[Feedback] Dye packs (too many for solo heist)
When your doing a heist alone because you got queued with no one, when you make it to the end of the bank job, I won’t have enough time to take care of all the dye packs making the job payout much worse for something that isn’t my fault, if we can make ether less dye packs(ex:2 dye packs extra per person) or maybe more time in general.
Comments: 37
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03 Aug, '23
1Doom2lord3you have time to disable 3 packs per person (4 if you're really quick) so 3 packs per person placed on random bags sounds fair
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04 Aug, '23
desabsolutely i can only get 5/8
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04 Aug, '23
Smoker9097I managed to neutralize 7 dye packs.
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04 Aug, '23
QueueI like the dye packs.
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Maybe they could make it so they have a different timer depending on playercount and or heist difficulty setting -
04 Aug, '23
ALKAERAdding scaling to the dye pack timers, based on how many players are in the lobby could solve this issue.
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Say if you are playing alone, the time before the dye activates should be extended, and then lowered if you play with more people.
That way you still need the coordination to be sure to get all packs in time. -
04 Aug, '23
Matt MergedPerhaps allow a method to disable the dye packs for those lobbies that didn't get all people or for solo players etc. Maybe an EMP item that you can throw in the room to disable them all? Since they seem to be electronic.
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04 Aug, '23
JohnnyThe time should rely on how many players are in the Game. So if only one player ingame, multiply the time by 4.
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05 Aug, '23
madsc0ttDye packs shouldn't go off in stealth in my opinion. You have to use an executive to get to the vault anyway and you are opening the vault with the code. So it doesn't really make sense for them to go off because the bank staff wouldn't be able to add or take money from the vault normally.
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05 Aug, '23
El Berto 000Is it impossible to program the AI to assist via a command on the object you wish them to interact with? With the desire to have the game always online having capable and competent AI to assist between player slots being filled would be appreciated.
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05 Aug, '23
N/A MergedScale objectives to how many player are in you party. EG. The dye packs inside the vault are near enough impossible to stop all of them with only 1 person. So increasing/decreasing the time for these objectives in comparison to how many player you’re are with would massively improve the games experience and overall Quality Of Life.
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05 Aug, '23
WLightAgree on this. I get the incentive of awarding the player for completing an extra task under pressure and getting a higher cash reward for loot, but if you're playing solo or with less people, you permanently get a lower payout because the dye packs go off. I think the number should scale with the amount of players in a game so it's feasible for less players to still disarm all dye packs.
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05 Aug, '23
TaskforcePandaMaybe the dye packs could be affected by the ECM jammer?
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05 Aug, '23
JakapoaSolo players can only get 5 of the 8 dyepacks on average (dyepacks activate in a random order, which makes it unreliable). The issue is that players can join and leave at any time, so you can't just say "only spawn 5 dyepacks if the lobby is solo".
It would probably be easier to assess the number of players when the door is opened, and only activate 5 of the 8 if there's only one player in the server at that time. Two players can easily disarm all 8 dyepacks, so there's no need for activating X dyepacks per player. -
06 Aug, '23
Snaex Admin"[Feedback] Scaling certain objectives" (suggested by N/A on 2023-08-05), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Aug, '23
Snaex Admin"Allow a method to disable the dye packs for solo/small lobby players" (suggested by Matt on 2023-08-04), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Aug, '23
GabbyA don't really see why they activate when you are stealthing, makes no sense to me. Also an additional side objective where you can turn them off before entering, like a code or something could be nice.
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08 Aug, '23
KejdurapaEven in a 2 player game, it can sometimes be difficult to neutralize all the paints.
It must be equalized according to the number of players and similar systems should be added in all such missions, otherwise solo players will never be able to enjoy.
my suggestion
If the number of people is low, it should take longer for the paints to explode.
Also, if the number of people is 4, it should be calculated as if there were only 3 people, because someone will not enter on time or someone will open the door early.
All maps should act with this logic. -
11 Sep, '23
LouisI've been able to do 7 dye pack out of 8 most of the time in solo on pc.
For a solo stealth run, it seems reasonnable to have 1 blue inked bag per run. -
20 Sep, '23
ScarAllowing an ECM placement should delay the trigger of dyepacks
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21 Sep, '23
Andreas Sebastian ZochI personally like and think it's good that playing alone has certain disadvantages and limitations.
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26 Sep, '23
LuckyTwo Ideas I have to remedy this issue.
1. Add another Skill to increase the speed at witch dye packs are disarmed (combine this with the Quick fingers skill)
2. Allow the ECM jammer to extend the timers on the dye packs (my personal pick)
I feel Both of these Ideas would allow solo play but keep balance in the game.
As a third option, rework the mechanics so the dye packs are hidden in the money (not visible or feint blinking light under top bills) but are in random stacks (some, not all) and the stack must be searched to find and disarm them. Remove the timer aspect but if the money is moved past the door the pack goes off if not disarmed. these could be changed to fit difficulties as well Examples: Hard- No timer 6 out of 8 are trapped. ... Very Hard - 4 of 8 are trapped with 40 sec timer and 5 second disarm time -
27 Sep, '23
FlibbleJust make the ECM block the electronics. It lasts long enough. It means you lose out on either wallhacks with the motion sensor or an extra set of eyes with the personal use cameras.
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27 Sep, '23
Pickledog MergedMaybe you can place an ecm in the vault to delay the dye packs so you can disable them solo a lot more balanced
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27 Sep, '23
NameGeophYou're not supposed to be able to get them all as a solo. That's kind of the point.
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27 Sep, '23
TyrvanaI second the ECM to delay the triggers, at least that way u can do it solo without changing the game for solo/amount of players.
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27 Sep, '23
Nicholas Templetat my absolute fastest, ive been able to get 6 dye packs. I've not done the "no rest for the wicked" heist too many times though.
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28 Sep, '23
UltimateTrashpanda MergedThis slight change makes sense thematically and would allow solo players to disarm all 8 dye packs.
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02 Oct, '23
NameGeophLeave this mechanic alone. You're not supposed to be able to get every single dye pack by yourself. It's a team heist game. Make some friends.
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18 Oct, '23
Snaex Admin"Solo dye pack suggestion" (suggested by Pickledog on 2023-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Oct, '23
Snaex Admin"[Feedback] No Rest for the Wicked: Allow ECM Jammers to affect the dye packs" (suggested by UltimateTrashpanda on 2023-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Nov, '23
BATITime should be set based on number of real players in the heist.
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18 Jan, '24
OnkelMustacheYeah I think they should either be jammed by ECM jammers or just make it so its based on ammount of players ingame.
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12 May, '24
h3mThis can technically be marked as done, since you can delay dye packs with ECM. However, the game should clarify that you have the ability to do this. It's currently mentioned nowhere, so how are players supposed to know?
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27 Aug, '24
mcmase1212CAN you delay dye packs with ECM now? I never heard of this change (and I feel like I follow the game pretty closely).
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I was going to say, I felt like adding the ECM functionality might be a (relatively) more complicated task for an object that didn't already support ECM functionality. I could be wrong if they've gone ahead and done it.
So for me, best solution is to just disable dye packs in stealth, for any number of players. -
04 Sep, '24
MessiahDefinitely very disappointing feature to solo overkill a stealth to the end and always have 2 bags ruined by dye packs. You can never get full satisfaction and it's always just a letdown. I understand if there is an order and you can find that order in a safe or hack into a computer somewhere and then you have time as a solo player to get all bags clean. Now it just sucks that I get punished for doing the heist in the hardest way possible alone.
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10 Sep, '24
MessiahI hope they're not forcing me to use ECM jammers now to deal with dye packs when I prefer using camera or sensor. The ones suggesting ECM jammers are a part of why this game is hard-stuck in annoying decisions and always take 1 step forward and 2 back. Way too many gamers that don't think in a bigger perspective or how it will affect other players builds and playstyles. Selfish one sided solutions is not the way forward when the game lean heavily on replayability in mulitple ways depending on each individuals playstyle.
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2 days ago
howardshould be a separate mini game like opening safes for defusing the dye packs on stealth that if you fuck up pops and on loud should be the way they are