheComputerIsACheatingBastard: If you try to use a human shield in a pinch to prevent a guard from setting off the alarm, it ''will'' work for a minute or two...until another guard somehow sees what you're doing through walls and set off the alarm anyways.



* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so. Enemies also won't fire on you so long as you're looking at them and not aiming to shoot, but a couple will try to run up and melee you to get you to drop the hostage.

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* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so. You can even use them to stop the guards from activating the alarm, although there's a chance that another guard will [[TheComputerIsACheatingBastard inexplicably know what's going on through walls and set off the alarm anyways.]] Enemies also won't fire on you so long as you're looking at them and not aiming to shoot, but a couple will try to run up and melee you to get you to drop the hostage.
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* CameraSpoofing: Players can once again cause security cameras to loop their footage and sneak by undetected. This time around, the camera loop is indefinite, but only a maximum of two cameras can be looped at once per player. If the player loops a camera afterwards, the oldest camera looping will end.

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* CameraSpoofing: Players can once again cause security cameras to loop their footage and sneak by undetected. This time around, the camera loop is indefinite, but only a maximum of two couple cameras can be looped at once per player. If the player loops a camera afterwards, after their maximum, the oldest camera looping will end.



* DelayingAction: When a heist goes loud and first responders arrive, there's a negotiation period where the player can release a specified amount of hostages to delay the Assault Phase by a few seconds. As soon as the timer runs out or if the player does an aggressive action like shooting their unsilenced weapon, [[IFoughtTheLawAndTheLawWon it's on]]. The only exception to this is the ''Road Rage'' heist, where the police skip the negotiation phase and go straight to Assault Phase after the truck stops.

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* DelayingAction: When a heist goes loud and first responders arrive, there's a negotiation period where the player can release a specified amount of hostages to delay the Assault Phase by a few seconds. As soon as the timer runs out out, the heist progresses to a certain point, or if the player does an aggressive action like shooting their unsilenced weapon, [[IFoughtTheLawAndTheLawWon it's on]]. The only exception to this is the ''Road Rage'' heist, where the police skip the negotiation phase and go straight to Assault Phase after the truck stops.



* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so. Enemies also won't fire on you so long as you're looking at them, but a couple will try to run up and melee you to get you to drop the hostage.

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* HumanShield: The player can pickup civilians and guards to use as shields after intimidating them. This has the added benefit of giving the player control over where the unwilling hostage goes, albeit at a slower movement speed while doing so. Enemies also won't fire on you so long as you're looking at them, them and not aiming to shoot, but a couple will try to run up and melee you to get you to drop the hostage.



* ZergRush: Close to the end of a loud heist, the police will initiate a final assault, where they send an endless wave of cops at you until the heist is finished or they take you down.

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* ZergRush: Close to the end of a loud heist, the police will initiate a final assault, where they send an endless wave of cops at you until the heist is finished or they take you down. This also happens if the FBI van shows up, causing the assault wave to go on indefinitely unless you take out the antenna.
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Made it New York the city rather than being ambiguous


The sequel to 2013's ''VideoGame/Payday2'', ''PAYDAY 3'' is a 2023 video game developed by Starbreeze Studios, and published by Deep Silver Studios. It continues the escapades of the PAYDAY Gang, after an extremely well-coordinated attack on both them and their bank accounts forces them to come out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, where the crew, now upgraded with more modern technology, pull more heists in a changed world.

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The sequel to 2013's ''VideoGame/Payday2'', ''PAYDAY 3'' is a 2023 video game developed by Starbreeze Studios, and published by Deep Silver Studios. It continues the escapades of the PAYDAY Gang, after an extremely well-coordinated attack on both them and their bank accounts forces them to come out of retirement, moving from UsefulNotes/WashingtonDC to UsefulNotes/NewYork, UsefulNotes/NewYorkCity, where the crew, now upgraded with more modern technology, pull more heists in a changed world.
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Denuvo is not an anti=cheat, it's anti-tamper DRM. There was never anything to "work around" as the game didn;t have it outside of the closed beta.


** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on the [=SCB=] Bank Heist, for example). For comparison, in ''2'', map events were almost always random and was frequently criticized for it, especially in stealth, so this is a nice middle ground for players.

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** The RandomEvent nature of the game, while still present, locks its random elements per lobby. This works for and against you however; it lets the player have a string of consistent, learnable events, even if you restart, so long as the lobby itself remains up, but the random events you get may also not be the best entirely beneficial (getting good escape van [=RNG=], but bad fuse box placement [=RNG=] on "No Rest for the [=SCB=] Bank Heist, Wicked", for example). For comparison, in ''2'', map events were almost always random and was frequently criticized for it, especially in stealth, so this is a nice middle ground of TrialAndErrorGameplay for players.



*** With the RandomEvent changes to only randomize a level setup upon a total lobby restart, this now makes stealth gameplay '''significantly''' more consistent, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's now something that's actually learnable and feels beatable in one session from the offset, rather than trying to piece together every possible random spot and adding what amounts to out-of-game homework to learn every spawn of specific objectives before going in.

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*** With the RandomEvent changes to only randomize a level setup upon a total lobby restart, this now makes stealth gameplay '''significantly''' more consistent, avoiding the issue ''2'' had with stealth where restarting ''in any way'' reset the level setup, making for a frustrating chore of TrialAndErrorGameplay. Here, it's Stealth gameplay is now something that's that actually feels learnable and feels beatable in one session from the offset, session, rather than trying to piece together every possible random spot for a keycard to spawn, and adding what amounts to out-of-game homework to learn every spawn of specific objectives before going in.homework.



** While Denuvo was removed from the game before release and savvy cheaters can still work around it, there’s still some basic anti-cheating mechanics to be found here. Trying to glitch or cheat into the vaults or otherwise do things wildly out of order will result in you being kicked out of the lobby.

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** While Denuvo was removed from the The game before release and savvy cheaters can still work around it, there’s still some has a basic anti-cheating mechanics server-side anti-cheat to be found here. Trying deter hackers from easily beating games, and will kick players who attempt to trying to glitch or cheat into the vaults or otherwise do things wildly out of order will result in you being kicked out of the lobby.order.



* RevisitingTheRoots: The base game brings things far more in line with the original ''Payday: The Heist'' and the early stages of ''Payday 2'', with ''mostly'' realistic, non-gimmicky guns, masks, and the lack of a [[MaybeMagicMaybeMundane heavily-implied-to-be-supernatural]] conspiracy.

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* RevisitingTheRoots: The base game brings things far more in line in-line with the original ''Payday: The Heist'' and the early stages of ''Payday 2'', with ''mostly'' realistic, non-gimmicky guns, masks, and the lack of a [[MaybeMagicMaybeMundane heavily-implied-to-be-supernatural]] conspiracy.
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* SimpleRescueMechaninc: Unlike previous games, hostages marked "rescued" by the HRT cannot be recaptured and are good as gone. You can't even kill them out of spite as they magically become impervious to damage.

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* SimpleRescueMechaninc: SimpleRescueMechanic: Unlike previous games, hostages marked "rescued" by the HRT cannot be recaptured and are good as gone. You can't even kill them out of spite as they magically become impervious to all damage.
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* SimpleRescueMechaninc: Unlike previous games, hostages marked "rescued" by the HRT cannot be recaptured and are good as gone. You can't even kill them out of spite as they magically become impervious to damage.

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* DevelopersForesight: Trying to be clever in ''Touch The Sky'' by hiding in the vents when the assault starts? The developers anticipated players would try this and the game would unceremoniously teleport them back to the level proper after the vents get locked down.

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* DevelopersForesight: Trying to be clever in ''Touch The Sky'' by hiding in In certain missions, Shade has alternate comments if you correctly enter a number code without completing the vents when the assault starts? The developers anticipated players objective that would try this and the game would unceremoniously teleport them back to the level proper give in-universe knowledge of it, either by memorizing it after restarting or guessing based on the vents get locked down.highlighted keys.
-->"Nothing like a little trial and error..."



* NoFairCheating: While Denuvo was removed from the game before release and savvy cheaters can still work around it, there’s still some basic anti-cheating mechanics to be found here. Trying to glitch or cheat into the vaults or otherwise do things wildly out of order will result in you being kicked out of the lobby.

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* NoFairCheating: NoFairCheating:
**
While Denuvo was removed from the game before release and savvy cheaters can still work around it, there’s still some basic anti-cheating mechanics to be found here. Trying to glitch or cheat into the vaults or otherwise do things wildly out of order will result in you being kicked out of the lobby.lobby.
** Vents get locked down when a mission goes loud, and any players inside will be unceremoniously teleported back to the level proper .
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** Like ''No Rest For The Wicked,'' killing Mason in ''Touch The Sky'' will make it impossible to access the panic room in stealth, forcing you to go loud in order to progress since the drill is only available when the alarm goes off. Once the room is opened, [[RuleOfThree he's fair game.]]

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** Like ''No Rest For The Wicked,'' killing Mason in ''Touch The Sky'' will make it impossible to access the panic room in stealth, forcing you to either go loud in order to progress since (since the drill is only available when the alarm goes off. Once off) or skip the panic room is opened, and brute-force the vault code via guesswork (which means you'll miss out on several loot items). Otherwise, [[RuleOfThree he's fair game.]]

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