Alternatively it could just be a mutator (turn on via Mutators menu, and then you've got access to placement options in Pre-Planning - at least that's how I imagine a proper implementation would work). If manipulation was immortalized ingame it would likely be given an icon in Crime.Net, and filterable just as Mutators are. The lack of any balancing behind some decisions based on the possibilities of some heists may be seen as cheap, but it's just as possible to force the placements into the worst possible setup imaginable. The choice in how one uses external RNG manipulation or in broader terms, a custom ruleset, is at the discretion of the lobby, or more specifically, the lobby host. If you're looking for an entertaining game and you keep getting an unenjoyable slog for placements, then in context the game isn't doing a very good job at being good. Unpredictable games are replayable as each session feels different, but the other hand it can involve seeds that result in outcomes which are just plain boring or overly difficult to deal with. RNG is, at it's core, a risk in game design. The RNG of Payday is not easily/obviously influenceable, which means you're at the mercy of however it generates the seed (via game RAM, RTC, whatever). I probably have no right to comment on cheats in Payday, but when it comes down to an RNG modification I'm sympathetic for a number of reasons. When we try to get what we want we slog through our options and if we can't get what we want then we deal with it like MEN" "Terminating and rebuying, and later when it was implemented, restarting, have been part of the game forever.
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