When you go loud, all civilians do is act as human shields for cops and make it so you can't use grenades, and add a severe risk of losing the clean execution star. I see two solutions to this- one, reduce the length and intensity of police assaults and add more of a delay between assaults when there's a hostage on the map (and also make cops actually try to free them instead of ignoring them and using them as cover), or give us a button that does the opposite of the normal intimidate button where you tell them to run away.
I like all of your suggestions but the last point. Payday 2 added escapes on some of the earlier missions and they were the worst part of the game.
I missed out on payday 2. A shame that part was so bad it had to effect future games from adding it.
I just feel like, when I've already completed a heist, I don't want to have to do another mission to be able to get my rewards for doing it. I would be okay with the idea of adding escapes if they were optional and offered bonuses for doing them, like more XP and stuff.
Crime Boss has attracted a lot of Payday 2 players because it's so similar to Payday 2 in many ways, with updated graphics and improved mechanics. As a former Payday player, my mind was blown when I first played and saw that the AI can actually pick locks, grab loot and deliver it to the van, and deal with hostages all on their own. On Payday 2, all bots do is mindlessly follow you wherever you go.
See, I think it'd be cool if instead of the Payday 2 implementation of "Do Another Mission" you get to do a fight as you drive through the streets. Blast a few cop cars and helicopters away, and you're good.
Agree with this, they way civs are now once it’s loud I just go waingro
Agree. Civs pretty much useless at this point. I actually have no idea can you even lost some cash if you kill them (no pop-up infrormation about it). Even in stealth, if you kill a civ, you don't even get a warning (but i thking it's just bug).
They should do at least something. Like you say - delay an assault, do assaulst quicker or mb no SWAT unit in first 3-4 waves, while you have some tied civs. Like, something.
You don't lose cash for killing them thankfully, but you can't get three stars when you kill one because part of "clean execution" is not killing civilians.
Btw, "clean execution" even make sence in MP? Idk, i think it does pretty much nothing. Like, i didn't see any difference, but i mb just blind.
You get more XP the more stars you get at the end of a heist. That's all it really does.
oh, thanks. Good to know) Not much thou. I personally wouldn't give a shit about extra star at this point.
Yeah, I don't really blame you. I don't go out of my way to kill civilians or anything but hey, when I gotta throw a grenade I'm throwing that grenade, you know what I mean?
Understandable) Same, i never kill civs right and left just because, but, well, if i'm in a middle of heat and he just try to run through all this shooting, i'm not gonna risk my life and try not to kill him.
I think they'd be useful even if they did the payday 3 thing where the cops wouldn't use grenades around them or something.
You know, that reminds me of something else that's some bullshit. When cops kill civilians with their grenades, it counts against you and you lose the clean execution star.
Is this still the case? I remember reporting this last year already, after completing a Hidden Vault heist to one star only, as not only I failed a revive challenge, but the SWAT team also started throwing frag grenades around hostages, killing them en masse.
I remember recommending in the devs' official suggestion form to either make civvies immune to police grenades, or do not count civvies killed by cops against the player. Too bad if they did not address this since then.
No, they haven't fixed it. I just experienced this today. Had a cop throw a grenade at me right into a crowd full of civvies on Hidden Vault and blew them all up. I was very careful not to shoot any civilians just to be extra sure, and I had lost the clean execution bonus.
Oooof, well that's annoying.
At this point, civilians are really just the most basic "enemy type" the game can throw against you, who have two main functions:
Act as a low-level suspicion risk when doing stealth, considering that they run away and earn you a suspicion strike if they can escape from you.
Force you to have some basic trigger discipline in loud heists, as gunning them down fails the Clean Execution objective.
I agree that it would be great if they had some additional modifiers to loud gameplay (such as delaying police response or the intensity of the first few police assault waves), but I doubt the devs would rework the current gameplay loop extensively, considering that most heists are simpler and take less time than in the PAYDAY-series (mostly because of the game's roguelite roots, I suppose).
Idk if it would be more annoying than fun, but it feels kinda silly that you can leave a room full of tied NPCs and none of them attempts anything.
What if they try to escape if you leave them alone, or in the case of the guards they try to free themselves?
May I build off your idea, and instead if you have hostages the Police won't attempt entry and wait for SWAT to do their dynamic entry.
If the first car to respond notices hostages, they would set up a perimeter and make sure no one leaves. If a crew member steps outside the police open fire but do not engage.
Once SWAT arrives, negotiate hostages to lower shield rating, and then attempt to run for the van.
I would love to see potential car chases if you try to leave the mission with high shield rating, and have to lose the tail before getting clear.